rules reference - rules and mechanics
2023 Official Rulebook
Source: https://drive.google.com/file/d/1wSFFKj8Txkrl0q8N_dT2qBjGjatakYkC/view?usp=sharing
Status: ok 257 pages 428864 chars. Characters: 428864.
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Live Action Role Playing
ROEKRON GAME WORLD
2023
Rule Book
By:
Christopher Melville,
Tyson Ruszler, Kim Taylor
and all the FanWar players and supporters
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Dedication
This book would not be possible without the combined teamwork of everyone who
plays and has played FanWar. It is not the work of one or even a small group of
people, but the work of countless individuals, all sharing and improving on a system
over time. I could never include all the players who have added to this book, but I
need to acknowledge them as co-creators of the game we enjoy. I am carrying
forward the game we all designed, and for all your hours of work, thoughtful advice,
and joyful involvement, I dedicate this book to you.
-Christopher Melville
Special Thanks to:
Game Masters and Assistants:
Tony Esserman Melville, Kim Taylor, Tyson Ruszler,
Spencer Kelly, Allison and Karen Paley, Iris Esserman, Zac Rouse, Nick and Scott
Shafer, Gabriel Perko-Engel, Cora Tobin, Ryan “Bobo” Barton, Lanelle Ruszler,
Wade Estese, Josh Dorese, Richard, Connor, & Wesley Callan, Elliot Nixon, Harry, Ben,
and Toby Miller, Isaac Boss, James and Bear Tolson, Devon Mirsalis, Zeke Wilson,
Derek Kim, Seth Whitman, Jeremy Cohn, Niall Sulcer, Elise Perry-Hayek, Sage Turri,
Jack Cochrane, Logan Takemori, Anton Komarov, Quinn & Rory Morgan, Ethan &
Daniel Cintz, Theo and Mary Rose Poor, & many others!
Organizers & Supporters:
Molly Tichenor, Kara Shafer, Ana “Rita” Guzman, David Matheson, Andrea Sharff,
Angelina Artemoff, Maureen Kelly, Sara Esserman Melville, Kim Taylor, Ali Flynn,
Marianne Fisher, Tamarah Kanewske, Claire Takemori, Denaire Nixon, Pam Tellew,
Rose Vasquez, Jay Hamilton-Roth, Devon Cohn, Ariadne Horstman, Benjamin Cintz &
Elizabeth Eastman, Graham & Margaret Poor, Nicko Melville, John Melville, Nicholas
Voltmer, Chris and Svetlana Spetzler, Keiko Sato, Raven Fleps, Andy & Bob
Culbertson, Joanne White, Helios New School, Tessellations School, & many more.
Cover Art:
Elise Perry-Hayek
Artists:
Allison Paley, Elise Perry-Hayek, Katia Kishinsky, Elliot Kaiser, Maya Donovan, &
Christopher Melville
Photos Courtesy of:
Wade Estes, Barry Langdon-Lassagne, Christopher Melville, Suzanne Paley, Molly
Tichenor, Elise Perry-Hayek, & Noah Boyer
All the Adult League Players,
All the Junior League Players,
and
NERO, Richard Garfield (Magic the Gathering), & David Hargrave (Arduin).
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How to Use This Book
For New Players
The chapters in this book are ordered so that the most important information
comes first. It starts with the five basic rules that you need to know to start playing,
and then moves on to other topics in the order that you will need to learn them. This
means that you can read this book a little bit at a time as you play different parts of
the game. It helps to read a chapter of the book before each event you play so that
you are prepared and know how the game works ahead of time. Or, if you bring your
rulebook to each event, you can look rules up if you forget them. If you do bring your
rulebook to LARP events (highly recommended!), make sure you write your name
on the inside cover so that someone else doesn't accidentally take your book!
For Experienced Players
Use this rulebook as a reference book whenever a question about the rules or a
monster's abilities comes up at an event. If there is a disagreement about how an
ability works, look it up in the book; each ability has been carefully worded to be as
clear as possible. The glossary in the back should be your primary reference, and if
the rule is worded slightly differently elsewhere in the book, always go with the
glossary's version. This book should also be used as part of the “Three Before Me”
system; always check the book for answers first before asking your GM about how an
ability works.
Sometimes while in the middle of a battle it is impractical to look a rule up in
the book. In this case, your GM will often make a temporary ruling (also called an
improvised ruling) to resolve the issue and move the encounter along. Accept the
ruling for the rest of the battle, and then after the battle is over consult the rulebook
to see how the rule actually works. That way, if it comes up again later, you'll know
the answer this time!
Fantasy Warplay – 2023 Rulebook
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Table of Contents
Introduction 0
The Three Rules of Life 1
Basic Rules 3
The Equipment 8
Characters 17
Character Creation 21
Trades & Crafts 29
Rules for Character Play 31
Death & Dying 33
The Classes 36
Keywords & Terms 46
Warriors 48
Semi-Martials 70
Mages 92
Prestige Training 114
Elder Sorcery 117
Adventuring 127
Hand Signs 130
Terrain & Boat Rules 130
States & Effects 136
The World 143
Settings 150
Special Items 152
Deities & the Divine 159
The Monster Field Book 164
Monsters 167
Animals 199
Undead 209
Abilities Glossary 232
Abilities Ratings 239
Price of Goods and Services 245
Fantasy Warplay - 2023 Rulebook
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Introduction to the Game
What is Fanwar LARP?
In Live Action Role Playing (LARP), players pretend to be someone else, living in
a different time or place, and acting out events that might happen in that world.
Many of these games involve battles, and so LARPers use safe, padded props that
look like weapons to act out the combat. Unlike in a play where everyone has certain
lines to say and the story is set, in LARP, the players each act out a certain person
and make their own decisions for that person as the game evolves.
Live Action Role Playing is a combination of sports, drama, and table-top role
playing games. It has many forms and settings all over the world, and has been a
popular pastime for kids and adults for generations. Every child who plays at
pretend has done LARP, although they didn’t know they were doing it. We are not the
creators of LARP, but rather, those keeping the tradition of imaginative play alive in
our culture.
Our LARP is specifically medieval fantasy based, with swords, spells, and
dragons, but many other settings exist with other LARP groups and players. We have
created a set of rules to keep everyone playing safely, fairly, and focused. That is
what the FanWar LARP Rule Book is for. Our game has been continuously added
onto by all the players, so that over time it has stayed fresh and exciting. The game
world we use has also been affected by hundreds of players over time, so when you
step into our story, you are entering a long history of adventures, mysteries and
battles!
All the steps to learning to play the game have been clearly organized for you in
this book, from the simplest and most important in the front, to the very complex
and rare in the back. The book is broken up into chapters based on how complex of a
game you are involved in. Simple battles can be done using just the first chapters.
More complex stories can be told using character creation rules, and the most
complex of adventures can be taken on using the entire set.
Welcome to our game. We love what we do, and hope you enjoy it as well.
“All the works of man have their origin in creative fantasy.
What right have we then to depreciate imagination.”
- Carl Jung
Fantasy Warplay – 2023 Rulebook
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The Three Rules of Life - FanWar Etiquette
Before we can play the game, we need to make sure we all know how to play
fairly and safely. Below are three rules that will help you, not only as a FanWar
player but in the rest of your life as well!
1. Take Care of the People - Never do anything that will hurt
someone.
Kindness Always Wins. We are here to play and have fun. If
someone is ever hurt or frustrated by the game, stop what you are doing,
put your fist over your head (to show you are out of game) and ask them
“Are you ok? What do you need?” Look them in the eyes and be friendly! If
you have injured or angered them, apologize and wait until they are ready
to join the game again before you do. If you need help, get a Game Master
or a referee to help you.
This rule also means take care of yourself! It's important to take
breaks, drink plenty of water and know your own limits.
2. Take Care of the Things - Never do anything that damages
the materials.
The weapons are fragile. The FanWar equipment is expensive to make
and if damaged can be dangerous. Do not be rough with the weapons or
yank, smack, or step on the equipment. We spend hours of our time just
making one sword. Take care of the things so that everyone can enjoy them.
3. Make it Work - Listen carefully and follow the directions.
Use the procedures.
Fair Play makes for Good Gaming. FanWar is a game that takes a
lot of honesty and trust. In order for a LARP to work, everyone has to play
fairly and honestly, even if it means their character is going to die! If you
play the game by the rules and accept when you are tagged, you will do
great at FanWar.
You need to trust the Game Master and the game world to work.
If you get wounded, it is not the end of the world, you can get healed by
another player very quickly. But if you deny you were hit or argue about it,
it wastes everyone’s time and ruins the game for everyone. You may have
to admit that you were wrong, but that is part of life. When we all play fair
and trust each other to do the same, the game is that much better!
Fantasy Warplay - 2023 Rulebook 1
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2 Fantasy Warplay – 2023 Rulebook
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Basic Rules
Battle
The Five Rules
There are five basic rules that players need to know in order to begin playing
FanWar. These are the core mechanics of the game, upon which all the other rules
are built. There are many rules and abilities beyond these, but they aren't necessary
for starting battles – you will learn them later as you gain experience with the game.
The basic five rules are as follows:
1. Wounding
2. First Aid
3. Carrying
4. Knock Out
5. Fumble
1. Wounding
FanWar is essentially a game of freeze tag where players can "freeze" (Wound)
and "unfreeze" (First Aid) each other. The difference is in the props we use. Instead
of tagging each other with our hands, in a LARP we use specially made soft foam
padded props that look like weapons. Game combat works by trying to tag a player
on the body anywhere, except the head, neck, or groin, without getting tagged
yourself! All you need to do is gently tag your opponent to score a hit! No real force
is necessary.
If you can tag your opponent's body with your weapon, they are then wounded
and they immediately drop to one knee to show that they are wounded and thus out
of the fight for now.
When you are wounded we imagine that
you are actually unconscious. You can’t shout For an attack to count, it needs
for help (“Hey, come help me, I’m to be a full swinging or
unconscious!”) or warn other players of thrusting motion. Rapid small
anything as it would not be possible in the taps (“drumming”) won't count.
world of the game. All you can do is watch the
battle silently, maybe give a little groan so If an attack hits something else
players around you might notice that you are first – a weapon, a shield, etc –
down and consider helping you. before it hits a player, it is
considered a “deflection” and
Just because you're wounded doesn't doesn't count. Hits need to be
mean you're out for the whole battle, so stay clean swings. This is to
alert! There are all sorts of ways you can get discourage using excessive force
back into the fight. to break through another
player's guard.
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Hit Points
Sometimes in the game
there are creatures that will
be able to take more than
one wound before
dropping. Each wound
removes a hit point (HP).
When their HP reaches 0,
that creature is
unconscious, just like
anyone else.
Some attacks also deal
more than one damage at a
time. If you ever take more
damage in one attack than
it would take to bring you
to unconsciousness, you
"cap" that damage, and are only taken to 0 HP. For example, as a player with 1 HP, if I
take a hit for 5 damage it only takes my HP to 0 (not -4!) and I drop unconscious. I
take any hits after I am down as I normally would!
Killing Blows & Dying
While you are down you are still vulnerable to attack and can even be killed!
Any time you take damage while down, you move further into what we call
"Negative Hit Points" starting from 0 HP.
Each time you take damage, call which negative point you are at, ("Negative
One... Negative Two..." etc.) so players know you are taking the damage. The negative
hit points are called by you, not the player dealing damage, because you may have
already taken negative hits they didn't know about. You remain at whichever
negative HP you called last until you are healed. If you receive healing (see First Aid
below), you will be restored to consciousness at your full hit points (usually just the
1 HP for players).
If you take damage while you are being healed, you still move further into the
negatives and the healing you are taking is stopped and must be tried again. Players
can also tag you and call "Interrupt" to stop you from healing but without damaging
you. This is a good way to stop enemies from getting back up without having to kill
them.
When you reach -4 HP you are dead and First Aid can no longer revive you!
Each form of the game handles death a little differently. Sometimes you will need to
"reinforce" as a new character from your base or in advanced forms of the game
there are spells that can resurrect you. Either way, don't worry, death in FanWar
usually isn't too serious!
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2. First Aid
You might ask why we don’t fall
Now that you know how to wound
down on the ground and act out
and be wounded, the next thing you need
being wounded. While that might
to know is how to help your allies rejoin
look cool on camera, it is a
the battle.
dangerous thing to do in any sport,
especially one as active as LARP.
To heal a wounded player, touch them
with both hands (usually on the shoulder),
Players are running all over the
call "First Aid" and begin slowly counting
place so if you're lying on the
up from 1 to 20 at the rate of about half a
ground, you're very likely to get
second (called a "20 count"). When you
stepped on! If you get wounded, just
reach 20 that player is fully healed
drop to one knee (or squat down)
(important for creatures with more than 1
and keep alert to your surroundings
HP!) and stands up to rejoin the combat.
so that you stay safe!
Note that any Hacked limbs are not healed.
If you ever stop counting before your ally is
revived, or if an enemy attacks them, you
must start all over again from 1!
Two players can work together to heal a wounded player. If both players tag
their wounded ally and start their first aid count at the same time, it only takes a
count of ten! No more than two players can First Aid at once, but a third helper can
stand guard to keep the healers from being interrupted. If an ally joins your first aid
count midway, you can start your count over to heal together (but cannot continue
from where you left off).
Remember, your enemies will be trying their best to keep you from helping
anyone. They will try to drive you away by attacking you, making it very difficult to
revive your teammates without getting wounded yourself. So teamwork is important
not just to speed up the First Aid, but to watch each others' backs!
3. Carrying
Sometimes in a battle you will find you need to move a wounded player; you
might want to move an ally somewhere safer for First Aid, or maybe capture an
enemy player. In the game we imagine that we are all full grown adults and should
be able to move each other around. In reality, actually picking someone up is too
dangerous.
In order to move another player, you tag that player with both hands and call
“Carrying” and state your size (size is assumed to be 3 unless otherwise specified,
so if you aren't size 3, be sure to say so). If the player you have tagged for carrying is
equal to or smaller than your size, they must then stand up and walk with you
wherever you lead them. You can only walk and cannot fight or use any other
abilities (like First Aid) unless you "drop" the other player. Just like with First Aid, a
friend can assist you in carrying; to do so, the person with the smaller size adds a +1
carrying capacity to the person with the larger size. If two people are carrying
someone, they can run. Only two people can carry someone at a time while in
combat.
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4. Knock Out
Wounding a player with your weapon isn't the only way to drop them. You can
also knock someone unconscious by using the pommel of your weapon (the padded
part on the base of the hilt or handle). This is an attack which represents clobbering
someone over the head, but remember: for safety we never actually tag on the head!
To do this, call "Knock Out!" and tag a player on their back, between the
shoulder blades. If you successfully tag them, they drop and take a knee just as if you
had wounded them normally. If you get knocked out this way, you are unconscious
and need be woken up by First Aid (or other, magical, healing), just like you had
been wounded normally..
The major difference between Knock Out and Wounding is that Knock Out
bypasses Body Armor and Hit Points (which we will discuss later). Knock Out is also
a way to safely take someone out of the fight without having to hurt them, so you can
use it without fear of accidentally causing someone to die in the game. Thus, Knock
Out becomes very important in more advanced versions of the game, but can still be
handy in basic battles.
5. The Fumble Rule
The Fumble Rule is the most important rule of the game. It is a safety rule –
without this rule, the game doesn't work at all. The Fumble Rule states that if anyone
does anything to you that actually hurts you (tagging with too much force, playing
too rough and unsafely), you are allowed to call “Fumble” on that player.
If a player calls a Fumble on their attacker, the attacker takes the effect of the
attack instead of the player who was hit. This is why it is called a Fumble, because in
game we imagine that the attacker bungled their attack so badly that they actually
manage to hit themselves instead of their intended target!
What this means out of game is if you Fumble someone, you can neither receive
first aid or healing nor engage in the game in any way until the person you fumbled
is ready to continue playing! This means that you are out for as long as the hurt
player feels they need to be ready to play again! If they sit out for the rest of the
battle, or even the rest of the entire set, you must stay with them and make sure they
get any help they need, comfort them, and otherwise take care of them. Once they
are ready and back in the game, you can resume play. But remember: since you took
your own attack, you will still be wounded and need to get healing or first aid!
We rarely have players getting hurt enough to need to sit out for any long
period of time, but that is because we have the rule and players know they must be
safe and maintain an attitude of fair play. Knowing that if they are too rough they
will be watching rather than playing all day helps keep players from getting too
forceful in battle. If you Fumble against someone, it's generally a good idea to
apologize right away and explain it was an accident. Ask the person what they need
(ice, or help over to a seat, etc.). Most players are fine and don’t need anything after a
fumble but needed to alert you that you're hitting too hard. But it’s important to
demonstrate your willingness to help!
6 Fantasy Warplay – 2023 Rulebook
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Hold & Out of Game
These two rules aren't part of the rules for battle, but are important to
understand when playing at a FanWar event. If you ever hear a GM call out "Hold!"
this means to immediately freeze where you are, as if someone had hit 'pause' on a
movie! Sometimes the GM needs to tell everyone about a sudden change in the
battle, or there may be an emergency situation, so it's important to always listen for
Holds. If you hear "Hold", repeat the call to make sure everyone hears it.
If you ever see a person with their fist held on top of their head, this means they
are out of game. People who are out of game will not be interacting with the battle,
so don't worry and don't attack them! Out of game people are usually refereeing or
returning to base to change roles.
On the System of Honesty
Players often worry about cheating. What if a player calls fumbles but isn’t really
hurt? What if I tag a player but they don't drop?
These things are rare, we can usually trust players to police themselves on
whether or not they are wounded or something really hurt - after all, they're the
one who felt it. If you think that cheating is happening, don't confront the player.
Instead, bring it up with your GM and let them resolve it with that player. You, as a
player, need to maintain good relationships with your fellow players.
If someone often fumbles people for no reason, maybe FanWar is not a good game
for them. LARP is a physical game, and requires you to get hit. If you're not
comfortable getting hit, you may want to choose an activity other than FanWar.
Most importantly, FanWar is a game that takes a lot of honesty and trust. We need
everyone to be able to play on the honor system. If a player can't be trusted to
battle safely and fairly, then they can't be trusted to play the game at all, since it
requires so much honesty in all aspects of the game.
Fantasy Warplay - 2023 Rulebook 7
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The Equipment
Once you have the five basic rules down you can select your gear and get into
the game. FanWar groups weapons and other gear into Equipment Sets that must
be purchased by your character in the game. If you are playing in the Battle League,
you have to stick with the weapons from your set and just use those. You may have a
chance to trade out equipment sets between battles. If you're playing in a Character
League you will have the chance to find more weapons later or use gold to purchase
more sets, then mix and match items as much as you want.
Weapons & Shields
Weapons are used to wound other players. Both weapons and shields can be
used to block strikes with weapons as well as AV0 attacks, but only if they are being
wielded (used in your hand). You can only wield one item in your hand at a time
(excepting worn items like gloves or rings). Any worn weapons or shield – a belted
or sheathed sword, a shield strapped to your back, etc – cannot block strikes of any
kind, and if you are hit in those places the attack is considered to have damaged you.
Some weapons have colorful “tags” that mark specific kinds of attack that weapon
can do. The table below explains these.
The only shield that can be wielded in the same hand as a weapon is the buckler
shield. All other shields cannot be wielded with a weapon. You can hold items such
as torches or spells in your shield hand, but those items will not count as being
wielded.
Throwing Weapons (green tag) - Weapons with a green stripe on their
handle can be thrown. These are very useful for dealing with enemies from a
distance. But they can be picked up by your enemy and thrown right back at you,
so be careful where you toss that dagger!
Two Handed Weapons (orange tag) - Two Handed weapons may only be
wielded with both hands on them. This means you can't wield another weapon or
most shields with these!
Armor Piercing: (yellow tag) - Weapons with a yellow stripe on their
handle can be used to cut through your opponent's body armor. To cut through
armor, raise the weapon above your head in both hands and call "Invoke" then
call "AV0" as you swing, to let your opponent know your attack ignores their
armor! AV0 means that the value of their armor (AV) equals zero (doesn't help).
AV0: (packets) - Some missile weapons, like arrows, are represented by
colored packets that we throw, as shooting an actual bow is far too dangerous. In
the advanced rules, many spells also take the form of packets.
All packets are AV0 ("Armor Value = Zero") meaning they cut through body
armor. Call "AV0" when you attack. You do not need to Invoke like you would with
an Armor Piercing weapon because packets are always AV0.
8 Fantasy Warplay – 2023 Rulebook
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Equipment Prices – Weapons and Shields
Item Cost Notes
Arrow 1g AV0
Ax, Throwing 4g Armor Piercing, Throwing
Ax, Tall 6g Armor Piercing
Ax, Halberd 10g Armor Piercing
Bow 5g
Broadsword 6g
Buckler Shield 4g
Claymore 10g Armor Piercing, Two-Handed
Dagger 4g Throwing
Kunai 3g Throwing
Flail (Short) 4g
Flail (Long) 10g
Hammer, War 6g Armor Piercing
Javelin 10g Throwing
Jitte 4g Throwing
Katana 10g
Large Shield 6g
Longsword 10g
Ninjatu 6g
Rod 6g Magelore
Shortsword 4g
Spear 10g Throwing, Two-Handed
Staff, Battle 10g Magelore, Two-Handed
Staff, Short 8g Magelore,
Tower Shield 6g
Wakazashi 4g
Wand 2g Magelore
Equipment Prices – Miscellaneous
Item Cost Notes
Bag 2g
Cloak 2g Weather Protection.
Rope 5g
Torch 1g Makes light, can burn things.
Ring/Amulet (Non-magic) 2g
Fantasy Warplay - 2023 Rulebook 9
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10 Fantasy Warplay – 2023 Rulebook
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Equipment Sets - 10g each
Set Equipment Notes
1. Javelinere Javelin Javelin is Throwing
2. Claymore Claymore Two Handed
3. Spear Spear Two Handed, Spear is
Throwing,
4 Battle Staff Double Sided Staff Two Handed, Mage Lore
5. Halberd Halberd Armor Piercing
6. Longflail Longflail
7. Longsword Longsword
8. Katana Katana
9 Footman Short Flail and Buckler Shield
10. Soldier Short Sword and Large Shield
11.Shieldman Tower Shield and Dagger Dagger is Throwing
12. Franciscan Broadsword and Short Sword
13. Duelist Broadsword and Dagger Dagger is Throwing
14. Ronin Wakizashi and Ninjatu
15. Rogue Ninjatu and Jitte Jitte is Throwing
16. Impact Set War Hammer and Short Flail Hammer is Armor Piercing.
17. Axes Tall Axe and Throwing Axe Both Armor Piercing, small
axe is throwing.
18. Berserker Rod and Short Flail Rod is Magelore.
19 Bow Bow and 5 Arrows (Orange Arrows are AV0
Packets)
20. Net & Dagger Net Packet and Dagger Dagger is Throwing. Net
Immobilizes and player can't
deal damage for a 20 count
or until someone else
removes it.
21. Kunai & Jitte 2 Throwing Knives and Dagger All pieces throwing.
22. Mage's Gear Rod, Wand, and Bag Rod and Wand are Magelore
23. Adventuring Kit Bag, Cloak, Rope, Torch Used torches replaced for
free
24. Wanderer Short Staff, Cloak Short Staff is Mage Lore
Fantasy Warplay - 2023 Rulebook 11
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Body Armor
Body Armor affects combat by modifying where a person can be hit in order to
wound them. We don’t use real armor, as that would be expensive and unsafe.
Instead we use colored sashes to show which kind of armor we are wearing.
Each level or armor protects increasingly larger areas of your body, called
Zones. Any attacks that hit in the protected zones do not deal damage to you.
Instead, your enemy must hit you in an unprotected zone or use an AV0 attack to cut
through armor. Different armors protect you as below (see the Armor Zone Chart).
(If you ever have bonus AV, wear the sash for your total AV, and for any innate AV you
have. i.e. an Ork wearing Chain mail would have both a red AND green sash)
Leather Armor (green sash - AV 1) - Protects both arms up to the
elbow and both legs up to the knee. (Zones 0-1)
Chain Mail (yellow sash - AV 2) - Protects arms up to the shoulder
and legs up to the waist. (Zones 0-2)
Half Plate (red sash - AV 3) - Protects the limbs and the upper
torso (Zones 0-3) Only vulnerable in the belly, hips, and lower back
Full Plate (blue sash - AV 4) - Protects all of the limbs and body
(Zones 0-4) except for the belly (the Open Zone).
Helm (grey mask) - Doesn't armor a zone of your body. Instead it is
worn on the head and protects the wearer from Knock Out,
Armor
Item Equipment Notes Price
A. Leather Armor Green Sash Armors zones 0-1 10g
B. Chain Mail Yellow Sash Armors zones 0-2 20g
C. Half Plate Red Sash Armors zones 0-3 40g
D. Full Plate Blue Sash Armors zones 0-4 80g
E. Helm Helm Mask Protects from Knockout 10g
Note: The Open Zone is always unarmored!
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The Armor Zones
Fantasy Warplay - 2023 Rulebook 13
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Home Made Items & Costume
FanWar encourages people to make their own items for the game. Whether it is
a simple sword, a beautiful costume, a detailed piece of armor, or a weapon no one
has ever imagined, we want players to be using their own creative energy to make
their ideas a reality. If you plan to bring your own items from home, you will need to
follow the guidelines below.
1. Safety - If you bring your own items, they must first pass a safety check by
a GM who will inspect them for any possible hazards. If anything seems
even a little unsafe, it will not be allowed in the game. LARP is very active!
Even something safe to wear as a costume can be dangerous when used in
a combat-like situation. If your items pass safety, you and only you are
allowed to use them in the
game. Weapons are
approved for particular
people; just because you
are approved to use an
item doesn't mean your
friend is too.
2. Possession - Your items
stay with you. If you are in
a Battle League, this means
you can use your items
instead of a standard
equipment set. If you are in
a Character League you get
the items in addition to any
equipment sets your
character already owns.
These items are considered
a gift from your family or
friends. You are not
allowed to trade or sell
them. If you lose them they
cannot be used again until
the next session.
Weapons
Any weapons you make will function exactly as the version in the game. If you
make an Axe, you can mark it with yellow tape to show it’s Armor Piercing. If
something you make is throwing, you mark it with a green stripe. If you're not sure
what class of weapon you item belongs in, ask your GM.
If you have any questions on how to build good LARP weapons, ask any of the
many experienced builders at our events or check out www.fanwar.com or our video
guides at our youtube channel:
https://www.youtube.com/user/FantasyWarplay
14 Fantasy Warplay – 2023 Rulebook
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Armor
In the case of armor, we do not allow
people to simply bring a blue sash and
have free full plate mail! The only types
of armor we allow people to bring are
costume pieces that look like traditional
armor (like platemail made of foam or
knitted faux chainmail) or realistic
armor made of heavier materials, like
actual leather or metal armors.
Like with personal weapons, if you
want to use your own personal armor in
the game, check with a GM to safety
check it and find out what it will count as
in-game. Your GM will also let you know
if your armor counts as “realistic armor”
or just costume armor. With either type,
you will then allowed to use a
corresponding armor sash that relates to
the type of armor you brought. For
example, a full knit “chainmail” shirt will usually be considered AV2. The same rules
for owning weapons apply to a character owning armor.
Because realistic armor weighs down the wearer and is harder to use then a
simple sash, these items both give you the relevant AV and have the added benefit of
giving the wearer protection from missile weapons (as Resistance to Missile
Weapons) in any area the real armor
physically covers. Handy for a melee fighter
looking to close the gap against ranged
enemies! The photo above is an example of
realistic leather armor.
Costume
Used mostly in the Character Leagues,
but fun in Battle as well, costumes add flavor
to the game. If you dress up or bring LARP
safe props to use such as foam torches,
hammers, and tools, you gain benefits in the
game.
Usually, for each unique item you bring
and use your character gains a +1 to their
effective level in a Craft that relates to your
costume. If you wear a chef’s hat, you gain a
+1 bonus in Chef. But if you dress up in court
garb, you gain a +1 bonus in Courtier, for each
piece of costume you are wearing.
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Characters
Playing a Character
LARP is a role playing game, which means that it is mostly about drama and
acting. People often focus on the battles, which are very fun, but they are not all that
our game is about. Our LARP is about being a character in a story and deciding what
they will do, say, think, and how they will impact the world.
To get an idea of how your character thinks and acts, you will need to consider
what’s going on in their mind, which is determined by your character's World
Window. A World Window is the way a person has grown up seeing the world and
the attitude with which they perceive everything in it. Everyone looks at the world a
little differently, just like looking out a real window. Because we all grew up with
different lives, each of the things that happened to us has affected the kind of
window we look at the world through.
When you are making your character's World Window, there are many things to
consider. Some of these things have to do with mechanical aspects of your character,
such as what species they are or what Trade/Craft they do for a living. These things
will impact not just a character's skillset but also their disposition. Some of these
things are not based in game rules and mechanics, but instead in your imagination:
what they like and don't like, what kind of life they had growing up, or how they talk
and move. Just like a real person is much more than how well they perform on a
math test or what musical instrument they play, your character should be much
more than just what skills they pick up from the rules!
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World Window for Game Mechanics
Below are some of the things that might affect your character's World Window,
and thus the way they will act:
➢ Species
Species can also have a big impact on your character's World Window.
It affects the culture they probably grew up in and thus the beliefs, values,
and expectations they have developed. It also affects their perception of the
world – an inn room built for humans is going to look very big and mis-
sized to a hobbit, and a centaur may find it difficult to make use of the
chairs! Keep these things in mind as well as you play your character.
➢ Alignment
Alignment is a quick reference for what your character's morals and
beliefs about ethics are – what they think is right and wrong. It can be used
as a guide for how your character might act in a difficult situation.
Alignment is very helpful for knowing the core of your characters behavior
and also for playing monsters. Note that alignment is only a basic
description of your character's morals; most people's morals are more
complicated than this.
➢ Backstory
When you roll on the backstory tables, consider what kind of impact
the backstory you end up with has had on your character. Backstory events
and characteristics are things that have had a big effect on your World
Window and have stuck fast. Some backstories are easy and already have
behavior quirks, such as being cowardly to living beings. Others take more
thought. If your character's backstory gives them iceball, it might mean
that they are a cold-hearted person; or it could mean that they like to take
a moment to think before acting instead.
➢ Classes
Each class has a style and a behavior that it brings out in people. If
you're being a Thief, then you are probably not charging into battle, but
being more sneaky. If you're playing a Barbarian, you're probably going to
rush into things and not ask too many questions. You can find descriptions
of each class's personality in the class section, and decide which of those
traits might show up in your character. No two thieves are exactly the
same, after all!
Remember that your character's World Window can change over time. If your
character believes that Orks are evil and dumb, they can change that prejudice over
time as they begin to see more and more Orks who are friendly and clever. Everyone
has the potential to change, but it is always hard work, so don’t worry if your
character seems to be heading for trouble. Just like the greatest movies and plays, it
is the characters with the most interesting personalities we remember and tell
stories about for years to come - not the ones who just seem the most powerful.
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World Window for Roleplaying
Below are some things to consider when thinking about who your character is.
They are only a starting point; you might take some time to think about the big
things that make you who you are, and how your character might be similar or
different!
➢ Physical Description
One thing to consider is what your character looks like. If your
character is a hobbit, she is going to be short; but she could be just over
two feet tall – short even by hobbit standards – or closer to three feet,
which would make her very tall for a hobbit! You can also think about what
kind and color of hair, eyes, and skin your character has; if they have any
markings, like scars or tattoos or birthmarks; and what kind of build they
have (light, heavy, muscular, bony, and so on).
➢ Personality
Personality is very important to consider when making a character.
This includes things like your character's attitude – just because your
character is a dwarf doesn't mean she can't also be gentle and friendly! It
also includes things like your character's preferences: what she likes and
doesn't like, what her strengths and weaknesses are, and what she is afraid
of. Flaws are just as important as strengths in a character – nobody's
perfect, after all.
➢ Life History
Characters don't just appear out of thin air in the world the day you
make them. Before they were an adventurer they had a family and grew up
someplace in the world. Consider the impact their childhood had on them.
Did your character like her family? Was she the youngest child, or did she
have no siblings at all? Maybe she grew up in Amir, and learned to be very
boisterous and friendly; or maybe she grew up in Temnor and learned to
be sly and private.
➢ Walk, Talk, and Dress
Once you have a good sense of who your character is, it's good to think
about how that comes across. If your character is from a foreign nation, you
might talk in an accent to show that. If your character is quiet or subtle,
you could show this by taking careful, tidy steps; but if they are brash and
bold, you might show this by stomping around everywhere! Also think
about costuming for your character. If you wear certain pieces of
costuming for certain characters then you can express something about
your character, and people will be able to tell your characters apart more
easily.
Lastly, be sure to give your character a name as well. Real people have names,
and other characters will need to know what to call your character! It can be
something as simple as Jane or Conan or something complicated and full of meaning
like Embarcarious Petrafloutous of Pinnacle.
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20 Fantasy Warplay – 2023 Rulebook
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Character Creation
Creating a Character
As you are creating your character, think about who they are as a person. What
they are like, what they care about, their goals, dreams, and fears. If you play your
character more like a believable person, the game will be that much richer for you
and everyone else.
Every new character needs several things, which you will find laid out for you in
the next several pages. First, you need to pick a Species to play as and choose an
alignment and personality for your character. This will probably be informed by
your character's history and their Backstory (if you roll for one). Next, you will
choose a Trade for your character, something they do for a living when they aren't
out adventuring! Lastly, you'll want to spend your starting gold on some equipment.
Your character begins as a Journeyman at level 1, but as she gains experience
and levels, you will have the opportunity to specialize your Trade and choose a
specific Craft at level 3, and at level 6 you will be ready to choose a Class to enter.
Classes are where characters get most of their powerful skills and spells, and are
discussed in the next chapter.
• Level 1: Species, Name, Backstory, Alignment, Trade, Starting Gear.
• Level 4: May pretrain a class, and Specialize in a Craft.
• Level 6: Choose First Class
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Playable Species
To make a character, you first must select your species. While characters of any
species have just as much potential to excel at whatever they choose to do, each one
has unique advantages and disadvantages a well as a different culture in the game
world. All of these factors will influence who your character is and how you roleplay
as them. The stats for the five major species in the world are on the following page.
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Humans
Size: 3 Lifespan: 100 years (Adult at 20)
Looks: As humans in the real world, with all their variability.
Abilities: No innate drawbacks or disadvantages!
Notes: Humans are found everywhere, and will find it easy to fit in no matter
where they go. They have many diverse cultures and habits.
Dwarves
Size: 2 Lifespan: 500 years (Adult at 100)
Looks: Stocky, sturdy build with thick hair and beards, 3-4 feet tall.
Abilities: Sense Secret Doors/Traps, Talented Blacksmith or Stonemason
or Miner (choose one), Thick Skull (gain insanities at +1 severity).
Notes: Dwarves have a temperament like rock: stoic, stubborn, and set in their
ways. They tend to be gruff, but not necessarily unkind.
Hobbits
Size: 1 Lifespan: 135 years (Adult at 25)
Looks: 2-3 feet tall with slightly pointed ears, usually curly hair, and hairy feet.
Abilities: Instant Search, Low Strength.
Notes: Hobbits tend to be cheerful and happy-go-lucky. They often value
simple pleasures – food, friends, and comfort – over great glory.
Centaurs
Size: 4 Lifespan: 75 years (Adult at 12)
Looks: Upper body of a human with the body of a horse from the waist down.
Abilities: Beastly Strength, Fast. Must customize most clothing/armor to
wear it (this costs the base cost of the item again) .
Notes: Centaurs are nomadic, energetic, and adventurous. They tend to prefer
taking action over waiting for long discussions.
Elves
Size: 3 Lifespan: Infinite (Adult at 100)
Looks: Lithe or willowy build with pointed ears and four fingers and toes.
Abilities: Immune to Mental Effects, Thin Soul (+5 deathbag stones/pull).
Notes: Elves have both the patience and the aloof disposition that comes with
a long lifespan. They value the natural world highly.
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Backstories
Backstory can either refer to your character's personal history or a set of
mechanical abilities and flaws that will affect your character's history; in this
section, we mean the latter. Many characters have special skills they learned in their
past, secret powers, or odd behavior which makes them stand out.
The following charts will give your character abilities, but you will have to
weave the pieces together into a workable story for your character. If your
character's backstory gives her talented innkeeper but she has to go on all town
missions, maybe she was adopted by an innkeeper as a helper, or maybe she has a
history of helping out law enforcement around town. Think about why your
character has her abilities, not just what they are!
There are different types of charts to roll on, each with its own flavor of
backstory. You can choose whichever kind of background you wish to color your
character with. Pick one of the following charts to roll on. You may choose to roll on
the whole chart, or just the sub-table you are more interested in. If you choose to
roll, ask your GM for their backstory charts which will be found in their source book.
Backstories might be different between worlds!
1. Simple Backstories (Sub-Tables: None)
This table is primarily for players new to the game – people who have
been playing for a year or less.
2. Combat Backstories (Sub-Tables: Offense and Defensive)
Backstories on this table are geared towards abilities that show up in
combat situations and during a fight.
3. Scholarly Skills Backstories (Sub-Tables: Trades and Magic)
Backstories on this table are geared towards abilities that show up in
role-play situations or during strategy or puzzle-solving moments.
4. Mental Backstories (Sub-Tables: Insanities and Personality)
Backstories on this table are meant to have a greater affect on your
character's personality and how they perceive the world.
5. Mysterious Backstories (Sub-Tables: Origins and Secrets)
Backstories on this table are meant to give your character a mystery
to work out, or something unusual about their heritage.
6. Mutations Backstories (Sub-Tables: None)
Backstories on this table are meant to change something big about
your character, much like how many superheroes get their powers.
You may, of course, choose not to roll a backstory at all, if you prefer. If you do
this, be sure to come up with a history for your character, but keep in mind that
while it should color and enrich your character, it may not directly affect the game in
the same way as a rolled backstory might!
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Alignment
Next you need to choose your character's alignment, or what their ethics and
morals are. In Fantasy Warplay every sentient being has an alignment that
influences how that character sees the world and how they treat others etc. We use
alignments common to many RP systems, so if you are familiar with them you will
know how to play your character. If not, below is a reference for new players.
Alignments fall into a place along two axes: Good vs Evil and Lawful vs. Chaotic.
Lawful Good Neutral Good Chaotic Good
Believes in compassion, Follows their conscience Favors change for the
honor and duty. Does their and helps others. Will greater good, values
best to always uphold the respect the law, but doesn't freedom over order. Will
law and protect the well- always feel compelled to break the law to do what
being of others. follow it. they feel is right.
ex: Superman, ex: Katara, Bilbo Baggins. ex: Robin Hood, Katniss
Wonderwoman Everdeen
Lawful Neutral True Neutral Chaotic Neutral
Strong belief in order, duty, Undecided between beliefs, An individualist who
tradition and upholding committed to the idea of doesn't care about other's
the law over all. Often balance in all things, or ideas of good or evil, shirks
judges or monks. maybe just selfish and self- the law, does what suits
ex: Lin Beifong, Thorin interested. them.
Oakenshield ex: Black Widow, Han Solo ex: Cpt. Jack Sparrow,
Catwoman
Lawful Evil Neutral Evil Chaotic Evil
Believes in obedience and Selfish, has no qualms No respect for rules or the
well-ordered systems, about hurting others or lives of others. Sadistic and
doesn't care about others' betraying allies for their usually violent or cruel for
rights, will hurt others to own gain, if they can get their own enjoyment.
get what they want. away with it. ex: The Joker, Bellatrix
ex: Darth Vader, Dolores ex: Maleficent, Cpt. Hook Lestrange
Umbridge
Note: In most games, player characters are not allowed to be Evil or Chaotic
Neutral (the shaded boxes). You may be asked to play monsters with these
alignments however, so it's important to be familiar with them as well!
These alignments are meant to describe how your character acts. They are a
rough description only – real people are much more complicated than just this!
Choose the one that best fits your character; it may change over time as your
character grows and changes, of course, just like her personality may change too.
Please note that if you are not acting out the alignment your character is, the GM
may choose to change your character's alignment for you to reflect the actions they
have taken. If you are acting your character out in an evil manner this may make
your character unplayable, and you will have to make a new one!
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Honor and Alignment Strength: Some GM's will use the stat “Honor” to
reference the strength of your characters alignment. The more honor of your
alignment type you have, the more steady your belief in that world view is. Honor is
a stat like HP or Mana and refreshes the same way, at the start of each encounter.
You can spend Honor similarly to how mana is spent on things, and being in the
negatives of honor has similar negative effects on you. A GM generally won't give you
a plus or minus to this stat unless (a) your character comes from a culture where
honor was taught to them to be used, or (b) your character chooses to spend honor
on things, or (c) your character acts in a way that would affect their connection to
their spiritual center in a severely negative or positive way.
Each player has 2 Honor Points to start (a bit like Mana). Some cultures use these
points and others don't interact with them much. In certain cultures, far more
important than one’s level is one’s honor. Since players travel in groups, usually the
acts of the party will affect the honor of all of those within the group, but sometimes
one individuals actions are rewarded or punished independently. Honor is a
measure of a players spiritual energy and connection to their beliefs. It can be a
means for divine beings to act on a player, (though it isn’t specifically divine), or a
measure of how much one's beliefs (alignment) are in conflict with one's actions,
causing mental trauma.
Honor Effect Table-
1 or more honor = healthy spiritual connection.
-1 honor = pass out due to spiritual strain. If you end the encounter still in the
negatives or die while in the negatives, pull +1 stone on your next death.
-2 honor = pass out as above.
-3 honor = pass out as above.
-4 = die due to spiritual trauma. Pull a Thin Soul (+5 Stones) on your next pull. Gain
a minus 1 honor for the day “counter” (this may be removed through deeds that
would repair your honor).
If your Base Honor ever reaches negative, your alignment will be in flux for the day.
You will be unable to spend any alignment or clan based Honor, only generic honor.
You will have to see the GM at the end of the day if your Honor is still negative for
them to determine if your alignment will be shifted up or down or across one step
on the alignment chart.
Base Honor Bonuses and Losses are permanent! There is a difference between
having your honor damaged or losing honor, and getting a minus to your Base
Honor. The first is like taking damage in an encounter, and the second is a
permanent counter on your character. Usually, players have their honor damaged, or
they spend it. But if you actually lose Base Honor, these changes do not wear off.
The same is true for gains to Base Honor as well.
Honor in Different than Social Status: Honor is it’s own stat, and only interacts
with Social Status (see Guides and Guide Privilege) as a measure of whether the
culture you are in will view you as worthy of advancement. NPC’s can assume their
honor is relative to their Social Status (base 2 plus more if they are Nobles or
Royalty) but players do not have the honor of their Social Status to start.
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Honor has types: You honor is flavored by your clan and your alignment. If you
spend honor, it will be of the type you are. Thus, if you are Crane Clan, the honor you
spend is Crane Clan Honor and may affect encounters or individuals differently than
someone who spends Dragon Clan Honor. Similarly, sometimes an alignment type of
honor is required, and spending Chaotic Good Honor will work where Lawful Evil
Honor will not. When you spend honor, you must announce the type you are
spending (which is then known by those around you). This reflects the actions you
are taking which would reveal what type of person you really are. You can always
just spend generic honor, but this will not unlock abilities that require flavored
honor.
Bonus Honor (only done by a GM) (acting within your alignment and clans
goals- for all good and neutral characters and clans, these rules apply)
• Plus one honor for the day for over five different displays of character
(heroics, integrity, fortitude, honesty, loyalty).
• Plus one honor for the day for over five different displays of skill (great
poet, writer, diplomat etc.)
• Plus one honor for the day for over five different combats where you defeat
a player of higher honor in a formal challenge for their honor.
• Plus one honor for the day for over five different displays of loyalty to your
clan or alignment.
Permanent Adds to Base Honor (only done by a GM)
1. Acting above and beyond the expectations of your clan or alignment in a
way that changes the world around you toward that aim.
2. Completing an action that serves to prove the point of your alignment or
clan in a way that is clear to those around you and influences their future
choices.
3. Gaining an amount of “for the day” honor bonuses equal to 1 more than
your Base Honor.
Damaging Honor (only done by a GM) (acting well outside your alignment and
clans goals- for all good and neutral characters and clans, these rules apply).
• Minus 1 honor for the day when you kill down opponents for no purpose.
• Minus 1 honor for the day for losing a formal challenge for your honor from
someone of lower honor.
• Minus 1 honor for the day when you do several of the following displays of
poor character (if the GM rules you have done many in the same day).
• Taking advantage (cheating someone)
• Backstabbing (attacking without warning)
• Cowardliness (running away from battle)
• Cruelty (causing harm unnecessarily)
• Greed (not sharing treasure gained evenly)
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• Lying (saying anything that is objectively false)
• Disloyalty (taking an action directly opposed to your alignment or
clan)
• Killing (if you kill a living person).
Permanent Minuses to Base Honor (only done by a GM)
1. Acting far outside the expectations of your clan or alignment in a way that
changes the world around you toward the opposite aim.
2. Failing an action that serves to prove the point of your alignment or clan in
a way that is clear to those around you and influences their future choices.
3. Ending the day Dishonored (through first ending an encounter at negative
honor).
Evil Beings and Honor: For evil beings, gaining and losing Honor are inverted.
Instead of losing an honor by taking advantage (cheating someone), you instead
must cheat someone in many different ways to gain an honor for the day. Similarly,
you take a minuses to your honor when you do even a few good things, such as
displaying real honesty, etc.
Consequences of Honor in Honor Driven Societies: If you have high honor you
will be allowed to suggest mission first, before others, and missions your suggest
may be voted on first. You will be treated like a high ranking guild officer, will be
resurrected for free, given magical gifts etc. If you have low honor people will treat
you like the dirt that you are.
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Trades & Crafts
Just like a class, you choose your tradecraft five levels (one rank) at a time.
Every five levels (at 6, 11, 16, etc) you have the option to either continue putting
levels into your existing tradecraft, or to begin working your way up in a new one.
Some tradecrafts are useful skills while on missions (like Tracking) and others have
more useful roleplay benefits (like Innkeeper). All of them have the mechanical
effect listed below, but can be used in other creative ways as well. When used against
another player, the tradecraft is played “to hit”; your level in the craft has to be
higher than the other player's total level, or else it won't work at all.
Crafts are divided into four categories called Trades (see chart below).
Artisan Scholar
Craft items worth up to 2x your level for ½ cost. Knowledge of your field based on your level.
• •
Blacksmith - Forge armor, weapons, & other Scribe - Speak, read, and write one language
metal goods. per level. Fluent at five levels.
• •
Carpenter or Mason - Build & repair Historian - Research past events and identify
wood/stone objects. items up to your level.
• •
Tailor - Sew & repair clothing and other cloth Messenger - Remember words written/heard
items. equal to your level.
• •
Fine Arts - Choose an art: create works of art at Diplomat – Legally represent others. Acts as
your level in quality. courtier for political situations.
• •
Locksmith - Assemble (and pick!) locks. Teacher – May operate as a guild trainer for
• standard classes and trade/crafts you have.
Shipwright & Sailor - Build ships. Can sail up to
•
your level in moves from shore. Priest - Tend shrines. Ask questions of the divine
• 3%/level chance of an answer.
Chef - Prepare food, can bring and sell food and
•
drink at events. Cartographer – Read and make maps.
Mediator Survivalist
Social skills to impress or coerce by your level. Find and use resources, survive off the land.
• •
Courtier – Shifts a players attitude towards you Tracker - Find your way in the wild, follow or
one step from Hostile to Neutral, Neutral to evade people your level or less.
Friendly as long as you interact with them. •
Hunter - Trap/hunt animals for food and hides,
•
Peacekeeper - Know if players your level or less know which parts are good to use.
are lying. •
Miner - Find your way in/out of
•
Gambler – If you lose your gamble to lower lvl caves/dungeons, know valuable minerals.
player, you lose half of your wager instead of •
all of it. Herbalist - Gather herbs and prepare herbal
remedies worth up to 2x your level.
•
Trader – You can trade as if the @ were the •
same lvl as your trader lvl. You can get full Area Searcher - Can search areas for hidden
value for trade in items (max gold increase objects or hide objects yourself.
per day = lvl in Trader) •
Animal Tamer – Tame one animal type per 5
•
Innkeeper - Find people in town 2x your level or tamer lvls, max BR up to your lvl in trainer.
less. Know of extra missions. •
Farmer - Grow and tend crops/gardens to
•
Enforcer – Other person becomes cowardly to produce food. Know edible plants.
you for a 20 count.
•
Performing Arts - Choose an art: Impress and
distract players your lvl or less. Also increases
your effective lvl vs a chosen Mediator Craft.
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Starting Equipment
You receive 10 gold pieces to equip your character. You can use the money to
buy any one of the Basic Equipment Sets to start out with (or save it if you'd prefer,
but your character will start without weapons). The equipment sets are listed in the
Basic Rules and each one costs 10 gold. Remember: your equipment does not
determine your class. Any class can use any kind of equipment. As you get more
money you can also buy several equipment sets to mix-and-match with your friends
or just keep it all for yourself!
Creann & Nym - Examples of Character Creation
Creann's player is interested in playing a Thief, so he has decided to make a
True Neutral Human. He has chosen the Craft Mediator, as he is planning on
becoming an Innkeeper, to help him find targets and useful contacts. Creann
feels like the sneaky sort, so he bought the Rogue equipment set to start out.
Nym's player decided she wants to play a Hobbit because she thinks it will
be a fun species to roleplay as. She sees Nym as a helpful but independent
person, and so she chose Chaotic Good for Nym's alignment. She decides Nym is
smart and curious, so she took Scholar as Nym's Craft. Finally, she wants to fight
with two weapons, so Nym bought the Soldier equipment set, then traded her
shield to a friend for a second short sword.
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Rules for Character Play
Experience & Gaining Levels
As you play FanWar your character gains levels. Sets Played
GM Level
Levels are a measurement of how much your character (Date)
knows and how good she is at what she does. Your X 1 ---
character starts at level one and will gain levels from
2
there. For the first five levels you are called a
Journeymen and you only get your Trade/Craft 3
abilities. Once you get to level six a guild will be ready
4
to take you on and you get to pick a class and learn
new skills or spells. You can get more skills as you 5
reach higher levels. 6
7
Levels are gained by time spent playing as your
character and going out on missions. This time is 8
measured in three hour play sessions called sets. Most 9
events have two sets: a morning set and an afternoon
10
set. In order to get their level for a set, a character has
to have gone on at least one mission; if you baddie the 11
entire set, your character will not gain a level for that
12
set! As your character grows in level, it takes longer to
gain new levels. 13
14
• Levels 1-15: Gain one level every 1 set (3 hrs) 15
• Levels 16-20: Gain a level every 2 sets (6 hrs) 16
• Levels 21-25: Gain a level every 3 sets (9 hrs) 17
• Levels 26-30: Gain a level every 4 sets (12 hrs) 18
• Level 31-35: Gain a level every 5 sets (15 hrs) 19
◦ And so on... 20
21
There is no hard limit to what level your character
22
can achieve, but characters are always retired after
two years of play. After a character is retired they can 23
only gain levels during the timejumps in between
24
years, not during the season.
25
When you play a set, mark the date in the next
gray box on your character sheet. Once all the sets next
to a level are finished, your character is now that level
(ie. if all three sets next to 21 are marked off, that
character is now level 21). When you finish a level, don't forget to have your GM sign
off on your character sheet!
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Levels & Ranks
You will often hear the terms “level”
and “rank” mentioned in the game in very
similar contexts. However, they are not the
same thing. A level is a measure of
experience that your character has gained.
It is frequently used in “skill checks” like
rituals or tradecrafts – if someone's level
in courtier is higher than your experience
level then you will be affected by it, but if
your level is higher than their courtier
level, you won't be. Ranks are a measure of
levels – one rank is equal to five levels.
When you are a journeyman (levels 1-5)
you start out at Rank 0. When you hit level
6, and every five levels after that, you gain
an additional rank. At level 6 you're Rank
1, at level 11 you're Rank 2, at level 16
you're Rank 3, and so on. These are
highlighted on the level sheet above.
Magic Item Tiers
All magic items are rated by 'tiers'
representing how difficult they are to use.
Each character has a magic item tier limit
equal to their Rank + 1. Thus Journeymen
have a tier limit of 1; at Rank 1 in a class,
your tier limit is 2; and so on. If your first
class is a mage class, you get an additional +1 to your tier limit. You can only use
items which are under your tier limit and can only use more than one item at once if
their tiers add up to the same or less than your limit. See Magic Items for more
information.
Mana & Mana Loss
Most creatures have two mana points to spend over the course of an encounter.
Mana represents the mental energy, stamina, and willpower your character can
draw on. Mana is spent to use some of the more powerful abilities, cast more
complex spells, and sometimes to activate magical items. Spent mana can be
restored after a short rest (usually between encounters), but your character must
take care of themselves between adventures or they will begin to suffer penalties to
their mana for every day they go without enough food or rest.
Some creatures, especially the more dangerous kinds of undead, can attack your
mana instead of your HP, causing you to pass out at 0 mana. It is also possible to
over-exert yourself and spend into negative mana. You can safely spend to 0 mana,
but if you reach -1 mana you will pass out and become temporarily insane. This can
be cured by sleeping a full night or with certain class skills. You die of mana loss if
you ever reach -4 mana. If you die of mana loss or while temporarily insane, and
then pick a black stone from the death bag, you will have a permanent insanity.
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Death & Dying
There are many
ways a character
might die in FanWar.
Remember: either
reaching -4 HP
(usually by taking
damage while
you're down) or -4
mana will mean
your character has
died. There are also
a few effects that
can kill a character
outright! But don't
worry, in FanWar
death isn't the end
and you still have
options.
You may choose to have your spirit leave your body as a wisp and float slowly
back toward town (or the nearest friendly Necromancer). To do this, count to 20,
then stand up with an open hand over your head (the gesture for Ethereal). Your
spirit is now Ethereal, exists in a dreamlike state and cannot interact with their
surroundings (including most other players). Leave all of your items on the ground
where your "body" is and walk back to town. Don't worry, your items are still glued
until a necromancer summons your body.
If you leave your body, you cannot be resurrected until a Necromancer has
summoned your body with Summon the Dead. It is also possible that your body has
been ruined by fire or other major damage, leaving you unable to be resurrected,
even if your spirit is still in your remains. In this case, Summon the Dead can also
reconstruct your body if it has been ruined or destroyed, such as by burning. After
Summon the Dead is cast, any resurrection spell will work normally again.
There are many ways your character might be brought back to life, most of
them magical spells. Some take a 10 minute ritual, but others happen instantly
during a fight! If you think your friends can save you, wait in your body for a while
and give them a chance to save you. If nothing else, if they are still standing at the
end of the encounter, they will likely be able to resurrect you before the next one so
that you can continue on with the mission.
However, just because resurrection is possible, that doesn't mean that death has
no cost! Any time you have died, you must pull from the deathbag before you re-
enter the inn in order to determine your character's fate. This may affect what your
character remembers about the mission, so it's very important to make sure you do
it.
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The Death Bag
While resurrection is
possible, every time a character
dies there is the risk that it will
be permanent. Every time your
character dies they gain a Death
added to their spirit, which
signifies the weight of the
afterlife pulling them towards
the eternal. If you die during a
mission, at the end of it you
must pull from the Death Bag
before you return to the inn.
Once you have pulled and
checked the effects from it, you
may join other players in the
inn.
The death bag has 20 White stones, 10 Red stones, and 3 Black stones in it.
When you die, you must pull out 10 stones from the Death Bag, plus one for every
death past the first since you last pulled. What happens to you is as follows
• All White Stones: you suffer no ill effects.
• One Black Stone: you lose the memory of how you died.
• Two Black Stones: you lose a whole level.
• Three Black Stones: “Death Comes”, your character is permanently dead.
The Red stones represent the chance that a deity will want to save you if you
PD; the more stones, the stronger the intervention. See Divine Intervention & The
Red Stones for more information.
Aging
While adventurers tend to stay fit well into their later years, everyone
eventually does grow old. When a character nears the end of the normal lifespan for
their species they will have a harder time dealing with the rigors of a life spent
traveling and fighting. While most characters retire before they get too old, it may be
important to know the effects age has had on a character.
Once a character has reached 80% of their species' lifespan, age starts to factor
their health and resurrection chances. To represent this, your character will be at -1
Mana, and have a Thin Soul - meaning that they add +5 stones every time they pull.
At 90% of their maximum lifespan, they will be at -1 HP and -1 more Mana (-1/-2
overall) and will now have a Frail Soul – they must add +10 stones to each deathbag
pull. Once a character has reached their maximum lifespan, any pull from the death
bag will result in permanent death, and they automatically pass on if they die.
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The Classes
Entering a Class
Upon reaching 6th Level, your character is no longer a Journeyman, and may join
a class. There are fifteen classes split into three groups: Warriors, Semi-Martials, and
Mages. Warriors are combat experts who prefer a practical approach. They expect
to fight and take it head-on, depending on skill at arms and heavy armor. Mages are
more idealistic and focus on exploring and mastering the arcane. They wield
powerful spells when caught up in combat, but are vulnerable and unable to wear
any armor. The Semi-Martials are individualists who tend to be hard to pin down.
They can hold their own in a fight, but prefer to be flexible and take their own
approach to situations. They are the only ones who can overlap with the other two
types, creating novel skill-sets for themselves.
Later on you will have the option to join additional classes. Warriors cannot
also become Mages, nor the other way around. Semi-Martials can become Warriors
or Mages (but not both!). This diagram is useful in understanding the system:
Guilds & Training
Each class is a set of skills taught by a specific guild. When you join a class, you
are also joining that guild. As described above, level 6 is your first chance to enter a
class, your character has gained enough experience to begin learning class skills or
spells. Once you choose which class you want to learn, you must go to the local guild
for the class and get trained. Training generally costs 20 gold for each rank and some
time between missions to be taught skills or spells (you must see your GM to pick a
class and pay the guild). Sometimes guilds may require other tasks or payment.
At level 6 is you have your first "open rank" which you can spend on training,
and your character is considered to be spending the next few levels practicing their
new abilities and finishing this rank. When you first join a class, you are Rank 1 in
that class and know all of the In and Out skills of that rank. Your next 4 levels are
spent practicing in that class. Every 5 levels you finish your previous rank of training
and get to choose new skills to spend your next open rank on (at levels 11, 16, 21,
and so on).
You can spend your open ranks on a class you are already a member of to
become Rank 2 and learn higher level abilities in that class, or you can begin a new
class at Rank 1. Either way, your next 4 levels are committed again.
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Once you finish Rank 2 in a class (completed all 5 levels of training for the
second rank) you are considered a Guildmaster of that class (See The World -
Guilds & Guild Privilege for more info). E.g. if you are level 15 and only trained in
Barbarian so far, you would be both a Rank 2 Barbarian and a Guildmaster of the
Barbarian Guild. At level 16 you could start a new class.
Pretraining Classes: In some game
worlds players can Pretrain their
classes early and use them in a limited
fashion as which simulates their
training over time. If your Game
Master is using this system, you will
be able to choose a class to begin
Pretraining two levels before you are
officially eligible for that Rank (level 4,
level 9, etc.) Once you begin your
Pretraining of a Class you choose one
skill or spell that class normally gives
you and you gain it except it is Gifted
(costs 1 mana per use in addition to
it's normal costs). This is the only
ability of the class you have during
that level of pretraining. Once you
level up again (lvl 5, 10, etc.), you get
to select another skill or spell from
that class that also becomes Gifted for
you. The previous skill or spell you
“practiced” for already upgrades to
Mana per Encounter (you may spend
1 mana to have the ability active for
the encounter). Once you finally reach
the usual level needed to rank up, you
then gain all the abilities of the class
rank in their standard forms. Note-
you cannot keep the Gifted or Mana
per encounter versions of abilities
even if you wanted to. This is a
simulation of your gradual
accumulation of knowledge, not an
alternative way of using the abilities.
Max Armor
Each class has an armor
restriction labeled as Max Armor.
Some classes can use any armor, but
others may only use lighter armors.
Mages can not use armor at all! These
restrictions do not keep you from
wearing heavier armor; you could
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always slap it on if you really wanted to. However, while wearing that armor you
would lose your ability to use all skills/spells from any classes you've trained in
which have a lower armor limit than what you currently have on. For example: a
mage could put on some plate mail and charge into battle but they cannot cast any of
their spells while doing so!
This limit is on the armor you may wear, but not your total Armor Value. Some
species have natural AV When they put on armor, the two values stack for a better
effect. For example, an Ork Barbarian (natural AV 1) could wear Chainmail (AV2)
and have a total
AV 3, equal to
Half Plate which
Barbarians can't
wear. The Ork can
still use their
skills because
they're only
wearing
Chainmail. The
Ork should wear
a red sash to
show their total
of AV3, and a
green sash
crisscrossed
underneath to
show they have
innate AV 1.
Calling Attacks
With the addition of special items and class skills/spells, we will sometimes
have special attacks that do more than the usual 1 damage. In order to tell other
player’s what our attacks are doing, we use a system (inspired by NERO) where you
state an attack’s damage and any special modifiers in a simple, consistent format so
players always know what part of the call means what. The format is below:
"Damage Amount, Zone, Damage Type"
First, we state the amount of Damage the attack will deal. Some abilities boost
your damage up a bracket (from 1 to 5, or from 5 to 10). Class abilities can never
boost damage over 10, but some monster abilities or other effects can!
Second, some abilities add Zone modifiers which change where on the body the
attack can affect the target. This may make it easier or harder to get a hit that counts.
Finally, we state any Damage Types which change what kind of damage the
attack deals, such as “Magic” or “Fire”. Some types determine if an enemy takes the
damage, some cause special effects when dealt to an enemy who is dropping or
down. If an attack has more than one type, list them all at the end.
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1. Damage Amount:
• 1, 5, 10, etc. (Class abilities can't boost above 10)
• Hack/Impale - Instead of doing HP damage, these render the tagged
body part (like an arm or leg) useless until it receives magical healing.
• Deadly - Some rare attacks deal "Deadly" damage. If you would take
any damage from this attack, you take enough damage to die outright.
2. Zone:
• AV0 - These attacks ignore the target's body armor (Armor Value =
Zero) Arrows and other packets are always AV0.
• UB - Stands for Unblockable, these attacks deal their damage no matter
where they hit, even on a weapon or shield! Sockballs are always UB
• Vitals - These attacks only work if they hit on the torso (zones 3-4 and
the Open Zone). If the attack hits anywhere else, there is no effect!
3. Damage Types: (Some of the most common listed below)
"To-Hit" - tells an opponent whether or not to take the damage. Usually, but
not always, based on what your weapon is made of.
• Silver - Dealt by silver weapons. Many undead don't take normal
damage, but will take Silver or Magic damage. Silver damage is also
effective against were-creatures.
• Magic - Dealt by spells and magic weapons. Some undead and magical
creatures only take Magic damage.
• Morganti - Almost everything takes Morganti. Any wound, damage, or
death from Morganti is permanent!
• Holy - If an undead player is dropped or killed with Holy damage, they are
resistant to all healing and most reanimation. Only Zombify will work, and this
will raise the undead as a simple zombie. Once the original undead is up, Holy
clears.
• Terror – If a living (non-undead) players is dropped or killed with Terror damage
and they are resistant to all healing except First Aid. Only First Aid will work to
get the player up. Once up, the Terror effect is cleared.
• Fire - If a player is dropped or killed by fire damage, they are Burned (but not on
fire! See Fire & Burning) This will stop many forms of passive self-healing, such as
Regeneration. Any kind of healing from another player will work, and once up, the
Burned effect is cleared.
• Ice - If a player is dropped or killed by Ice damage, they are immediately Frozen
for a 20 count (as Ice Ball). Frozen players cannot be interacted with until they
"thaw."
• Vine - If a player is dropped or killed by Vine damage, they are immediately
Earthbound (lose flying and immobilized). They remain Earthbound until they are
up again.
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• "Special Effects" – (it italics above) these kinds of damage only apply if you are
dropped or killed by them. Most of these effects can be cleared by getting a
player up again. Getting up from magical healing would work, but many of these
types of damage will stop magical healing, so you may need to use First Aid..
Other types of damage will clear on their own over time, and most of these will
clear at the end of the encounter.
There are other Damage Types that exist in the game, but they are rare. There
are also some other effects like "Warded" or "Poison" that don't quite fit into this
formula but might be added on to the beginning or end of a call. All damage types
are called on each attack; if you forget to call the damage type, then that attack didn't
deal that kind of damage. As always, if you aren't sure what something in the game
means, you're encouraged to ask! The player using the ability or your GM can
explain and let you know what to do.
Creann is wielding a silver dagger. When he attacks he would call "Silver" so that
his opponents know what type of damage they are taking from his attacks.
Creann doesn't need to know if his opponents take silver or not, he simply calls it
on every attack. The monsters will know if it matters for them or not. Since other
players have no way to know the dagger is silver unless Creann says so, if he
doesn't call it, the dagger won't deal Silver damage!
Nym is a Storm Mage and decides to cast her Lightning Ray. Just like attacking
with a weapon, she calls out what her spell does, both as the magical incantation
to cast the spell, and so that her opponents know what the effect is.! Nym would
say: "With Lightning Ray I deal 5 AV0!" In this case, the Magic type is omitted
because all spells deal magic damage.
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Skills & Spells
When You Can Use Your Abilities
Some abilities can only be used at certain times. Every class ability is tagged
with either OC, BC, or IC to indicate when that ability may be used.. Those tags are
explained below:
Out of Combat (OC) skills and spells usually take 10 minutes to
perform, such as magical rituals or physically fortifying a defensive
position. These skills generally must be done while there is no combat in
the area at all. Sometimes OC rituals or skills are attempted during a fight,
but the user will be unable to defend themselves and must complete the
full 10 minutes uninterrupted (players can damage the user or tag them
and call "Interrupt") or else the skill or spell fails.
Beyond Combat (BC) skills and spells must be called when you are
not currently engaged in combat with an opponent. Either a battle must not
have started yet, or if used during a battle then you must be out of striking
distance and not actively being attacked by any opponents.
In Combat (IC) skills and spells may be called while engaging with an
opponent in melee. For attack-type skills, make the call before or as you
swing, but before you make contact, so that your opponent knows what
kind of attack you are making and how to respond.
Skills & Spells: Passive vs. Called
Abilities can be either passive (something that is always true about your
character once you learn it) or called (something you have to choose to use). These
two terms are explained below:
Passive
A passive spell or skill is always "on" and has its effects regardless of
whether the user wants it to or not. For example, a Barbarian with Magic
Resistance is always resistant to spells, even when they might like to be
healed by a Medicine Ball! They do not need to say that they are choosing
to resist spells, they simply always are. A few passive abilities have a called
part of them, such as Flying. An Amazon with Flying can always glide over
low obstacles like water, but must choose to call "Soaring" if they wish to fly
up out of reach.
Called
Most active skills require a call to use them. This is so that other
players will know what you are doing and how to react to it. Any class skill
with a call will list that call along with the rules for the skill. If you don't
make a required call (and gesture), the skill is not activated or isn't
successfully used. All calls are known in game – if you call a skill, other
players around you know that skill was called.
In FanWar, we try to make our calls include a brief reminder of the
skill's effect in case you are fighting a new player or your opponent has
Fantasy Warplay - 2023 Rulebook 41
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never heard of your skill before. For example, a Ranger using Snare would
call "Snare, I bind your leg!" so that their target knows they cannot move
the tagged leg.
Counting Time
Some abilities require you to count out a certain amount of time: either how
long they take to work or long they are active for. Usually this is what's called a "20
Count." Just like with First Aid, you must count slowly enough to say each number
out loud and clearly (at least a half a second per count). We don't require you to
count out full seconds, but we will tell you if you are counting too fast!
There are two different ways we count to 20. The first will be listed as “count to
20”. This kind of count is the time it takes a player to go through the motions of the
called ability they are using. The player may stop mid-count to perform a different
ability if they need to, but must start again from the beginning once they resume.
The other kind will be listed as “in a 20 count”. This kind of count is passive, and
you can use other abilities while it is going on without interrupting your count. This
will often be the duration of a skill used on you.
Invoking
Many called skills or spells also require you to make a gesture as part of their
cost. Some skills tell you to Invoke. This means you must raise your hand in the air
over your head and call "Invoke!" before you make the call for the skill. If the skill
requires it then the hand you raise must be holding a certain item, listed with the
skill. If you don't have the item or don't Invoke it, the skill doesn't work. For abilities
like Armor Piercing, you must Invoke the item you're attacking with.
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Alternative
Convokes
Some rare
abilities allow
you to use
Alternative
Convokes which
are used instead
of the usual
Invoke. Doing
these actions is
used to pay a
cost associated
with an ability,
just like with
Invoke, but the
action one takes
is different and
can give an advantage depending on the situation you are in.
• Flourish - Twirling the weapon in a circle is a Flourish. If the item cannot
be twirled (such as a cloak), than a dramatic action will do.
• Transfer- This is where the item is moved from the hand it was in to the
another hand as a cost.
• Crouch - This is where the player must tag the ground with a hand to pay
the cost.
• Heft- This is where the player holds the striking surface of the weapon in
their other hand. This action requires an open other hand.
• Spin- This is where the player must spin around and return to facing
where they started, as the cost.
• Flare- This is where the hand holding the weapon must be behind the
players torso.
Incants
Just like with skills, spells have calls as well. In the case of spells, these calls are
important as reminders for the effect of the ability, but also represent the words of
the magical incantation a mage must make to actually cast their spell. It is important
to always say the whole spell completely and correctly or else the spell fails and has
no effect. For high-level mages dabbling with Elder Sorcery, a failed or incorrect
incant could even cause a disastrous miscast!
Conjures
For ease of game play and rulings, we draw a distinction between magic that is
considered “Standard” or commonly used, and that which is more unique, like an
Elder Sorcery. Any spell that is Standard is known as a “Conjure” for rules purposes.
Most spells that you will gain from a class are Standard, and thus are effected by
abilities that protect against Standard Spells (Conjures), but some types of magic
Fantasy Warplay - 2023 Rulebook 43
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can be be unclear on their course and this is why we use the term. You might find an
item that gives you a Charm Ray. If the spell reads “Conjure Charm Ray” then the
spell is considered Standard and thus can be dispelled or resisted like it was a more
common spell.
Spell Deliveries & Spellstones
All spells require a delivery to take effect on their target. Some spells require
you to tag a player; some affect everything in an entire area. Missile spells take effect
at range, but also require a specific prop to cast them: a spellstone. Spellstones can
be Rays (small packets, always AV0), Balls (larger sockballs, always UB), or
occasionally something more exotic like a spellsphere (large balls that affect
everything they touch for as long as they stay in-motion). Some spells can be
blocked, while others can only be dodged. The basic types of spell deliveries found
among class spells can be found in the Elder Sorcery section. In general, spells
cannot be boosted except by other spells designed to do so, and spells cannot be
used to deliver skills.
In all cases, to cast a missile spell, the mage must speak the incant aloud, then
throw the stone and attempt to hit their target. A spellstone must hit the ground,
then be retrieved by the mage before they can cast that spell again. Only the mage
who cast the spell may ever interact with the spellstone, as it represents an
insubstantial portion of the mage's energy. If the mage leaves their spellstones
behind in an encounter after they leave, the spellstones will “refresh” when mana
refreshes and be back for the next encounter.
Abilities Don't "Stack"
Having multiple copies of the same skill or spell (such as from your class and a
magic item) doesn't do anything special, it just means there is more than one reason
why your character has the ability. And if the the ability is Disabled, you can't use it
from any source! For example: if your character has Fireball from their backstory,
from a magic item, and from being a Flame Mage, you still only get to use one
Fireball sockball and it still only does the same amount of damage. Having additional
levels in a Tradecraft is different, they usually (but not always) do add up!
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Keywords & Terms
Types of Attacks any time In Combat
• Strike - Strikes are made with • BC - Abilities that can be used
weapons, generally deal damage, during an encounter, but only
and are stopped by armor or can while not in combat with
be blocked with a weapon or another player.
shield. Basic weaponed attacks • OC - Abilities that are usually
are considered Strikes.
only used between encounters.
• Tag - Tags are made with a Resistances/Immunities
weapon or sometimes your • Resistance - If you are Resistant
hand. Tags work as long as they
to an effect, that means you do
contact a players body (or
not take it unless it is Warded.
sometimes a limb or weapon).
Tags aren't stopped by armor, • Immunity - If a you are Immune
but can be blocked by a weapon to an effect, that means you
or shield. never take it, even if it is Warded
or you are Vulnerable to it.
• Touch - Touches are made with
your hand and are always UB • Warded - Added to the call of an
(unblockable) and work even if attack or skill when made with
you touch an item a player is an item that has been magically
holding. Warded. Cuts through all
Ability Types Resistances but not Immunities.
• Called - An ability activated by • Prevention - Preventions cancel
making a call skills or damage before they
would take effect, thus Ward
• Modifier - An ability that
doesn't get around a prevention.
changes what a player can call
when making an attack. Usually • Vulnerable - If you are
by making an attack AV0 or deal Vulnerable to something, then it
a different kind of damage will work on you even if you
have an ability which would
• Passive - An ability that is
make you Resistant to it.
always having it's effect,
Costs
generally only on the player that
has the ability. • Invoke - Must raise the listed
Zone Modifiers item over your head.
• Vitals - Must hit on the torso • Alternative Convoke – Flourish,
(zones 3-4 and the Open Zone) Transfer, Crouch, Heft, Spin, or
to have any effect. Flare.
• AV0 - Cuts through armor. • Mana - Some skills require you
to spend one or more mana to
• UB - Cuts through armor and
activate them.
cannot be blocked. It has its
effect if it contacts a player's • Stationary - Stand in one spot.
body or anything they are You may pivot in place, but can't
holding/wearing. take a step or your skill ends.
In/Out of Combat Power Sources
• IC - Abilities that can be used at • Divine - Granted by, or through
46 Fantasy Warplay – 2023 Rulebook
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a connection to, a deity. their HP to -4).
• Magic - Powered by arcane, • Slow - Means you can only walk,
magical energies, usually a spell. not run. (At least one foot must
• Primal - Draws upon forces and be on the ground at all times)
energies of the natural world. • Snare - Means that the foot of
• Spiritual - Depends on an inner the Snared leg cannot leave the
ground. The Snared player may
willpower, deals with the spirit.
pivot in place on that foot.
Effects
Damage Types
• Aggressive (or Frenzy) - Must
• Fire - If a player is
drop (or kill) any player that
dropped/killed by Fire damage,
attacks you (and must oppose
they are Burned (but not on
those who oppose you). Can't
fire). This stops some kinds of
leave if battle is happening. May
passive self-healing, like
pay 1 mana to reduce this effect
Regeneration.
vs a specific person to purely a
role play (Frenzy =Aggressive). • Hack - Hacks are damage which
• Awaken -Wakes up unconscious renders a limb or body part
useless. To heal a hack, a healing
players, as an instant First Aid.
skill must be used on the hacked
• Fear - A mental effect that part, instead of healing for HP.
causes anyone affected to flee
• Holy - Works as Terror, but only
battle. They must run away from
for Undead. Undead may be
the source of the effect until they
Zombified (but this does not end
are clear of battle and cannot
the Holy effect).
return for the duration
(generally a 20 count). • Ice - Players dropped/killed by
• Freeze - A Frozen player cannot Ice damage are Frozen for a 20
count.
move or take any action or be
affected by anything for the • Impale - Impaled players are
duration of the effect. Any on- Immobilized until the Impale is
going effects (e.g. Fear, Poison) healed, as with hack.
are paused, with those counts • Magic - Some creatures are only
resuming once they "thaw".
harmed by Magic.
• Heal - Restores HP or a Hack. • Morganti - All morganti damage
Receiving any healing while
dealt to a character is
down (but not dead) wakes up
permanent and can not be
an unconscious player.
healed!
• Immobilized - While • Silver - Some creatures are only
immobilized, you cannot move
harmed by Silver.
from the spot you are at. You
may fight, rotate, and turn • Terror – Those dropped or
around, but cannot step away killed by Terror damage resists
from the spot at which you were all healing, regeneration and
immobilized. resurrection until the end of the
encounter or until First Aided,
• Kill - Kill effects immediately
(if dead) Zombified.
render a player Dead (and set
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48 Fantasy Warplay – 2023 Rulebook
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The Warrior Classes
Warriors are primarily fighters and can handle themselves well in heavy melee
combat. Though they all have similar combat strength, they achieve different goals in
battle in order to win their objective.
• Warriors cannot multi-class into any Mage classes.
• All Warriors gain Limited Defensive Martial Arts, even if you didn't go
Warrior first. See below:
Limited Defensive Martial Arts - Wearing body armor
[Passive]
As long as you are wearing any body armor, your
hands (arms zone 0) count as weapons that can't deal
damage and your feet (legs zone 0) count as shields.
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Barbarian
Max Armor: Chainmail
Restrictions: Non-Mages only
In Combat Skills
---RANK 1---
1) Threat - Tag (Weapon), Vitals
[IC, Called, Mental Effect]
Call "Threat - Vitals: run in Fear!" and tag a player in the vitals with your
weapon to cause Fear on them. This means they must run away from you for a 20
count.
1) Hack - Strike, Limb
[IC, Called, Modifier]
Call "Hack: your limb is useless." and if you damage a player on the limb, the
damaged limb is rendered useless instead until it receives magical healing. (First
Aid/Awaken won't heal Hacks, but most abilities that heal HP will.)
---RANK 2---
2) Magic Resistance (Missile)
[Passive, Resistance, Primal]
You are resistant to all standard missile spells used on you (even if you don't
want to be - i.e. Medicine Ball won't heal you!)
2) Missile Weapon Resistance
[Passive, Resistance, Primal]
You are resistant to all missile weapons. This includes boulders (which are
weapons while they are being thrown), but not other types of missile attacks such as
Disable Ray, or effects that don't deal damage but are attacks.
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Barbarian
Wild and savage. They distrust magic of all kinds and put their
faith in themselves before others. Always at the front of a battle,
barbarians love the sport of combat and don’t like missile
weapons. Not reliable as guards as they are too distracted and
Barbarian
are rarely very intelligent. If you are a Barbarian be larger than
life, brash, not too bright and stupidly brave.
Out of Combat Skills
---RANK 1---
1) Gladiator Skills
[Passive]
While in any Duel or staged battle (gladiator fights, ceremonial battles, etc.) you
gain +1 HP. Battle Training: Hack - Any allies with you in a Duel or staged fight may
pay 1 Mana at the beginning of the fight to gain Hack for that fight.
---RANK 2---
2) Advanced Smell
[IC/OC, Passive]
Can smell what type of creatures are within 30' and can tell the exact location
of creatures within 10' if given at least a 20 count of circling that player. You retain
the location of all targets within 10 feet, whether they or you are moving or not, so
long as they are still within 10 feet of you, for the next 20 count. You then must use
this ability again to relearn their location.
2) Barbarian Tracking
[OC, Passive, Resistance]
You can Track players at your level (Stacks with Tracking) and are resistant to
Ambush outside of town.
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+
Barbarian Rank 3 Skills
Prerequisite: Must be Rank 2 Barbarian
Choose one IN Skill and one OUT Skill:
---RANK 3+ IN Skills---
3+) Battle Cry - 1 Mana, Invoke a weapon in both hands, Aura
[IC, Called/Passive, Mental Effect, Resistance]
Pay 1 Mana and Invoke and Call "Battle Cry Aura: Run in Fear!" to cause fear on
all players within 10 feet. This skill also makes you Resistant to Fear.
3+) Magic Resistance (Called)
[Skill Improvement - Magic Resistance]
You now Resist all Standard Called Spells used on you (such as Auras and
Touches, etc.)
3+) Berserk
[IC, Called, Status]
Call “Berserk” to enter a Frenzy state and gain Adrenaline and Fearlessness. (While
Frenzied, you are Inept at not killing anyone who opposes you - tries to stop you
through actions or words - and you will not leave combat willingly). This effect ends
at the end of the encounter, and also if you are killed or Berserk is Disabled on you.
If you are dropped, but not killed, Berserk is still on for the rest of the encounter and
you will remain Frenzied should you get up again.
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---RANK 3+ OUT Skills---
3+) Throw the Bones - 1 Mana, Ritual
[OC/IC, Passive, Immunity, Primal]
This ritual may be performed on yourself or another player. The recipient is
then Immune to the next use of a Called Spell (including Elder Sorcery) that would
affect them. They must call "Thrown the Bones - No Effect". They then lose this
Immunity (unless the ritual is re-cast).
3+) Intimidate
[OC, Passive, Called, Mental Effect]
You have Enforcer at your level in this class (Stacks with Enforcer). Whenever
you successfully use Enforcer on a player you may call “Intimidate, Fear effects cause
you damage this encounter!” For the rest of the encounter, whenever they would
take Fear or effective Fear (such as the Cowardly effect), they take 1 damage as well.
3+) Barbarian Healing Factor
[IC, Passive, Primal]
While unconscious you heal 1 HP every 20 count. You also heal hacks in a 20
count while up. (Note: This will restart if interrupted, but can be deactivated by Terror
effects, etc.)
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Samurai
Max Armor: Full Plate
Restrictions: Can't use shields, Non-Mages
only
In Combat Skills
---RANK 1---
1) Duel
[BC, Called, Spiritual]
Call "Duel: Advance and fight" and indicate an opponent within 15 feet. That
player must advance and engage you in combat. No one else can interfere until one
of you is unable to continue fighting, which ends the Duel. (Duels can also be ended
by either player if they take no action what so ever for a 20 count.)
1) Defy Death
[IC, Called, Resistance]
When you would fall unconscious or die, you may call "Defy Death" and instead
remain conscious for a 20 count and are resistant to death and unconsciousness for
this time. After the 20 count, you die! (note you cannot trigger Defy Death again off
of Defy Deaths effect)
(Defy Death prevents the damage that would have dropped you and causes your death
at the end. Even if you don't die or you Regenerate, you still must pull for this death!)
---RANK 2---
2) Dueling Techniques - AV0, During Duels only, Invoke with weapon type.
[IC, Called, Modifier]
Invoke a specific weapon type : While in Duels you may call "Invoke: Dueling
Techniques" to have the weapon type be AV0 for you for the Duel. You do not have to
Invoke it each time you attack, as it is AV0 for the entire Duel. Note: You may choose
a different weapon each time you use this ability, selecting a different item for each
duel that you begin. Also, all weapons of that type you use in the duel will be AV0,
not just the specific one you Invoked with the first time.
2) Bow Out
[IC, Called, Spiritual]
Call "Bow Out: I refuse your Duel" to refuse or end any type of Duel. You may
also refuse parts of a Duel by calling "Denied {name of condition}" when your
opponent declares Special Duels or Duel Conditions (such as Silence Duel, Ninja
Duel, Chi Duel, etc.) Note- calling Denied means you are still in a Duel, but not the
type they wanted, just a normal Duel. Calling “Bow Out” means the Duel never
happens or ends a Duel in progress.
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Samurai
Honor-bound and honest to the core, Samurai are often judges
and referees for duels as well as devoted warriors. Samurai prize
the honor of their family above any sort of personal gain and Samurai
thus strive for excellence in everything that they do. A true
Samurai wins the battle before it has begun. Strategy and
personal perfection are the Samurai's way. If you are a Samurai
be calm, focused, well spoken and confident in yourself.
Out of Combat Skills
---RANK 1---
1) Resolve Conflict
[OC, Passive]
Can tell if a player is lying. Call "Resolve Conflict: Level {your level}" (stacks
with peacekeeper) and if they are lower level than you, they must tell you if what
they just said was a lie. If they are above your level, they can say they are not lying
even if they were!
You can also check the level of Honor of another player (the strength of their
alignment) though not the alignment type itself.
---RANK 2---
2) Tea Ceremony - Ritual
[OC, Spiritual]
Perform a tea ceremony which grants all participants Resistance to insanity
from being at negative mana. This can also be performed before an encounter to give
that Resistance until the end of the encounter. Players still go unconscious from
mana loss and die at -4 mana!
You can also check the type of Honor of another player (the alignment types) of
anyone who does a Ritual that you perform with them.
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+
Samurai Rank 3 Skills
Prerequisite: Must be Rank 2 Samurai
Choose one IN Skill and one OUT Skill:
---RANK 3+ IN Skills---
3+) Duel Swap - 1 Mana, Tag (Hand)
[IC, Called, Spiritual]
Pay 1 Mana and call "Duel Swap" as you tag an ally who is in a Duel. Bow to
their opponent and trade places with your ally in the Duel. This does not end the
Duel. Any Duel Modifiers remain in place. Free with members of your clan.
3+) Rebuke - 1 Mana
[IC, Spiritual]
Whenever a Duel you initiated is canceled, resisted, or ended by another class
ability, you may pay 1 Mana and call "Rebuke: lose that ability". The player who
ended the Duel is Incapable of the ability that ended your Duel for the rest of the
encounter. Rebuke cannot be Resisted or Canceled. (Note: the initial Duel is still
canceled/resisted/ended)
3+) Final Fury - Death
[Skill Improvement - Defy Death]
When you Defy Death, you may call "Final Fury" - Your attacks become UB and
deal boosted damage for the duration of Defy Death. At the end of the count, you die
and your body is Ruined. (Require Summon the Dead ritual before Resurrection)
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---RANK 3+ OUT Skills---
3+) Iaido
[Passive, Modifier]
Your first strike (only) in any Duel deals boosted damage and is Warded.
3+) Hara-Kiri - 2 Mana, Ritual, Death
[OC, Spiritual]
You may perform this ritual as you pull from the Death Bag. Add one death to
your pull, but you may divide your total pull into to groups of stones of your choice.
Replace the first group before pulling the second. You take the effects of both pulls!
3+) Clan Fealty
[OC]
Can create a Samurai clan. Requires at least three members to start. All clan
members gain Gifted Duel, a chosen ability which costs Honor to use, and a chosen
Flaw for this clan - see GM.
You can spend Honor on Samurai abilities instead of mana if you wish.
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Veteran
Max Armor: Full Plate
Restrictions: Non-Mages only
In Combat Skills
---RANK 1---
1) Brace – Invoke.
[BC, Called, Prevention]
Invoke and Call “Brace: prevent the next 5 or less damage” and be stationary. As
long as you remain stationary (in the original spot) prevent the next 5 or less
damage.
1) Partner Awaken – Invoke Tag (Hand)
[IC, Called]
Before an encounter, choose an ally. In this encounter, you each may Invoke and
call “Awaken - Body” and tag the other player (only) to instantly Awaken them from
unconsciousness.
---RANK 2---
2) Tumble
[IC, Called, Prevention]
When you would take damage, you may call "Tumble!" and be Knocked Back 3
steps away from your attacker, then Snared for a 20 count. (Note: you cannot Tumble
while Snared!)
2) Unbreachability
[IC, Passive]
Armor Zones 0-2 are Resistant to AV0 attacks.
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Veteran
Jaded and tough, these warriors act as if they have seen it all.
Obviously they are not all seasoned warriors, but the training of
a Veteran involves a great deal of time in battle, so even a first Veteran
rank Veteran has seen more action than other first rank
warriors. The strategy of the Veteran is to be an immovable wall,
and hold the line. Veterans rely on defense in battle, always
working to better ensure their protection, which is why they survive to be
veterans. If you are a Veteran be jaded, unimpressed, hard, and pessimistic.
Out of Combat Skills
---RANK 1---
1) Improvised Armor and Shields
[OC]
At the start of an encounter you can quickly use improvised/scavenged
materials from the surroundings to make makeshift armor or shields (20 gold value
per Rank in Veteran, see GM). Only basic items - nothing custom. These items are
only usable for the encounter they are made for.
---RANK 2---
2) Fortify Area
[OC]
Can build defensive fortifications (this allows you to adjust or create terrain
features in the encounter, or begin the encounter in the best location– see GM).
Positional HP– You and up to 9 allies may choose to pay 1 mana at the start of the
encounter to gain Positional HP. As long as they are in the location they began the
encounter in, they have +5 HP. Note- if they move out of these positions, they lose
the HP, but regain them if they return to that exact location and Call “Invoke
Positional HP.” This is a Beyond Combat Call. GM may choose to mark the location,
etc.
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+
Veteran Rank 3 Skills
Prerequisite: Must be Rank 2 Veteran
Choose one IN Skill and one OUT Skill:
---RANK 3+ IN Skills---
3+) Intercept - Tag, Take 1 Damage
[IC, Called, Prevention]
Whenever another player would be dropped by an opponent, you may tag them
with a melee weapon or your hand and call "Intercept: prevented" to prevent them
from being dropped. You take 1 damage. (Note: this is not the damage they would
have taken)
3+) Armor Wound - Must have at least 1 AV
[IC, Called, Prevention]
As long as you have at least 1 AV, when you would take damage you may call
"Armor Wound: no damage" and prevent that damage. This Shatters all of your body
armor, including natural AV (you loose all AV). If your armor is Indestructible, you
cannot use this ability for a 20 count, but your AV is unchanged.
3+) Improved Brace
[Skill Improvement - Brace]
When you are Braced you may call “Improved Brace” and as long as you remain
stationary, all damage you would take is deboosted, except in the Open Zone. This
effect ends if the effect of Brace is used up or Brace would be ended. (Note: the next 1
damage to the Open Zone will still be prevented by Brace, but will end both Brace and
Improved Brace)
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---RANK 3+ OUT Skills---
3+) Master Armor Smith & Runic Armor - 1 Mana/AV, Ritual
[OC, Magic]
Can smith Master Crafted armor, which can be enchanted (materials cost is half
item's value in gold). Can also craft runic armor, granting the armor the ability to
repair itself. Runic armor regains all lost/shattered AV in a 20 count. Gain +10 levels
in Blacksmith.
3+) Mystic Item Repair
[OC]
At the beginning of an encounter, choose one item (not a weapon) you are
using which is not Shattered. For the encounter, that item gains Runic and effects
that would destroy it render it Shattered instead.
3+) Sentry
[OC, Passive, Resistance]
While on guard duty, or using a Stationary ability, you are Resistant to Ambush,
Fear and Intimidation effects, and all Mediator Trade Crafts.
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Knight
Max Armor: Full Plate
Restrictions: Non-Mages only
In Combat Skills
---RANK 1---
1) Knockback - Tag (Weapon)
[IC, Called]
Call “Knockback 3 - Leg!” (IC) and tag the leg of a player with your weapon to
make them take 3 steps backwards away from you.
1) Improved Strength - Invoke, AV0
[IC, Modifier]
You have +1 to your effective size for Carrying. You also gain Beastly Strength:
you can Carry with one hand, run while Carrying someone, and can wield two-
handed items in one hand.
Improved Armor Piercing: Invoke with any melee Armor Piercing Weapon in one
hand and you may call “AV0” on that strike. You may also use any melee weapon in
both hands to Convoke AV0.
---RANK 2---
2) Triumph - Damage Boost
[IC, Called, Modifier]
When you drop an opponent you may call "Triumph: Damage Boost!". The
damage of your next attack with a weapon is boosted one damage bracket higher (1
to 5 to 10).
2) Giant Strength - Invoke, UB
[Skill Improvement - Improved Strength]
Your bonus to effective size for carrying is now +2 and you have
Invoke Melee Damage Boost: Invoke a melee weapon in both hands to deal one
damage bracket higher.
Boulder Throwing: Invoke a boulder in one hand to throw it for 1 UB (Unblockable
damage). It becomes a weapon once it is thrown (thus it's damage may be modified
and effected like any other weapon that can be thrown). Note: boulders are Size 1 for
carrying.
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Knight
The true glory seekers, knights are chivalrous to a point but have
none of the Samurai's respect for battles. Knights are the weapon
masters, well-armored but relying on their swift, powerful Knight
attacks and powerful strength to destroy their enemy before they
can counter attack. Knights are the real behemoths of the
battlefield, leading troops into the fray and slaughtering all they
can. If you are a Knight be looking for glory, looking for the next powerful
weapon.
Out of Combat Skills
---RANK 1---
1) Improvised Weapons
[OC]
At the start of an encounter you can quickly use improvised/scavenged
materials from the surroundings to make makeshift weapons (10 gold value per
Rank in Knight, see GM). Only basic items - nothing custom. These items are only
usable for the encounter they are made for.
---RANK 2---
2) Military and Battle Training
[OC]
Can command players during war and train military units in skills you have
(they can gain Battle Training for Rank 1 skills you train them in). Triumph-
Awaken– You and up to 9 allies may choose to pay 1 mana at the start of the
encounter to gain Triumph- Awaken. When you drop an opponent you may call
“Triumph” and tag a player on your next action to Awaken them. Note- you must use
this instead of any the Boosted damage if you already have Triumph Boost.
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+
Knight Rank 3 Skills
Prerequisite: Must be Rank 2 Knight
Choose one IN Skill and one OUT Skill:
---RANK 3+ IN Skills---
3+) Rallying Cry - 1 Mana, Invoke, Aura
[IC, Called/Mental Effect]
Invoke, pay 1 Mana, and call "Rallying Cry" to heal all allied party members
within 10 feet for 1 HP and cause Fear on all opponents within 10 feet.
3+) Taunt
[BC, Called]
Call "Taunt: we lose resistance to each other for a 20 count." at a player with 15
feet (as Duel). Each of you loses your resistance to the other for a 20 count. This
ability requires a 20 count cool down.
3+) Battle Charge - Invoke, Running
[BC, Called, Modifier]
Call "Battle Charge" and remain running. As long as you do, you may Invoke and
call "UB Knockback"and tag a player anywhere to make them take three steps away
from you.
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---RANK 3+ OUT Skills---
3+) Master Weapon Smith & Runic Weapons - 1 Mana/4 gold value, Ritual
[OC, Magic]
Can smith Master Crafted weapons, which can be enchanted (materials cost is
half item's value in gold). Can also craft runic weapons, granting the weapon the
ability to repair itself. If Shattered, a Runic weapon repairs itself in a 20 count. Gain
+10 levels in Blacksmith.
3+) Mystic Weapon Repair - 1 Mana
[OC]
At the beginning of an encounter, pay 1 Mana and choose one weapon (only)
you are using which is not Shattered. For the encounter, that weapon gains Runic
and effects that would destroy it render it Shattered instead.
3+) Healing Surge & Withstand - Triumph
[Passive, Primal/Called, Prevention]
Healing Surge - Whenever you Triumph, add "Healing Surge" to the end of the
call and instantly heal yourself for 1 HP.
Withstand – Call “Withstand” when you would take damage to prevent that
damage and take Impale instead.
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Paladin
Max Armor: Half Plate
Restrictions: Non-Mages only
In Combat Skills
---RANK 1---
1) Jumpstart Heal - Tag (Hand)
[IC, Called, Divine]
Call "Jumpstart Heal - Body" and tag a player with your hand. They count to 20
and then they are healed. You can also choose to deal 1 Holy damage to undead with
this skill. (Holy damage is resistant to healing and reanimating by Undead, other than
Zombies.) (Note: Jumpstarts cannot be interrupted if being used as an attack)
1) Might Strike
[IC, Called, Divine]
Choose a weapon class when you learn this ability: At start of the encounter
choose Holy or Terror damage. You may deal the chosen type of damage with all
attacks with your chosen weapon class. (Holy damage is resistant to healing and
reanimating on Undead, Terror is resistant to healing other than First Aid if used on
living players).
Once per encounter, you may tag a specific weapon that is within the chosen class
above and Call “Might Strike Blessing”. This encounter, that specific weapon deals
Magic damage.
---RANK 2---
2) Spell Turning Shield
[IC, Resistance, Divine, Magic]
Your shield resists and always redirects all spells and UB (Unblockable) attacks
(the spell or attack is still "active"!)
2) Remove Charm & Resist Mental Effects
[IC, Resistance, Divine]
Remove Charm- You may Call “Remove Charm - Body" and tag a player to
remove all Charms and other mental control effects from them. This includes things
such as Charm, Allure, Bindings, and magical Command Effects. It does not remove a
control that is based on a species, such as the control that makes an undead obey it's
creator, etc.
Resist Mental Effects - You are resistant to Mental Effects.
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Paladin
The least martial of the warriors, their outlook on life is that of
the combat medic, focusing on keeping others alive on the front
lines. Paladins are often leaders, as their charismatic charm Paladin
draws followers to them and everyone likes to have a healer on
their side. Paladins see themselves as somewhat better than most others as
they have magical powers that other warriors lack. Paladins usually have a
strong guiding force in their life to help those in need and do what is right. If
you are a Paladin be righteous, concerned for others, and take charge.
Out of Combat Skills
---RANK 1---
1) Divine Gift
[OC, Passive, Divine]
Your deity gifts you with the ability to copy a standard ability from another
party member. This ability must be from their classes, and they cannot share this
ability to more than one person this encounter. The Rank of the ability you can copy
is equal to your Rank in Paladin (defaults to 1). You may only copy one ability at a
time This requires the player you are copying from to agree to let your deity do this
to them and may conflict with that players own divine connections.
---RANK 2---
2) Exorcism & Disenchant Rituals
[OC, Divine]
Exorcism - Can perform a ritual which keeps an undead from regenerating or
reanimating for the duration. When the ritual is finished, if you are high enough level
the undead is completely destroyed. The being must pull for death with +5 stones
(sometimes more, if depending on how long it has been an undead). This ability can
also be used to remove other possession type effects on a player, but the deaths and
extra stones pulled still apply.
Disenchant - Can also perform a ritual on an item to Disenchant it, removing any
magical properties and destroying the item, if you are high enough level.
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+
Paladin Rank 3 Skills
Prerequisite: Must be Rank 2 Paladin
Choose one IN Skill and one OUT Skill:
---RANK 3+ IN Skills---
3+) Miraculous Recovery - Invoke deity's weapon/symbol, Tag (both hands)
[IC, Called, Divine]
Invoke, then tag another player with both hands and call "Miraculous Recovery:
Heal 1 HP" to instantly heal that player for 1 HP. This skill cannot be used on
yourself.
3+) Improved Might Strike- Invoke
[Skill Improvement - Might Strike]
When you use Might Strike, you may Invoke to make your attack deal boosted
AV0 vitals damage.
3+) Righteous Aura - 1 Mana, Invoke deity's weapon/symbol, Aura
[IC, Called, Divine]
This skill grants you a set blessing (similar to Divine Gift) with an aura effect.
Call "Righteous Aura: (Effect)" and pay any additional costs this may require. See GM
for details. By default, this ability grants Righteous Aura - Holy Heal Aura which
heals all allies within 10 feet for 1 HP. If your GM says otherwise, your Righteous
Aura blessing will be a different effect instead of this.
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---RANK 3+ OUT Skills---
3+) Sense Motive & Detect Alignment Ritual - Aura/Ritual
[OC, Called, Divine]
Call "Sense Motive: Declare your intent!" All players within 10 feet must declare
whether they are Hostile, Neutral, or Friendly toward you and your party. You can
also perform a ritual on a player or object to determine its alignment (if any).
3+) Undead Hunter - 1 Mana, Ritual
[OC, Divine]
Can perform a ritual to attempt to summon any undead level X or less (where X
is your level in Paladin). If successful, the undead will appear in a battle to the death
with you (as Duel). If you lose, the undead may return to where it came from. If you
win, the undead is forced material (as Duel) and stays at the site of the ritual.
3+) Bless (Self)
[Passive, Divine]
You are Blessed with a custom ability and flaw designed around your divinity
and beliefs, and then approved by your GM based on your divine connection. The
power and success of this custom ability and flaw are based how balanced they are
and how many Divine Points you spend on it (if you have any).
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The Semi-Martial Classes
Semi-Martials are classes that fill tactical or support roles in combat. Some are
very skilled in close combat and have a variety of skills to achieve their aim, and
others are more suited to fighting at range. All are classes that combine well with
either Warriors or Mages, making Semi-Martials the most versatile class group.
• Semi-Martials have the advantage of reserving their choice to become
either a Warrior or a Mage later in the game (but not both) and will gain
the starting skill for whichever they choose (either Defensive Martial Arts
or Staff Touch).
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Assassin
Max Armor: Chainmail
Restrictions: Warriors and Mages
In Combat Skills
---RANK 1---
1) Martial Arts
[IC, Passive]
Your hands (zone 0) count as weapons and you can attack and block with them.
Your forearms and feet (zone 1 arms and zone 0 feet) count as shields and you can
block (only) with them.
1) Acrobatics
[IC, Called ]
Can Climb buildings, trees, walls, etc. Stand next to a vertical object and call
"Climbing", count to 5 and put two fingers up in the air against the object. You are
out of reach as Soaring, but cannot leave that object without falling or climbing back
down. Can also call "Leap" and be Flying (but not Soaring) for a 5 count, and can use
this ability to Descend safely. You can only leap from a surface which you could
safely traverse and will move at the speed at which you could move across the
surface you Leaped from.
---RANK 2---
2) Weapons Mastery - AV0
[IC, Modifier]
Choose a class of weapons when you learn this ability: You can use the chosen
weapons to make AV0 attacks, which cut through body armor. Note: this choice is
made when you learn the skill, not each time you use it.
(The weapon classes are: Daggers, Swords, Specialty Swords, Impact, Pole-arms, Bows)
2) Slay - 1 Mana, Strike, Vitals
[IC, Called, Modifier]
You may call "Slay Vitals: I kill you!" and strike a player in the Vitals to kill them
if you deal damage.
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Assassin
The shadiest of all the classes, assassins see life as expendable
Assassin
and unimportant. Even their own life is trivial, someone will
kill them sooner or later. That’s life. Life is short and thus
assassins tend to get to the point quickly, literally. Some-what
of a martial artist, there is something Zen about the assassin’s
way, not unlike the Samurai in that they have strong inner motivation, though
care nothing for honor. Assassins try to increase hatred between people in the
hopes of creating more job opportunities for themselves. If you're an Assassin,
don’t think twice about killing someone, care little for your own life and cut to
the chase!
Out of Combat Skills
---RANK 1---
1) Hitman
[OC]
You can start encounters Hidden (even in direct sunlight) in the vicinity of
where your party enters the field (see Hide in Thief - While Hidding you must put
your open hand over your face to indicate you cannot be seen. This lasts until you
move, attack, or take any other action.). You may return to this location to Hide
INSTANTLY, and may also leave the encounter at this location as if it was the edge of
the field.
---RANK 2---
2) Careful Planning
[OC, Resistance]
Hitman can be used to start Hidden anywhere on the half of the field your party
is starting on. You are resistant to Ambush in towns. Also, when you use a timed
skill for at least a full 5 count, you may end that count Hidden.
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+
Assassin Rank 3 Skills
Prerequisite: Must be Rank 2 Assassin
Choose one IN Skill and one OUT Skill:
---RANK 3+ IN Skills---
3+) Ninja Duel
[BC, Called, Spiritual]
Call "Ninja Duel: Advance and fight!" and indicate an opponent within 15 feet.
That player must advance and engage you in combat. No one else can interfere until
one of you is unable to continue fighting, which ends the Duel. You can call "Bow Out
to end a Ninja Duel you initiated.
3+) Escape - Running
[IC, Called]
Call "Escaping..." and count out loud to 5. If you are not interrupted for this 5
count, you are then Out of Game (place your fist over your head and step off of the
field). You are out of the encounter and cannot return until the end of the encounter.
3+) Vitals Silence - Tag (Weapon/Hand), Vitals
[IC, Called]
Call "Vitals Silence" and tag a player in the Vitals to render them Silenced
(cannot speak or use any Called abilities) for a 20 count.
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---RANK 3+ OUT Skills---
3+) Informant
[OC]
Can attempt to locate and learn about any player, level X or less, who is in the
same town as you. X is your level in Assassin (Stacks with Innkeeper). Careful
Planning may be used to begin the encounter Out of Game and may “appear” at any
time, Hidden (as Hit Man), out of 10 feet of any opponents.
3+) Disguise - Ritual
[OC]
Can convincingly physically disguise yourself (only) to look like any similar
species within 1 size of your own size (this may be undead similar to you, something
with more AV, or just someone who looks like an ally of the enemy). With GM
approval, you may begin encounters with a purple jersey on over an orange jersey to
indicate you seem like and enemy, but are not. Any player can count to 20 while
tagging you and ask "Do you look disguised?" at which point you are revealed.
Checking a disguise does not remove it from you.
3+) Poison Strike – Strike (Tag)
[OC]
Once per encounter, you can tag a player with a potion vial to apply poison to
them as a body tag (Say Poison “Body” and tag them with the vial). Alternatively you
may Call “Apply Poison” and use the vial on a weapon you have. This weapon will
deal poison damage the next time you make an attack with it and for a 20 count after
that strike, and then will return to normal damage.
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Amazon
Max Armor: Half Plate
Restrictions: Warriors and Mages
In Combat Skills
---RANK 1---
1) Throwing Training - AV0
[IC, Modifier]
All thrown weapons are AV0 for you.
1) Wind Shuriken - Ray, AV0
[IC, Called, Magic]
Call "Wind Shuriken: 5 damage." and throw a gray packet to deal 5 AV0 damage.
Note- though this skill is magic, it does not deal magic damage and strikes as a
weapon (it counts as a weapon and can have damage etc. modified).
1) Impale - Strike, Vitals
[IC, Called, Modifier]
Call "Impale Vitals" and if you damage a player in the torso (zones 3-4) on that
strike they are rendered Immobile instead (are stationary) until they are healed.
---RANK 2---
2) Flying
[Passive, Primal]
You can fly and can move across areas marked as rivers, moats, etc. at will. You
may also call "Soaring": count to 5 and hold two fingers up. You are then out of range
of all non-missile attacks, but also can't use any non-missile attacks or retrieve
thrown of dropped items. To stop Soaring, call "Descending", count to 5 and drop
your hand.
2) Whirlwind Aura - Descend, Invoke (tag the ground), Aura
[IC, Called, Primal]
Immediately after Descending from Soaring, you may tag the ground and call
"Whirlwind Aura: Knockback 3, Awaken!" to Knockback and then Awaken all players
within 10 feet.
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Amazon
People of the sea, they are never very comfortable far from a
Amazon
large body of water. Amazons are wanderers and like to be on
the move. Amazons tend to be humble in that they understand
that nature is greater than they are and respect it for that.
Amazons come from a matriarchal tradition and thus have
women as leaders more often than not. If you are an Amazon, crave water and
sailing, go with the flow, keep on the move, and keep things ship shape.
Out of Combat Skills
---RANK 1---
1) Swimming
[Passive]
You can move normally on areas marked as water.
1) Skill Share - Tag
[IC, Called]
At the start of an encounter, tag a player. They gain a copy of a class ability you
have (other than Skill Share), until end of encounter if it is the same Rank as them or
lower. You may only have one skill shared to you at a time, and can only skill share
standard class skills or spells. If you are sharing a variable ability (such as Pact), you
share the variation of it that you have.
---RANK 2---
2) Cartographer & Sense Weather
[OC]
Can make and read maps. Can sense weather changes in your area and predict
the weather in upcoming encounters. You can see the players who are out-of-game
playing weather effects, and plan accordingly.
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+
Amazon Rank 3 Skills
Prerequisite: Must be Rank 2 Amazon
Choose one IN Skill and one OUT Skill:
---RANK 3+ IN Skills---
3+) Penetrate - 1 Mana. Invoke a Missile Weapon
[IC, Called, Modifer]
Pay 1 Mana, Invoke a Missile Weapon and call "Penetrate: UB Impale" on your
next attack (only) to deal a UB Impale with that weapon.
3+) Amplify Wind Shuriken
[Passive]
You gain an additional Wind Shuriken and can Multi-cast them.
3+) Combat Shimmering
[BC, Called]
Call "Combat Shimmering" to become Resistant to Snares, Hacks, and
Immobilizations until you are dropped or the end of the encounter. Activating this
does not remove any Snares, Hacks, or Immobilizations you have already taken!
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---RANK 3+ OUT Skills---
3+) Shipwright
[OC]
Can build ships whose quality level is equal to your level in Amazon. Materials
cost half the value of the final ship. (Note: building ships may take longer than most
crafting projects). You can repair ships while at sea and improvise masts and other
needed ship parts. If weather is damaging your masts or ship, you may “heal” your
ship every 20 count by making improvised repairs (see GM).
3+) Diving
[OC- Passive]
In Deep Water, you may call "Diving" and count to 5, at which point you are out
of range of non-Dived players (you cannot attack or be attacked by them, nor
interact with them). You are only visible as a shadow of your size. To Surface, call
"Surfacing" and count to 5, at the end of which you are in range again. You may
remain Dived for up to a 20 count, at which point you must immediately begin to
Surface or be wounded and begin to drown.
3+) Morale Awaken (Captain) - Tag (Hand)
[IC, Called]
You have Awaken for all allies aboard a ship which you are captaining. Call
"Morale Awaken" and tag an ally (only) to instantly Awaken them from
unconsciousness.
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Archer
Max Armor: Chainmail
Restrictions: Warriors and Mages
In Combat Skills
---RANK 1---
1) Crit Elite - Invoke, Stationary, Vitals
[IC, Called, Modifier]
You may be stationary, Invoke with a weapon, and call “Crit Elite" to deal
Boosted Vitals on your next attack.
1) Multi-Shot & Archery Training
[IC]
Can fire up to 3 missile weapons at the same time. You don't need to touch the
bowstring between shots and can also block attacks with a bow without needing to
restring it.
---RANK 2---
2) Accuracy - Invoke, Stationary
[IC, Called, Magic]
Invoke, Call “Accuracy!” and be stationary (and use no attacks or abilities) while
invoking and counting to 5. If you are not interrupted for the 5 count, then the strike
of your your next attack only is Warded (Warded attacks cut through resistances).
2) Energy Blast Arrow - Ball, UB, arrow
[IC, Called, Magic]
Call "Energy Blast: 1 UB" and throw an orange sockball. This sockball is always
UB and deals Magic damage but also strikes as an arrow (it also counts as a weapon
and can have damage etc. modified). Note- this ability requires a bow to fire the
arrow.
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Archer
As precise and accurate as a well-crafted arrow, archers don’t
mess around. They prefer to keep their distance, as that is Archer
where they are the most effective, never letting anyone get too
close to them. Archers are direct and focused and thus make
the best guards. Ever vigilant, archers are always looking
ahead as, if taken by surprise, they are easily killed. If you are
playing an Archer be direct, and on target, sturdy and perhaps high strung,
watchful of the future and of your back.
Out of Combat Skills
---RANK 1---
1) Improvised Items
[OC]
At the start of an encounter you can quickly use improvised/scavenged
materials from the surroundings to make a bow and makeshift arrows (up to 10
arrows total, see GM). You may also Improvise general supplies like torches, cloaks,
rope, and common items that are not weapons. The total cost of these items cannot
exceed 10 gold. These items are only usable for the encounter they are made for.
---RANK 2---
2) Reflexes
[Passive]
You are Resistant to Missile attacks on your hands, Immune to those you catch.
Also, you are Resistant to Disarm.
2) Watchman
[OC, Passive]
Can set up a watch on an area, while you are on guard there you have Scouting
and Limited Spirit Guide (can see spirits only) , Battle Training: Scouting and
Limited Spirit Guide (see only) - allies may pay 1 Mana to gain Scouting and Limited
Spirit Guide (seeing only) for the encounter.
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+
Archer Rank 3 Skills
Prerequisite: Must be Rank 2 Archer
Choose one IN Skill and one OUT Skill:
---RANK 3+ IN Skills---
3+) Vitals Hack – Tag (Weapon), Vitals
[IC, Called]
Tag a player in the vitals and call “Vitals Hack: [body part]” to cause that body
part to become Hacked. Body parts you may call include eye, ear, or tongue.
3+) Arcane Archery - 1 Mana
[IC, Called, Spell, Magic]
Pay 1 Mana and call "Arcane Archery" and the name of any standard Missile
Spell (Rays only) to turn your next arrow into that Missile Spell. If you have an
Energy Blast Arrow, you may use Arcane Archery to cast any standard Missile Spell
(Balls only) with it.
3+) Misdirect - Tag (Hand or Bow)
[IC, Called]
Block a melee attack by tagging an opponent's weapon with your hand or bow
and call "Misdirect: take Snare" to Snare that opponent and prevent the damage or
effects of that attack.
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---RANK 3+ OUT Skills---
3+) Archery Brigade
[OC]
You and your allies may fire an additional missile weapon at the same time (i.e.
they may fire 2 arrows at once, and Mutli-Shot now fires 4).
3+) Gamesman
[OC]
Can discover the species of all creatures level X or less that are near your
current location. X is your level in Archer (Stacks with Hunter) You have Adept Slay
with arrows only for a specific animal species you detect with this ability (call Slay
for {animal species type}.”
3+) Precision Shooting
[OC/IC]
Any arrows you fire which are warded are also damage boosted.
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Thief
Max Armor: Chainmail
Restrictions: Warriors and Mages
In Combat Skills
---RANK 1---
1) Hide - Stationary, In Shade only
[BC, Called]
While in the shade, call "Hide" and count to 5. When you reach 5, you are
Hidden and may put your open hand over your face to indicate you cannot be seen.
This lasts until you move, attack, or take any other action.
1) Disable Ray - Ray, AV0
[IC, Called, Magic]
Call "Disable: (name a class skill or spell)" and throw a yellow packet. Anyone
hit loses the named skill/spell until the end of the encounter (if they have the ability
from a class or magical ability/effect). Until the end of the encounter, you may only
use Disable to remove that skill/spell from players.
---RANK 2---
2) Stealth & Backstab - Vitals
[IC, Called, Modifier]
You can now move slowly while using Hide. You must walk heel-to-toe. You may
also make a weaponed attack from hiding which is Vitals but boosted one damage
bracket higher (1 to 5 to 10). Remember: ANY attack ends Hiding! Moving any faster
than a heel-to-toe walk, or leaving the shade will also end Hiding!
2) Disarm - Tag (Weapon)
[IC, Called]
Call "Disarm - Arm" and tag the arm of a player (zones 0-2) with your weapon to
make them drop whatever they are holding in that hand. Whatever they drop must
hit the ground before it can be retrieved.
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Thief
Almost as shady as the Assassin, a Thief is a bit more socially
Thief
oriented and has a much greater care for her own life. Thieves
are the flip side of the Samurai and tend to follow laws and tell
the truth only if it serves their purpose. Always trying to make
a profit, thieves are the businessmen of the world and will
cheat you without blinking an eyelash, that is their job. If you are playing a
thief, lie and make up stories, be ever watchful for a chance to search or loot
and look for the profit angle, never doing anything for free.
Out of Combat Skills
---RANK 1---
1) Glue - Ritual
[OC]
Can perform a ritual to bind an item to one player's spirit. As long as that player
holds the item or keeps it on their person (and their spirit remains in their body,
even if they're dead), it cannot be taken from them (i.e. by Searching or Looting). If
they throw or drop the item it can be picked up by anyone else, but if they retrieve
the item it is still glued.
If the player's spirit leaves their body, once they are Summoned, any glued
items become unglued and can be taken.
1) Unglue
[IC/OC, Called, Spiritual]
When searching people, you can find things after counting to 5! You can also
take money and other small pocketable items from people even if they were Glued.
You can spend 1 Mana and count to 20 per item to take Glued loot-ables (weapons,
armor, etc.) from a player.
---RANK 2---
2) Lie
[OC/IC, Resistance]
You are resistant to effects that detect the truth or your motives. You may give
whichever response you like to such abilities!
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--- PAGE 94 ---
+
Thief Rank 3 Skills
Prerequisite: Must be Rank 2 Thief
Choose one IN Skill and one OUT Skill:
---RANK 3+ IN Skills---
3+) Disruption Ball - Ball, UB
[Skill Improvement - Disable]
Gain a yellow sockball with which you can Disrupt Innate Standard Skills and
Spells (like a Giants Giant Strength, or a fishes ability to swim). You may Disrupt a
second Skill or Spell per encounter with your Disruption ball in addition to the one
you Disable with Disable Ray.
3+) Combo - AV0
[IC, Modifier]
After activating any Called Skill (not Spell), you next Strike is AV0 (in addition
to anything else it might do).
3+) Discard - Drop at least one item
[IC, Called, Prevention]
When you would take damage, you may call "Discard: No damage" and drop all
items held in a hand (as Disarm) to prevent that damage. You cannot use this ability
a second time with the same hand for a 20 count.
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---RANK 3+ OUT Skills---
3+) Death Grip
[Passive, Resistance, Spiritual]
You are Resistant to Unglue effects. If you leave your body as a wisp, all items
that are Glued to you (and on your body) will go Ethereal with you.
3+) Hide Other - Touch
[BC, Called]
Tag another player who is out of direct sunlight and call "Hide Other" then
count to 5. That player is then Hidden (as the skill Hide) until they move or take an
action.
3+) Disarm: Knockback - Tag (Weapon)
[Skill Improvement - Disarm]
When using Disarm, you may call "Disarm: Knockback" instead, and if the
player is Disarmed, they are also knocked back (must take 3 steps away from you) as
well. (Note: they must drop anything in the Disarmed hand before stepping back!)
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Ranger
Max Armor: Full Plate
Restrictions: Warriors and Mages
In Combat Skills
---RANK 1---
1) Endure
[IC, Called, Prevention]
When you would take damage on a limb or an item you are holding, you may call
"Endure" to reduce it to a Hack of that limb instead of any other amount of damage.
(Hacked limbs are useless until the Hack receives magical healing.)
1) Snare - Tag (Weapon)
[IC, Called]
Call "Snare - Leg: I bind your leg!" and tag a player's leg with your weapon.
They cannot move that leg for a 20 count.
---RANK 2---
2) Spell Turning Weapons
[IC, Passive, Resistance, Primal, Magic]
Weapons you use block and redirect all spells and UB (unblockable) attacks.
2) Avoid
[IC, Called, Prevention]
Call "Avoid" to prevent the effect of any standard skill used on you.
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Ranger
The true wanderer, they are a bit like Amazons of the land.
Always on the move and scouting about, rangers never like to Ranger
have much responsibility if they can help it and prefer to be on
their own. Gritty and worn like old leather, these characters
are unflinching and realistic at all times. If you are playing a
Ranger, keep watch, seek solitude, long for the woods and be
introspective.
Out of Combat Skills
---RANK 1---
1) Track
[Passive]
You can Track players at your level (Stacks with Tracking).
1) Scouting
[Passive]
You can see Hiding players.
---RANK 2---
2) Species Lore
[BC, Passive]
Can detect different species (not undead) by sight. Must be within 15 feet of the
player you are trying to species lore, and both you and the player must be beyond
combat. You can detect if someone is Disguised as a different species, but you
cannot see through their Disguise if it does not change their species, but rather
makes them seem like someone they are not.
2) Hunting Party - Must have at least 10 party members
[OC/IC, Modifier]
Before a mission you can form a Hunting Party of yourself and at least 9 allies.
Choose one creature type. For the duration of the mission you (only) can deal
boosted damage with all attacks versus that specific type. Note- if two Rangers with
this ability both form a Hunting Party for the same species, they both get the boosted
damage. But if they wish to have hunting parties for two different species they will
need 9 players each, separate from each other.
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+
Ranger Rank 3 Skills
Prerequisite: Must be Rank 2 Ranger
Choose one IN Skill and one OUT Skill:
---RANK 3+ IN Skills---
3+) Shatter - 1 Mana, Invoke, Tag (Weapon)
[IC, Called]
Invoke, Pay 1 Mana, then call "Shatter: (item name)" and tag an item with your
weapon to Shatter it. (Note: Shattered items do not function as normal - e.g. shattered
weapons deal only vitals damage, shattered shields don't block AV0, shattered armor
gives no AV, etc.)
3+) Hunter
[IC, Modifier]
Choose 4 species or 1 group of species: You may deal boosted damage vs. the
chosen types. (Note: You must know that the player is that species type)
3+) Hibernation & Stamina
[Passive, Prevention, Primal]
Hibernation - If you are dropped, while you are down all damage dealt to you is
deboosted. This effect ends if you are moved, or get up again.
Stamina - you don't fall unconscious due to mana loss.
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---RANK 3+ OUT Skills---
3+) Wilderness Healing - In Wilderness Areas Only
[Passive, Primal]
In wilderness areas, you have Limited Healing Factor (Unconscious Negatives
and Hacks only). As long as you are down and at negative HP, or are Hacked, you will
heal 1HP every 20 count. (Note: This will restart if interrupted, but can be deactivated
by Terror effects, etc.)
3+) Wild Mana - Invoke (tag the ground), In Wilderness Areas Only
[Passive, Primal]
In wilderness areas, you may Invoke for Mana Storing without a Mana Storing
Item. At the beginning of an encounter, tag the ground and call "Wild Mana" to have
+1 to your Mana for the encounter.
3+) Storytelling - Must tell a story lasting at least 10 minutes
[OC]
You can tell a story (related to a Trade of your choice), at the end of which any
player who listened to the whole story may gain +1 level for the day in a Craft of
their choice from the Trade you chose AND is Resistant to that Craft for the day!
This ability allows you to share any number of stored levels you have out to listening
players (max 1 per person, caps still apply).
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92 Fantasy Warplay – 2023 Rulebook
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The Mage
Classes
Mages wield powerful magical spells and each class has a different approach,
but are generally all quite vulnerable in direct combat. Thus most mages prefer to
hang back and cast at their enemies from afar or use their magic to control the flow
of a battle while avoiding messy melees.
• If your first class is a Mage class, gain +1 to your magic item tier
• Mages cannot wear any armor as it disrupts their ability to cast. They can
put armor on, but will lose all spells while wearing it. (does not include
shields!)
• Mages cannot multi-class into any Warrior classes.
• All Mages gain Staff Touch, see below:
Staff Touch - Wielding a Mage Lore item
[Passive]
The end of any Mage Lore item you wield counts as
your hand (can cast Touch Spells though them etc.) Mage
Lore items also count as weapons for you (can deal damage
with them).
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--- PAGE 102 ---
Flame Mage
Max Armor: No Armor
Restrictions: Non-Warriors only
In Combat Skills
---RANK 1---
1) Flame Ray - Ray, AV0
[IC, Called, Spell, Magic]
Call "Flame Ray: I deal 5 AV0 Fire" and throw a red packet to deal 5 Fire
damage.
1) Fireball - Ball, UB
[IC, Called, Spell, Magic]
Call "Fireball: I deal 5 UB Fire" and throw a red sockball to deal 5 Fire damage.
---RANK 2---
2) Flame Rotators
[OC, Spell, Magic]
You may pick one of the spells below or create your own (See Flame Elder
Sorcery - Words). Once you've mastered this class, you may rotate between these
spells, having one Elder Sorcery spell from this class prepared at a time.
• Crown of Flame: Burning Touch - Invoke (a UB touch that does 1 magic fire
damage) & Inferno Aura - 1 Mana, Invoke (deals 1 magic fire to all within 10 feet)
• Rupture Mark: Invoke, Body Tag. Call “Rupture Mark: lose preventions.”
Anyone tagged cannot use non-cap preventions for this encounter (Brace,
Tumble, Avoid, Dispel Magic, Endure, Hibernation, Deboosting, etc.)
• Bellows: Invoke and be Stationary, call "Bellows" to boost the damage of your
next attack spell. (If you move, Bellows is canceled)
• Melting Grasp: 1 Mana, Invoke, Call "Melting Grasp: I shatter your item" & tag
an item to shatter it.
• Fire Control & Resistance: Your attacks deal Magic Fire. You Resist damage
that is Fire (note- this also protects from torches and Cremate).
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Flame Mage
Fierce and brazen, these mages are always at war. The arms
dealers of the world, their magic is completely focused on
Flame Mage
destruction and thus they seek to create bigger and better ways
to blow things up. Passionate, wild and a bit chaotic, these
mages like the mountains and underground spaces. If you are
playing a Flame Mage be hot tempered, war-like, ready for
battle, and consuming everything.
Out of Combat Skills
---RANK 1---
1) Mage Light
[Called, Spell, Magic]
Can create fire on your hand at will, call "Mage Light", your hand then counts as
a torch (can be used to light things on fire and lights dark areas out to 10 feet). You
can also perform a ritual to create a light on your hand that lights up dark areas out
to 100 feet, which lasts until you turn it off.
1) Self Detonate (self only)
[Called, Spell, Magic]
Self-Detonate: A Ritual done on yourself only that causes the next standard
missile spell cast on you by another player to Detonate! You call “{Name of spell}:
Aura!"
---RANK 2---
2) Flame Elder Sorcery - Words
[OC, Spell, Magic]
You gain access to the Flame Elder Sorcery Words and one Elder Sorcery
spell slot. You may use this slot and the Words for this class (and any other classes
you have Elder Sorcery Words from) to create a custom spell. You have to talk to the
Game Master to choose your Words and intent and then make a spell. The GM will
roll to see how your spell comes out. You may only have one Elder Sorcery spell
(either your spell or a rotator) prepared at a time, but can spend 10 minutes Out of
Combat to switch between spells. If you chose a rotator to start with, you can still
create your one spell, but must first master this class before you can rotate into your
spell. Note- the OP of words you can use is 1 in Celestial and this Element, but
increases by 1 each level you go up after gaining Elder Sorcery Words of this
Elemental Type. Thus, if you learned this ability at level 11, you would be OP 4 at
level 14. However, if you learned this at level 16, you would only reach OP 4 at level
19.
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+
Flame Mage Rank 3 Spells
Prerequisite: Must be Rank 2 Flame Mage
Choose one IN Spell and one OUT Spell:
---RANK 3+ IN Spell---
3+) Flame Rotator Locked In
[OC, Spell, Magic]
Choose one Rotator Spell of this class that is now locked in - meaning that you
always have that spell prepared. For each Rank you gain in this class above Rank 3,
you may lock another Rotator. (note this means you would have two Rotators active
every encounter at Rank 3, 3 active at Rank 4, etc.)
3+) Amplify and Multi-cast: Flame
[Spell Improvement - Ball, Ray, Multi-Cast]
Each Rank you have in this class from Rank 3 on, gain one of the following once
only. A second Rank 1 Ball Spell of this type, a second Rank 1 Ray Spell of this type,
or Multi-cast (ability to cast like spells of this type as one combined throw).
3+) Cremate - 1 Mana, Invoke, Strike, Vitals
[IC, Called, Modifier, Spell, Magic]
Invoke and call "Cremate Vitals: lose 1 size!" and strike a player in the Vitals to
have them instantly lose one size in flame (killing them) if you deal damage. May be
used to strike with a damaging spell, but must still strike in the Vitals to be effective.
96 Fantasy Warplay – 2023 Rulebook
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---RANK 3+ OUT Spell---
3+) Flame Elder Sorcery Additional Spell Slots
[OC, Spell, Magic]
For each Rank you gain in this class above Rank 3, you gain an additional Spell
Slot for Elder Sorcery that uses this type of magic.(note this means you would have
two Elder Sorcerers available every encounter at Rank 3, 3 active at Rank 4, etc.)
3+) Spell Strikes- Once per enc. per spellstone, Invoke, Tag (AV/0 or UB)
[IC, Called, Spell, Magic]
Invoke and Call “[Name of Missile Spell] Strike: [effect]” to make the end of
your Mage Lore count as a named standard missile spell you could cast, for that
strike only. You may only use each missile spell you have once per spellstone of that
type you have active. (Note- these strike do not cost mana to use. If you have this
ability from more than one Rank 3 mage, the uses of it stack)
3+) Scholarly and Combat Discipline:Flame -
[OC, Passive]
The first time in an encounter that you use a Spell from this Class that would
take 10 minutes, it takes 5 minutes instead. The first time in an encounter that you
would use a Spell from this class that costs a mana, it costs 1 less mana instead.
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Storm Mage
Max Armor: No Armor
Restrictions: Non-Warriors Only
In Combat Skills
---RANK 1---
1) Lightning Ray - Ray, AV0
[IC, Called, Spell, Magic]
Call "Lightning Ray: I deal 5 AV0" and throw a blue packet to deal 5 damage.
1) Ice Ball - Ball, UB
[IC, Called, Spell, Magic]
Call "Ice Ball: I freeze you" and throw a blue sockball to freeze a player for a 20
count. (Frozen players can't move, attack or take any other action. They also can't
take damage or be affected by anything.)
---RANK 2---
2) Storm Rotators
[OC, Spell, Magic]
You may pick one of the spells below or create your own (See Storm Elder
Sorcery - Words). Once you've mastered this class, you may rotate between these
spells, having one Elder Sorcery spell from this class prepared at a time.
• Crown of Ice: Shock Touch - Invoke (a UB touch that freezes a player) &
Blizzard Aura - 1 Mana, Invoke (Freeze all players within 10 feet)
• Teleport & Displace: Teleport - Ritual, You can move a person to a studied
location (2x your mage levels in miles. Max studied locations = your Tier).
Missile Spell Displace - When you cast a Missile Spell, call “Displace” to go out
of game and travel for a 5 count in any one direction (only).
• Spell Trigger: Whenever you are dropped you get to cast one spell in
response - call “Spell Trigger - " and then the normal incant.
• Dispel Magic: Invoke, Cancels any standard spell in 10 feet. Call "Dispel Magic:
{spell}."
• Effects Resistance: You passively resist all skills (not spells) used on you
(even if you don't want to - i.e. Jumpstart Heal won't work on you!)
98 Fantasy Warplay – 2023 Rulebook
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Storm Mage
The true wonder seeker, these mages are the philosophers of the
world, always seeking out more knowledge and more wisdom.
Storm Mage
The Storm Mage is a logician, a tactical intellectual who prefers
to neutralize opponents rather than destroy them. Often cold,
the Storm Mage is also tumultuous and crafty. If you are playing
a Storm Mage, be curious, hungry for information, always in the
clouds, tricky and clever, eluding rather than confronting.
Out of Combat Skills
---RANK 1---
1) Identify - Ritual
[OC, Spell, Magic]
Can do a ritual to Identify objects and discover what they do and what their
magical properties are.
1) Simple Illusion Creation and Detection - Passive
[OC, Spell, Magic]
Can create minor illusions (mundane items and effects that fit in your hand and
must stay in your hand). You also can detect illusion by touch.
---RANK 2---
2) Storm Elder Sorcery - Words
[OC, Spell, Magic]
You gain access to the Storm Elder Sorcery Words and one Elder Sorcery
spell slot. You may use this slot and the Words for this class (and any other classes
you have Elder Sorcery Words from) to create a custom spell. You have to talk to the
Game Master to choose your Words and intent and then make a spell. The GM will
roll to see how your spell comes out. You may only have one Elder Sorcery spell
(either your spell or a rotator) prepared at a time, but can spend 10 minutes Out of
Combat to switch between spells. If you chose a rotator to start with, you can still
create your one spell, but must first master this class before you can rotate into your
spell. Note- the OP of words you can use is 1 in Celestial and this Element, but
increases by 1 each level you go up after gaining Elder Sorcery Words of this
Elemental Type. Thus, if you learned this ability at level 11, you would be OP 4 at
level 14. However, if you learned this at level 16, you would only reach OP 4 at level
19.
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--- PAGE 108 ---
+
Storm Mage Rank 3 Spells
Prerequisite: Must be Rank 2 Storm Mage
Choose one IN Spell and one OUT Spell:
---RANK 3+ IN Spell---
3+) Storm Rotator Locked In
[OC, Spell, Magic]
Choose one Rotator Spell of this class that is now locked in - meaning that you
always have that spell prepared. For each Rank you gain in this class above Rank 3,
you may lock another Rotator. (note this means you would have two Rotators active
every encounter at Rank 3, 3 active at Rank 4, etc.)
3+) Amplify and Multi-cast: Storm
[Spell Improvement - Ball, Ray, Multi-Cast]
Each Rank you have in this class from Rank 3 on, gain one of the following once
only. A second Rank 1 Ball Spell of this type, a second Rank 1 Ray Spell of this type,
or Multi-cast (ability to cast like spells of this type as one combined throw).
3+) Reflect Magic: 1 Mana, Invoke, Aura
[IC, Called, Spell, Prevention, Magic]
Call “Reflect Magic: [name of spell].” to reflect the named standard spell (as it is
being cast, if it is within 10 feet) back on the caster, who take the effect instead of the
intended target.
100 Fantasy Warplay – 2023 Rulebook
--- PAGE 109 ---
---RANK 3+ OUT Spell---
3+) Storm Elder Sorcery Additional Spell Slots
[OC, Spell, Magic]
For each Rank you gain in this class above Rank 3, you gain an additional Spell
Slot for Elder Sorcery that uses this type of magic.(note this means you would have
two Elder Sorcerers available every encounter at Rank 3, 3 active at Rank 4, etc.)
3+) Spell Strikes- Once per enc. per spellstone, Invoke, Tag (AV/0 or UB)
[IC, Called, Spell, Magic]
Invoke and Call “[Name of Missile Spell] Strike: [effect]” to make the end of
your Mage Lore count as a named standard missile spell you could cast, for that
strike only. You may only use each missile spell you have once per spellstone of that
type you have active. (Note- these strike do not cost mana to use. If you have this
ability from more than one Rank 3 mage, the uses of it stack)
3+) Scholarly and Combat Discipline:Storm -
[OC, Passive]
The first time in an encounter that you use a Spell from this Class that would
take 10 minutes, it takes 5 minutes instead. The first time in an encounter that you
would use a Spell from this class that costs a mana, it costs 1 less mana instead.
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--- PAGE 110 ---
Life Mage
Max Armor: No Armor
Restrictions: Non-Warriors only
In Combat Skills
---RANK 1---
1) Light Ray - Ray, AV0
[IC, Called, Spell, Magic]
Call "Light Ray: You cannot attack for a 20 count." and throw a white packet.
Anyone hit cannot make attacks for a 20 count. They can't attack anyone but can still
be wounded!
1) Medicine Ball - Ball, UB
[IC, Called, Spell, Magic]
Call "Medicine Ball: I heal you" and throw a white sockball to heal anyone hit
instantly. (Can be used to instead deal 5 damage to undead etc.)
---RANK 2---
2) Life Rotators
[OC, Spell, Magic]
You may pick one of the spells below or create your own (See Life Elder Sorcery
- Words). Once you've mastered this class, you may rotate between these spells,
having one Elder Sorcery spell from this class prepared at a time.
• Crown of Light: Light Touch - Invoke (UB touch - anyone hit can't attack for a
20 count) & Light Aura - 1 Mana, Invoke (All players within 10 feet can't attack
for a 20 count)
• Healing Touch & Cure Illness: Healing Touch - UB touch to heal 1HP in a 20
count & cleanse poisons instantly. This can also be used to deal 1 damage in a
20 count to an Undead. Cure Illness - Ritual to cure diseases or mental illnesses
(note- some disease require high levels to cure as well).
• Rebirth: 1 Mana, Invoke. Call "Rebirth - Body: Rise and live again!" Tag a
player with both hands on the body to instantly resurrect them or to instantly
kill an undead.
• Blessing: Ritual 1 mana. Choose one ability from your domains charts for
each Rank you have. You may bless with any one of the chosen abilities each
time you use this spell. Gives X party members your Blessing (See above)
where X is 2 times your Rank.
• Ward: Choose an item/spell. For this encounter you can Invoke, tag it and call
"Ward, this item ignores resistances" to Ward its next attack.
102 Fantasy Warplay – 2023 Rulebook
--- PAGE 111 ---
Life Mage
The true healers of the world, they are committed to sustaining
all life. The truly altruistic characters, Life Mages are known to
Life Mage
enter battles on neither side, healing anyone and everyone who
they can. Obsessed with keeping people alive and conquering
death, Life Mages are not as righteous as the Paladin but much
more humble and kind. Shying away from combat, they prefer to
stand behind the troops, healing when needed. If you are playing a Life Mage
be helpful, kind and loving, protective but committed to saving lives and
fighting death.
Out of Combat Skills
---RANK 1---
1) Resurrect - Ritual
[OC, Spell, Magic]
You can perform a 10 minute ritual to restore a dead player to life. This will
also clear most poisons and status effects in the process, though resurrection
generally does not cure any diseases. In order to resurrect a player, their remains
must be present and their spirit must still be in the body. If a player's spirit has left
their body or if the body has been destroyed, such as by fire or devour, then Summon
the Dead will have to be cast first to return the spirit to the body and/or reform the
remains. (See Necromancer)
1) Hibernation Shield – Triggered Tag
[Triggered, Called, Spell, Magic]
When you are dropped you may tag players within reach to give them
Hibernation until up again (they deboost damage until moved)(see Ranger Rank 3)
---RANK 2---
2) Life Elder Sorcery - Words
[OC, Spell, Magic]
You gain access to the Life Elder Sorcery Words and one Elder Sorcery spell
slot. You may use this slot and the Words for this class (and any other classes you
have Elder Sorcery Words from) to create a custom spell. You have to talk to the
Game Master to choose your Words and intent and then make a spell. The GM will
roll to see how your spell comes out. You may only have one Elder Sorcery spell
(either your spell or a rotator) prepared at a time, but can spend 10 minutes Out of
Combat to switch between spells. If you chose a rotator to start with, you can still
create your one spell, but must first master this class before you can rotate into your
spell. Note- the OP of words you can use is 1 in Celestial and this Element, but
increases by 1 each level you go up after gaining Elder Sorcery Words of this
Elemental Type. Thus, if you learned this ability at level 11, you would be OP 4 at
level 14. However, if you learned this at level 16, you would only reach OP 4 at level
19.
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--- PAGE 112 ---
+
Life Mage Rank 3 Spells
Prerequisite: Must be Rank 2 Life Mage
Choose one IN Spell and one OUT Spell:
---RANK 3+ IN Spell---
3+) Life Rotator Locked In
[OC, Spell, Magic]
Choose one Rotator Spell of this class that is now locked in - meaning that you
always have that spell prepared. For each Rank you gain in this class above Rank 3,
you may lock another Rotator. (note this means you would have two Rotators active
every encounter at Rank 3, 3 active at Rank 4, etc.)
3+) Amplify and Multi-cast: Life
[Spell Improvement - Ball, Ray, Multi-Cast]
Each Rank you have in this class from Rank 3 on, gain one of the following once
only. A second Rank 1 Ball Spell of this type, a second Rank 1 Ray Spell of this type,
or Multi-cast (ability to cast like spells of this type as one combined throw).
3+) Swift Sleep Aura: 1 Mana, Invoke, Aura.
[IC, Called, Spell, Magic, Aura, Mental Effect]
Call “Swift Sleep Aura: you are unconscious.” to cause all players within 10 feet
to take Sleep [Mental Effect] which causes them to become unconscious.
104 Fantasy Warplay – 2023 Rulebook
--- PAGE 113 ---
---RANK 3+ OUT Spell---
3+) Life Elder Sorcery Additional Spell Slots
[OC, Spell, Magic]
For each Rank you gain in this class above Rank 3, you gain an additional Spell
Slot for Elder Sorcery that uses this type of magic.(note this means you would have
two Elder Sorcerers available every encounter at Rank 3, 3 active at Rank 4, etc.)
3+) Spell Strikes- Once per enc. per spellstone, Invoke, Tag (AV/0 or UB)
[IC, Called, Spell, Magic]
Invoke and Call “[Name of Missile Spell] Strike: [effect]” to make the end of
your Mage Lore count as a named standard missile spell you could cast, for that
strike only. You may only use each missile spell you have once per spellstone of that
type you have active. (Note- these strike do not cost mana to use. If you have this
ability from more than one Rank 3 mage, the uses of it stack)
3+) Scholarly and Combat Discipline:Life -
[OC, Passive]
The first time in an encounter that you use a Spell from this Class that would
take 10 minutes, it takes 5 minutes instead. The first time in an encounter that you
would use a Spell from this class that costs a mana, it costs 1 less mana instead.
Fantasy Warplay - 2023 Rulebook 105
--- PAGE 114 ---
Necromancer
Max Armor: No Armor
Restrictions: Non- Warriors only
In Combat Skills
---RANK 1---
1) Death Ray - Ray, AV0
[IC, Called, Spell, Magic]
Call "Death Ray: I kill you" and throw a black packet to kill anyone hit.
1) Terror Ball - Ball, UB
[IC, Called, Spell, Magic]
Call "Terror Ball: I deal 5 UB, resist healing" and throw a black sockball to deal
5 Terror damage. (Terror damage is resistant to healing.)
---RANK 2---
2) Necromancy Rotators
[OC, Spell, Magic]
You may pick one of the spells below or create your own (See Necro Elder
Sorcery - Words). Once you've mastered this class, you may rotate between these
spells, having one Elder Sorcery spell from this class prepared at a time.
• Crown of Fear: Fear Touch - Invoke (UB touch that causes Fear - target must
run away for a 20 count) & Fear Aura - 1 Mana, Invoke (Causes Fear on all
players within 10 feet)
• Spirit Bury: Invoke, tag a down/dead player with your hand to trap their
spirit in their body until end of encounter or they get up. You heal 1 HP
instantly (20 count cool down)
• Necro. Ethereal Shift: Gain Ethereal Shift: Call “Necro. Ethereal Shift” and
count to 20 to go ethereal.” Call “Manifesting" and count to 20 to re-manifest
on the material plane.
• Undead Reanimation: Zombify - Invoke, makes willing dead allies into
Zombies you control. Animate Dead - Cumulative mana cost per enc, invoke,
instantly reanimate a dead player (instantly brings an undead back to life).
• Death Rattle & Augment Undead: Death Rattle - When you die, you may take
any one action. Call “Death Rattle” and then take the one action. Augment
Undead - Choose one ability from the Common Undead Ability Chart each
Rank in Necro. At start of encounter announce one of the chosen abilities
undead allies gain. Players may only have 1 ability at a time. (you losing this
ability does not cause them to lose their Augment).
106 Fantasy Warplay – 2023 Rulebook
--- PAGE 115 ---
Necromancer
The true dealer of death, Necromancers are most at home in the
cemetery digging up future minions. Shunned by most of society,
Necromancer
these dark mages are not necessarily evil, they simply see death
as full of potential energy while others see it as the end of life.
Necromancers fear nothing, as they are always facing death. If
you are playing a Necromancer be unafraid, kill without
remorse and be interested in dead bodies, close to death yourself, almost in
another world.
Out of Combat Skills
---RANK 1---
1) Summon the Dead - Ritual
[OC, Spiritual, Primal, Magic]
If the spirit of a dead player is in your presence, you can summon and reform
their body and then return their spirit to it, even if their body was completely
Destroyed. If a player's spirit is still in their body, but their remains are Ruined (too
damaged to resurrect, but not destroyed) you can repair it so that resurrection
spells will work. You can also sense which part of their remains their spirit is in.
Player who began the mission with you today may travel to you as a wisp if they die.
This spell also brings ethereal people back to the material plane.
1) Spirit Guide
[Passive, Spell, Spiritual, Primal, Magic]
Can see, hear, and speak to spirits and Ethereal beings.
---RANK 2---
2) Necromancy Elder Sorcery - Words
[OC, Spell, Magic]
You gain access to the Necro Elder Sorcery Words and one Elder Sorcery
spell slot. You may use this slot and the Words for this class (and any other classes
you have Elder Sorcery Words from) to create a custom spell. You have to talk to the
Game Master to choose your Words and intent and then make a spell. The GM will
roll to see how your spell comes out. You may only have one Elder Sorcery spell
(either your spell or a rotator) prepared at a time, but can spend 10 minutes Out of
Combat to switch between spells. If you chose a rotator to start with, you can still
create your one spell, but must first master this class before you can rotate into your
spell. Note- the OP of words you can use is 1 in Celestial and this Element, but
increases by 1 each level you go up after gaining Elder Sorcery Words of this
Elemental Type. Thus, if you learned this ability at level 11, you would be OP 4 at
level 14. However, if you learned this at level 16, you would only reach OP 4 at level
19.
Fantasy Warplay - 2023 Rulebook 107
--- PAGE 116 ---
+
Necro Mage Rank 3 Spells
Prerequisite: Must be Rank 2 Necro Mage
Choose one IN Spell and one OUT Spell:
---RANK 3+ IN Spell---
3+) Necro Rotator Locked In
[OC, Spell, Magic]
Choose one Rotator Spell of this class that is now locked in - meaning that you
always have that spell prepared. For each Rank you gain in this class above Rank 3,
you may lock another Rotator. (note this means you would have two Rotators active
every encounter at Rank 3, 3 active at Rank 4, etc.)
3+) Amplify and Multi-cast: Necro
[Spell Improvement - Ball, Ray, Multi-Cast]
Each Rank you have in this class from Rank 3 on, gain one of the following once
only. A second Rank 1 Ball Spell of this type, a second Rank 1 Ray Spell of this type,
or Multi-cast (ability to cast like spells of this type as one combined throw).
3+) Spirit Pact – Ritual (once only),
[Ritual, Passive, Divine/varies]
You make a Pact with a Spirit, Elemental, or Outsider and gain a custom ability
and flaw designed around that beings abilities, powers, and alignment, and then
approve this ability with your GM based on the severity of the flaws you agree to
take. The power and success of this custom ability is based on these flaws.
108 Fantasy Warplay – 2023 Rulebook
--- PAGE 117 ---
---RANK 3+ OUT Spell---
3+) Necro Elder Sorcery Additional Spell Slots
[OC, Spell, Magic]
For each Rank you gain in this class above Rank 3, you gain an additional Spell
Slot for Elder Sorcery that uses this type of magic.(note this means you would have
two Elder Sorcerers available every encounter at Rank 3, 3 active at Rank 4, etc.)
3+) Spell Strikes- Once per enc. per spellstone, Invoke, Tag (AV/0 or UB)
[IC, Called, Spell, Magic]
Invoke and Call “[Name of Missile Spell] Strike: [effect]” to make the end of
your Mage Lore count as a named standard missile spell you could cast, for that
strike only. You may only use each missile spell you have once per spellstone of that
type you have active. (Note- these strike do not cost mana to use. If you have this
ability from more than one Rank 3 mage, the uses of it stack)
3+) Scholarly and Combat Discipline:Necro -
[OC, Passive]
The first time in an encounter that you use a Spell from this Class that would
take 10 minutes, it takes 5 minutes instead. The first time in an encounter that you
would use a Spell from this class that costs a mana, it costs 1 less mana instead.
Fantasy Warplay - 2023 Rulebook 109
--- PAGE 118 ---
Nature Mage
Max Armor: No Armor
Restrictions: Non-Warriors only
In Combat Skills
---RANK 1---
1) Empathic Ray - Ray, AV0
[IC, Called, Spell, Primal, Magic]
Call "Empathic Ray: I heal you" or "I deal 5 damage" and throw a green packet
to heal or deal 5 damage to anyone hit. This deals 1 damage to you, but you are
healed in a 20 count unless interrupted.
1) Treeform Ball - Ball, UB
[IC, Called, Spell, Primal, Magic]
Call "Treeform Ball: I change you into a tree" and throw a green sockball to
change anyone hit into a tree (Trees can't act or be affected). That player can freely
revert (if conscious) or anyone else may tag them and pay 1 Mana to revert them
(call Force Revert). You can throw this spell and call "Revert" to revert other players
for free.
---RANK 2---
2) Nature Rotators
[OC, Spell, Magic]
You may pick one of the spells below or create your own (See Nature Elder
Sorcery - Words). Once you've mastered this class, you may rotate between these
spells, having one Elder Sorcery spell from this class prepared at a time.
• Crown of Vines: Earthbind Touch - Invoke (UB touch - target is immobilized
and loses flying for a 20 count) & Earthbind Aura -1 Mana, Invoke (all players
within 10 feet are immobilized and lose flying for a 20 count)
• Polymorph 1Mana, 10min ritual – change someone into a common (non-
magical) animal for the encounter (they cannot revert or use any other
abilities until the end of the encounter). Can only turn into animals with a
maximum BR equal to 2x your Rank in Nature.
• Regeneration Touch: Invoke, brings a players back to life or restores them of
1 HP in a 20 count. Fails if the player cannot be Regenerated.
• Wildborn: Choose one animal ability each Rank in Nature from the Common
Animal Ability Chart. You chose which one to gain each encounter. You may
speak to plants and animals.
• Unforge: 1 Mana, Invoke, Call "Unforge!" and tag an item to destroy it.
110 Fantasy Warplay – 2023 Rulebook
--- PAGE 119 ---
Nature Mage
The enchanter of the woods, these wandering spell casters
resemble Rangers in their wanderlust. More comfortable with
Nature Mage
animals than people, Nature Mages are always heading to the
woods and keeping to themselves. Ever in defense of the land,
Nature Mages are like environmentalists. Nature Mages are in
tune with the world at all times. If you are playing a Nature
Mage be reclusive, avoiding people if you can, happy in nature and eager to
leave any civilization.
Out of Combat Skills
---RANK 1---
1) Oracle - Ritual
[OC, Spiritual, Magic]
Can receive visions from your deity (clarity and frequency depends on deity
power and area etc). If you wish to ask a question of your deity, requires 10 party
members to agree and/or spending Years Prep. Cumulative Cost per Day.
1) Familiar – (Ritual- once only)
[Passive, Primal, Magic]
Can do a Ritual (once only) to bond forever with an animal companion you
sense feelings and emotions from. You can speak to animals of that type and have
Animal Tamer @ lvl for that type of animal.. At Rank 2, you gain an ability while your
familiar is around (See Animals).
---RANK 2---
2) Nature Elder Sorcery - Words
[OC, Spell, Magic]
You gain access to the Nature Elder Sorcery Words and one Elder Sorcery
spell slot. You may use this slot and the Words for this class (and any other classes
you have Elder Sorcery Words from) to create a custom spell. You have to talk to the
Game Master to choose your Words and intent and then make a spell. The GM will
roll to see how your spell comes out. You may only have one Elder Sorcery spell
(either your spell or a rotator) prepared at a time, but can spend 10 minutes Out of
Combat to switch between spells. If you chose a rotator to start with, you can still
create your one spell, but must first master this class before you can rotate into your
spell. Note- the OP of words you can use is 1 in Celestial and this Element, but
increases by 1 each level you go up after gaining Elder Sorcery Words of this
Elemental Type. Thus, if you learned this ability at level 11, you would be OP 4 at
level 14. However, if you learned this at level 16, you would only reach OP 4 at level
19.
Fantasy Warplay - 2023 Rulebook 111
--- PAGE 120 ---
+
Nature Mage Rank 3 Spells
Prerequisite: Must be Rank 2 Nature Mage
Choose one IN Spell and one OUT Spell:
---RANK 3+ IN Spell---
3+) Nature Rotator Locked In
[OC, Spell, Magic]
Choose one Rotator Spell of this class that is now locked in - meaning that you
always have that spell prepared. For each Rank you gain in this class above Rank 3,
you may lock another Rotator. (note this means you would have two Rotators active
every encounter at Rank 3, 3 active at Rank 4, etc.)
3+) Amplify and Multi-cast: Nature
[Spell Improvement - Ball, Ray, Multi-Cast]
Each Rank you have in this class from Rank 3 on, gain one of the following once
only. A second Rank 1 Ball Spell of this type, a second Rank 1 Ray Spell of this type,
or Multi-cast (ability to cast like spells of this type as one combined throw).
3+) Transmute & Advanced Hack Healing
[IC, Called, Prevention, Spell, Primal, Magic]
Transmute-When you would take a standard skill or spells, you may Call
"Transmute [named body part]" to transform it to a Hack of the named part of the
body instead of any other effect it would have.
Advanced Hack Healing: Whenever you take healing, you also heal a Hack.
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---RANK 3+ OUT Spell---
3+) Nature Elder Sorcery Additional Spell Slots
[OC, Spell, Magic]
For each Rank you gain in this class above Rank 3, you gain an additional Spell
Slot for Elder Sorcery that uses this type of magic.(note this means you would have
two Elder Sorcerers available every encounter at Rank 3, 3 active at Rank 4, etc.)
3+) Spell Strikes- Once per enc. per spellstone, Invoke, Tag (AV/0 or UB)
[IC, Called, Spell, Magic]
Invoke and Call “[Name of Missile Spell] Strike: [effect]” to make the end of
your Mage Lore count as a named standard missile spell you could cast, for that
strike only. You may only use each missile spell you have once per spellstone of that
type you have active. (Note- these strike do not cost mana to use. If you have this
ability from more than one Rank 3 mage, the uses of it stack)
3+) Scholarly and Combat Discipline:Nature -
[OC, Passive]
The first time in an encounter that you use a Spell from this Class that would
take 10 minutes, it takes 5 minutes instead. The first time in an encounter that you
would use a Spell from this class that costs a mana, it costs 1 less mana instead.
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Prestige Training
The standard 15 classes are not always the only options characters have for
training. Depending on the game world, location, and GM, other options may or may
not be available. If special training options are available, they will almost always
require special permission and meeting certain in-game requirements. For example
your character may need to pass certain tests or find someone who is able and
willing to train them. Check with your GM. Some of these optional rules are below:
Tradesman
Characters may opt to spend an open Rank training intensively in a specific
Craft, rather than in a class. If they do, they gain no class skills this rank, but instead
learn a single Craft "at-level". This means they have levels in that Craft equal to their
total level, and it will continue to level up with them. The character does still get the
normal five levels in a Craft of their choice for this rank. This can be the same as the
Craft chosen for this rank of Tradesman, or it can be a different Craft. A character can
only take a rank in Tradesman once for any given Craft, but could take ranks in
Tradesman for other Crafts.
Expanded Standard Classes (Ranks 3+)
The first and simplest option for customized training is to continue spending
ranks training in one of the standard classes, beyond Rank 2. Each standard class has
several skills you can choose from to "build-your-own" rank. To access this training,
you must already be at least Rank 2 in a class and have an additional rank available
to spend on training. Not all towns can train you beyond Rank 2! Check with your
GM to see if you can train above Rank 2 with your local guild, or if you will need to
travel.
Most classes may choose one In Skill and one Out Skill from their class' list for
each additional rank of training spent beyond Rank 2, thus building their own rank.
These skills are all considered standard skills, which means they can be Avoided,
Disabled, Skill Shared, etc.
Specializations
Certain special or secret groups require their members to train in specific
combinations of the standard classes, but also have additional training for their
members. Specializations are not classes on their own, but are additional abilities
gained alongside the class abilities at each rank. Specializations require that a
character meet all of the prerequisites to join the group, including training in the
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appropriate standard classes, and then complete specific tasks at each rank.
Specializations usually give only one In and one Out skill for each rank. Each ability
from the specialization then requires successful In-Game Training to learn.
Prestige & Custom Classes
Some special or secret groups in the world have their own classes or
specializations. There are always strict requirements one must meet before joining,
and any skills you learn from the class will require in-game training to learn. Players
can, with GM approval only, create a custom class, but it must be carefully balanced,
often less powerful than a standard classes, and must make sense thematically. Even
then, players will usually be told no.
All prestige and custom classes must meet guidelines to keep them balanced
with each other and the standard 15 classes. Prestige and custom classes can grant
access to standard abilities in different combinations, though usually at higher
ranks, and may include one unique ability. However, they are generally required to
be less powerful overall to balance out the advantage of diverse and unique abilities.
Prestige or Custom classes all follow the below template:
Class Name:
Restrictions: AV Limit, Warrior/Semi/Mage, Any other flaws
Prerequisites: Tasks required to join and for each rank trained
Rank 1
• Core In Skill (Limited) • Out Skill
• In Skill
• In Skill
Rank 2
• Core In Skill (Full) • Out Skill
• In Skill
• In Skill
• Unique Ability
The class must have significant prerequisites for joining and training, and all
skills will require in-game training to fully learn. All abilities must already exist in
the standard classes, and must be placed at the same rank or higher than in their
standard class. In Skill slots in one rank can be traded for additional Out Skill slots at
the same rank, but not the reverse. If any of the abilities chosen are Spells, then No
Armor must be one of the class' Restrictions. You can add additional Restrictions to
get around some of the rules here, if your GM approves it.
The "Core" skill for the class should reflect the flavor of the class, and you get a
limited version of this ability at Rank 1 which becomes the full version at Rank 2.
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The Core skill may be an Out instead of an In. A class may have one Unique ability,
which must either be an Out skill or "Invisible", meaning that no one but you needs
to know it for the ability to work seamlessly (i.e. it must use calls/effects that
already exist!). An existing, non-standard ability, such a monster ability, may also
work.
In Game Training
As discussed above, once you've managed to join a non-standard class, you will
still have to complete In Game training to learn each of it's skills or spells. In order to
do In Game training, you must choose one of the abilities you are trying to learn and,
at the beginning of a set, let your GM know you are training for it. Your GM will give
you a task to do which represents your character training at the ability. For the rest
of that set you must actually roleplay this training while you play your character and
go on missions. Usually, how much you practice will affect your chances of success.
The task you are given will generally be acting as though you are trying to use
that ability correctly, but with no in-game effect. For example, to learn Snare, you
might have to practice by tagging opponents legs while In Combat and calling "No
Damage". (Make sure that no one thinks your ability actually worked on them!)
Notice that you will have to do this in actual combat and against opponents. Just
tapping your friend on the leg all day while they stand there and let you doesn't
require much effort, so you won't learn anything from it!
Keep track of how many times you use the ability correctly and it would have
worked. (So in our example, how many times you tagged an opponent's leg
successfully.) At the end of the set, let the GM know and they will make a roll to
determine if you successfully learned that ability. The more you practice the better
your odds of success. If you fail the roll, you will have to start all over on that
particular ability in another set. If you pass the roll, you now know the ability and it
will work normally. If you have any more abilities to train, then pick another one to
work on for the next set that you play in.
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Elder Sorcery
Elder Sorcery
Elder Sorcery is the art of naming the world using the true words of creation to
alter reality. This art was first mastered by the dragons and taught to mortals in the
elder days. As it is meddling with the raw “stuff” of the world, Elder Sorcery requires
a great deal more preparation and mana to create and successfully cast than the
common "prefabricated" spells. The first step is to learn Elder Sorcery Words, which
are the ancient first names for things given by the dragons as the world was created.
These words can be used to make sentences to create an effect.
When a character reaches Rank 2 in a mage class, they gain access to Elder
Sorcery of that mage type and one custom spell "slot" for that class. They can either
learn one of the standard Rotator spells from the guild or create one unique spell of
their own. They are stuck with this choice until they master the class.
Mages in multiple classes can use words from multiple schools in the same spell.
Creating Spells
In order to make an Elder Sorcery spell so you can learn and cast it, you must
create an incantation using words from that mage type which describe the desired
effect of the spell. But before you can cast the spell, you must first perform a ritual to
formalize the spell and make it permanent. To do this you need five things: Words,
Intention, Delivery, and Mana, and Flaws. If all of the below factors are not carefully
managed the spell will fail or, worse, fumble on the creator with horrific effects.
Elder Sorcery is a language used mostly by non-native speakers, the potential for
mistakes is great!
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1. Words - Use words you know to make a sentence appropriate for the
intent. There are two basic types of Elder Sorcery words:
• Celestial words are a universal form of Elder Sorcery that all Elder
Sorcerers use and make up the basics of the language. Anyone who learns
Elder Sorcery may use Celestial words.
• Elemental Words are based on the five types of magic: Flame, Storm, Life,
Necromancy, and Nature. The Elemental forms are learned separately and
make up the major verbs and nouns of a mage class' style. Mages may try
to read words of an Elemental type they don't know, but the risks are great!
2. Intention - A clear idea of what you want the spell to do when cast.
The sentences must always have a particular format:
Type(s) of Elder Sorcery + the delivery + the words for the spell's effect.
“With the Elder Sorcery of Flame, I use a ray to deal 10 damage!”
“With the Elder Sorcery of Nature, I use my touch to grow my strength!”
“With the Elder Sorcery of Storm, I use an aura to control your mind!”
3. Delivery - Choose the way the spell is cast on it's target - ex. ritual, ball, etc.
Elder Sorcery can use any standard delivery or one of many special rare ones! The
more difficult deliveries take more power and are more dangerous to use. You may
use these delivery words in the spells you make. See the table on the next page for
more info.
4. Mana - Mana is the 'fuel' that powers spells. Spent to make and cast the
spell. You must spend at least as much mana to create the spell as it will
cost.
You must use enough in your ritual to make the spell, and choose a cost to cast the
final spell. Spend enough for the spell to work right, but using more power than you
can manage can be dangerous!
5. Flaws - Flaws are the counterweight to a spell that balances it out and
seeks to keep the spell fair and usable.
Mana can provide the raw fuel for a spell, but Flaws allow the spell to draw energy
and power from the negative side effects it has and thus gives a spell more power
without undo mana costs. All spells have flaws, whether you are aware of them or
not, so it is best to try to build some in that makes sense for this spell.
To have your spell created, you must get it cleared with a GM. Fill out a copy of the
Elder Sorcery Spell Sheet in pencil and include your details on all of the five factors
above. Give this sheet to the GM to review and they will roll to see how well your
spell works out, and return the sheet to you with the spell in it's finalized form and
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with their signature. Be sure to check the final spell! The GM likely made some
changes based on their rolls. It's important to use the spell as the GM determined
that it actually works!
Delivery Types:
Rolling for Spell Creation
Many factors go into
Type Effect Cost
determining whether a spell
works as the mage intended it Ritual Performed as an Out. Affects Low
to. How well do the chosen targets within the ritual space.
words fit the intended effect?
Does the spell have a high Ray Affects anyone struck by the Low
enough cost to actually power packet, AV0.
the effect? How much care did
Touch Tag a player/object with your Medium
the mage put into the ritual to
hand to affect it, UB.
create the spell and are there
any special considerations such
Ball Affects anyone struck by the High
as blessings, special abilities, or
sockball, UB.
unusual rituals? Your GM will
consider these factors and Aura Affects all players within 10 feet. High
more, and then make several
rolls to determine if a spell Detonate Affects player hit by the spell Very
works or if it fails. The system (usually a different delivery), High
below is only an example! I then all players within 10 feet.
encourage GMs to come up with
Field Variable, effects a set area or a Variable
their own systems to roll for
single target. May be passively
spells.
"on" after it is cast.
First, a GM looks at the
Sphere Affects all players hit by the Very
mages total level to see how
sphere as long as it remains in High
experienced they might be at
motion, UB.
using magic. I multiply the
mage's level by 5%. Thus a level Cascade* Affects anyone hit by the spell Extreme
11 mage has a 55% chance of (usually a different delivery),
success. There is also a fumble then another player within 10
chance of 10% - mage level feet (May cascade multiple times,
divided by ten. or just once).
Next, the GM considers Fork* As above, but affects two players Extreme
how well the words, intention, within 10 feet (may continue to
delivery and intended mana cascade and fork multiple times).
cost all fit. If the spell as
*Not commonly available! There are other possible
intended is fair for it’s power
deliveries Elder Sorcery, but they must be learned
and cost and seems well-
in game. Talk to a GM or your local Dragon.
crafted, the GM may add to the
success chance by up to double
Success % = (5x Mage Level) + Extra Mana + (Up to
the mages level. But if the
2x Mage Level) - (Problems)
intention doesn't fit the words,
the mana cost is unreasonable,
Fumble % = 10 - (Mage Level/10) + (Problems)
or the spell has other problems,
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the GM subtracts from the success chance and adds to the fumble chance instead!
Mana spent on creating the spell beyond what the spell is intended to cost helps to
buffer your chance of success.
Once the GM has the success chance they secretly roll to see if the spell works
in each of the four areas: words, intention, delivery, mana cost, and flaws. If the
roll is under the mage's success chance that part of the spell works. If the roll is
above the success chance but within the success chance plus any extra mana spent,
then that part works but perhaps with some complications. A roll that is above the
mage's success chance plus mana means that part has failed and will not work right!
Finally, should our unfortunate mage happen to roll within the fumble range, that
particular part of the spell has been grievously bungled and will operate in negative
ways, anything from casting on the wrong target to blowing up in the mage's face!
Note also that using words beyond your ability (high OP or wrong class) can have
withering effects on the caster, such as physically aging their body.
Spellsheets and Spellbooks
Once you have created your spell it must be recorded. Keep the signed sheet
your GM gave you as a record of how your spell works. If you take your character to
another league, that GM will need to see your spellsheet before you may use your
spell. That GM also may rule your spell works differently there. You must use the
spell as the local GM rules it works! Any spells you know or create MUST be cleared
with your GM before beginning an event, or they can't be used. I recommend keeping
your spells in a Spell Book - a prop that you can keep your spells organized in to
avoid losing loose spellsheets, and can carry the book around in character. Either
keep all your spell sheets in the folder or book, or use a book to record them in the
first place (Your GM will still need to sign off on each spell).
Celestial Elder Sorcery Words:
OP Nouns Verbs Adjectives Adverbs Pronoun Prepositions Conjunctives Articles
1 chair am good now I at and a
1 color are bad then me on or the
1 cup use this here my in but one
1 dagger did little today you for so an
1 foot be big as your to as
1 hand begin long carefully that of
1 hat may short there this by
1 skin might bright pretty off
1 torch stand clean
1 wand tend small
2 hands was better rarely he after before two
2 feet were worse once him near since
2 flesh had farther very her with unless
2 sword been less not she from until
2 damage would more how what about after
2 cloak could much first each out
2 eye made some soon which down
2 ear fix down quite these up
2 rod draw hard really who
2 rope put soft slowly
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Celestial Elder Sorcery Words Continued:
OP Nouns Verbs Adjectives Adverbs Pronouns Prepositions Conjunctives Articles
3 torso cause best always it between because three
3 weapon is farthest never we before although
3 clothing do least tonight them across if
3 belt can most usually our during while
3 arm make worst up ours into when
3 leg like many no yours above than
3 staff go far tomorrow theirs below
3 food will well later others over
3 rune have all sometime
3 mirror invoke other
4 head open alert quickly against four
4 shield close broken still around
4 sound repair colorful yet behind
4 container eat curious away
4 coin drink circular fast
5 potion dance dense anywhere beyond five
5 scroll sing dull back except
5 herb act light alone like
5 window drop blunt seldom until
5 orb fill sharp immediately without
6 heart give ugly nowhere inside six
6 armor get pretty again outside
6 door jump dark
6 ritual kick slippery
6 someone let stiff
7 structure look stupid together seven
7 body must elegant
7 friend need huge through
7 missile pull smart
7 tunnel push brittle
8 building say regularly mine eight
8 wall shall
8 street
8 touch
8 item
9 brain new absolutely nine
9 fortress
9 foe
9 shop
9 bridge
10 city young everywhere ten
10 energy old yesterday zero
10 castle aged
10 spell
10 object
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Flame Elder Sorcery
OP Flame Verbs Flame Nouns OP Flame Verbs Flame Nouns
1 deal anger 5 cleave fire
1 warm warmth 5 scald ruin
1 damage light 5 char smoke
1 temper flame 5 wreck pillage
1 illuminate spark 5 combust pandemonium
1 kindle ash 6 incinerate incendiary
1 dry cinder 6 disintegrate sandstorm
1 crack ember 6 explode war
1 rush tinder 6 ambush disaster
1 glow howl 6 raze wildfire
2 heat rock 7 corrode destruction
2 injure hate 7 smash stone
2 hack frustration 7 boil bolt
2 hurt brightness 7 scorch jet
2 craze flash 7 implode desert
2 inflame coal 8 destroy inferno
2 parch fever 8 erupt pressure
2 rust blaze 8 collapse cliff
2 fracture flare 8 pulverize fallout
2 ignite pyre 8 ruin mania
3 burn insanity 9 seethe tremor
3 maim berserk 9 cremate hill
3 crush furnace 9 immolate chasm
3 break rage 9 demolish chaos
3 blast battle 9 infuriate anarchy
3 desiccate assault 10 annihilate mountain
3 rupture hostility 10 obliterate earthquake
3 attack disorder 10 exterminate lava
3 torch combat 10 dissolve magma
3 blister fight 10 sunder volcano
4 rend fervor
4 melt steam
4 shatter hysteria
4 burst fury
4 outrage roar
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Storm Elder Sorcery
OP Storm Verbs Storm Nouns OP Storm Verbs Storm Nouns
1 shock emotion 5 control flight
1 cool study 5 fly storm
1 slow vision 5 move wisdom
1 read mist 5 disrupt sage
1 look cloud 5 switch logic
1 speed mind 6 electrify water
1 stun sand 6 change thoughts
1 distract drop 6 vanish wave
1 identify breeze 6 command air
1 float attention 6 charge displacement
2 chill idea 7 counter blizzard
2 write wings 7 trick illusion
2 learn knowledge 7 reveal river
2 entrance shower 7 warp distance
2 daze veil 7 teleport glacier
2 swim trance 8 discover wind
2 sort fog 8 dispel sky
2 deny spray 8 shift passions
2 flow ice 8 return group
2 glide intent 8 stop moral
3 take confusion 9 steal will
3 see memory 9 avoid duration
3 hear sight 9 escape lake
3 thaw lightning 9 distance tornado
3 charm thunder 9 mimic reality
3 shimmer desire 10 manipulate ocean
3 confound hail 10 reflect ethics
3 immobilize snow 10 reform population
3 know tide 10 gain moon
3 assert rain 10 remain time
4 freeze alignment
4 obscure dreams
4 interchange intelligence
4 delay betrayal
4 bend sense
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Life Elder Sorcery
OP Life Verbs Life Nouns OP Life Verbs Life Nouns
1 heal joy 5 vanquish resistance
1 mend health 5 rebirth martyr
1 prevent valor 5 honor divinity
1 detect wounds 5 defy diplomacy
1 defend hurt 5 contain curse
1 calm illness 6 reduce justice
1 shelter burn 6 gain peace
1 restrain amulet 6 enlighten grace
1 soothe talisman 6 erase right
1 repel symbol 6 dismiss progress
2 protect life 7 infuse essence
2 resurrect blood 7 abolish sanctuary
2 restore boundary 7 excise emissary
2 return courage 7 sacrifice exorcism
2 renew rest 7 rescue wrath
2 replenish light 8 craft hope
2 cease cairn 8 build faith
2 guide artifact 8 raise enlightenment
2 numb glory 8 banish religion
2 inspire friendship 8 imbue temple
3 guard belief 9 transcend immunity
3 purify sleep 9 bless truth
3 cleanse barrier 9 enchant pacifism
3 judge guardian 9 sanctify dawn
3 condemn mind 9 forgive being
3 sustain relic 10 create plains
3 disenchant zealot 10 absolve spirit
3 disempower medicine 10 reverse soul
3 pacify discipline 10 exemplify sun
3 turn celebration 10 embody celestial
4 ward love
4 absorb idol
4 gather agreement
4 shield shrine
4 unify ancestor
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Necromancy Elder Sorcery
OP Necro Verbs Necro Nouns OP Necro Verbs Necro Nouns
1 scare fear 5 drain carnage
1 summon grave 5 die doom
1 sicken pain 5 exhume demise
1 spoil woe 5 sever dread
1 taint darkness 5 wither flaw
1 wrench seizure 6 fester undead
1 intimidate stench 6 kill dead
1 twist tears 6 rend despair
1 shame filth 6 infect bane
1 force blemish 6 cripple crime
2 rot spirit 7 flay famine
2 reanimate bones 7 corrupt crypt
2 bury terror 7 devour disease
2 darken vengeance 7 abandon moor
2 zombify wail 7 tax shade
2 famish scream 8 murder plague
2 graft greed 8 slay death
2 extract coffin 8 blackmail barrow
2 cut cruelty 8 haunt tomb
2 leach wrath 8 distort ancestor
3 putrefy corpse 9 curse night
3 poison carrion 9 exterminate tendril
3 raise horror 9 enslave umbra
3 exhaust sadism 9 torment dusk
3 defile pit 9 warp shadow
3 torture wickedness 10 eradicate swamp
3 siphon gloom 10 massacre void
3 sacrifice misery 10 slaughter atrocity
3 paralyze contagion 10 end degeneration
3 agonize ghost 10 betray outsider
4 decay ethereal
4 weaken nightmare
4 embalm skeleton
4 madden virus
4 shred agony
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Nature Elder Sorcery
OP Nature Verbs Nature Nouns OP Nature Verbs Nature Nouns
1 increase toughness 5 predict ferocity
1 touch reach 5 entwine terrain
1 grow size 5 weave soil
1 nourish path 5 stomp herd
1 bloom leaf 5 cultivate fauna
1 lull twig 6 transform species
1 lure vine 6 polymorph canopy
1 augment fruit 6 transmute vegetation
1 ripen dirt 6 magnify hush
1 shrink grass 6 mature instinct
2 conjure armor 7 trample symbiosis
2 divine strength 7 harvest tranquility
2 snare shape 7 regenerate woods
2 blend web 7 refresh primal
2 reform bite 7 amplify flourish
2 find root 8 recover forest
2 ask fur 8 overrun momentum
2 climb feathers 8 unforge crops
2 leap scales 8 invigorate wings
2 commune foliage 8 regrow cycle
3 renew tree 9 repopulate breed
3 animate plants 9 rejuvenate paradise
3 improve nutrient 9 wander cartography
3 call might 9 decompose land
3 thrive garden 9 overflow balance
3 hide claws 10 populate nature
3 locate flower 10 generate utopia
3 snag pollen 10 evolve earth
3 scry senses 10 morph seasons
3 change flora 10 harmonize age
4 vitalize form
4 birth animal
4 become seeds
4 scout thicket
4 hunt sinew
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Adventuring
As you move beyond the basics and begin adventuring in FanWar, you will need
to know some of the ways we simulate things other than combat. In this chapter you
will find rules and mechanics that you might run into on your adventures, such as
how to loot other players or how we represent weather.
Basic Adventuring
Healing
Healing your allies is an important focus for any party. Any healing done to a
player while they are up/conscious will only heal 1 HP (or one Hack, etc.) at a time.
Since most characters only have 1 HP, this will rarely be a problem, but is important
to remember when playing as a monster. If a player is down/unconscious, any
healing done on that player restores them to consciousness and also restores them
to full Hit Points. Finishing a First Aid count will do the same. Either way, any Hacks
they might have taken will still need to be healed one at a time.
Read Magic
Anyone can, with just a little practice, learn to sense if something is magical by
touch. All you have to do is tag the object and call "Read Magic". Either your GM or
the player using the object will let you know if the object 'feels' magical. This can be
used to detect whether an item is enchanted (though not how to use it!) or
sometimes to feel for other traces of magic in objects or left behind by spells.
Looting & Searching (or "Taking What Doesn't Belong to You")
Looting is the term we use for taking larger
items from other players. "Loot-ables" are
usually things which are held (like swords or
shields) or larger worn items like armor or
cloaks. These are things that are too big to be
pocketed or tucked in a bag. To loot a player,
simply tag the item you wish to take, call "Loot!",
and count to 20 and the player will either hand it
over or let you know that the item is Glued to
them. Note: Armor always takes a count of 10 per
AV to put on or take off of someone! It also follows
the rules of Carrying.
Glued items are items which have been
'stuck' to a player's spirit through a special technique known only to the Thieves
Guild. Glued items cannot be taken off of a player's body (except through another
secret Thieves Guild Technique™, of course!). If the item is not glued, then the looted
player must hand it over. For a Glued item to be protected, it's owner must have it on
them. Thus items which are left on the ground, such as a thrown dagger, can be
picked up by anyone, even if it was still glued when the owner dropped it. If an item
is not in its owner's possession at the end of an encounter, the item will be unable to
stay glued and anyone can take it. Most people (and adventurers) will have their
important possessions Glued, if they've had time to stop by a Thieves Guild.
Searching is how you check a player for smaller "pocketable" items. To search
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someone, tag them with both hands (usually on their shoulder), call “Search” and
state something specific that you are searching for - Papers, Rings, Amulets, Keys,
etc. - and then count to 20. When you have completed your count, they will tell you
what you have found (if anything) and if it is not glued, they will hand it over.
Note: Only Thieves can search for money by using their special Unglue ability!
Consumables and Vials - Potions, Herbs, and Scrolls
These uncommon items can generally only be used outside of combat as a ritual,
but give the resourceful adventurer access to a wide range of useful and unusual
effects. When used in combat, the use of a small blue “Vial” or “Potion Bottle”
physrep is used to show other players the item is in play. Potions and herbs are
both single use items, many of which are used to heal wounds, poisoning, illnesses,
or even mana loss. Some potions have lots of purposes, such as glowing or creating
an instant supply of rope, or simulating class skills. Both can only be made or used
by someone with the right training. Scrolls are much more difficult to come by, but
usually allow for a single use of a spell or skill, sort of like a disposable magic item.
Scrolls usually can be used by anyone. See your GM's sourcebook for what kinds of
consumables are available in their world.
Sleep & Food
Many adventures are too intensely focused on their quests to remember to do
such mundane things as sleep and eat. But be warned, ignoring one's bodily needs
can take a serious toll on one's mental and physical state! If you do not sleep, you
will be unable to refresh your mana. For every day after the first that you go without
sleep, you will be at -1 to your base mana. Likewise, for every day past the first that
you neglect to eat, you will be at -1 to you base HP.
These negatives can only be recovered by taking care of yourself. Once you
begin sleeping and eating normally, you will recover at a rate of one point restored
per day of proper sleep and nourishment. Take care, if you don't you can eventually
starve or go insane altogether!
Illness & Disease
Characters that become sick or ill will be at reduced HP and mana while the
symptoms last, and may have other symptoms as well. The severity depends on the
specific illness. Most illnesses pass with rest and treatment, but some more serious
diseases can be long-term or even permanent and may cause greater harm, such as
hacks, insanities, or death. Diseases can be caught in the same ways one might get
sick in real life, and there are also some stranger diseases out there that can affect
you in ways unique to the game world. Your GM will give you any details you need to
know about a disease if you catch one. Depending on the disease, it may need to be
treated through rest, medicine, herbs, or magic.
Insanities
In Fanwar, an Insanity is a temporary or permanent change to a character's
mind and mental state. The character's player must roleplay this change, which
might alter a character's abilities, how they interact with certain situations, or things
they believe are true about the world and the people in it. Some insanities in Fanwar
can have outlandish affects on a character, but others are based on real-world
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mental illnesses so it is important to be respectful when roleplaying insanities.
Insanities can be gained in a number of ways, most commonly through mana
loss or sometimes spells or curses. Whatever the source, when a character gains an
insanity, the GM will let the player know what it's effects are and how severe the
insanity is. Keep in mind that your character doesn't know that they are insane even
if you, the player does! Depending on the kind of insanity, they may find out or be
told, but the insanity itself may mean they won't (or can't) believe it! Usually you will
be given a card which explains how to roleplay the insanity and lists what it's effects
are at different severity levels.
Insanities can be Minor, Moderate, Severe, or Extreme. If a character already has
one insanity, effects that would give you another insanity will usually increase the
severity of the existing one instead. If you have a temporary insanity and would gain
a permanent insanity, (such as by dying and pulling a black stone) the temporary
one becomes permanent instead. Each step up makes the insanity harder to cure
and comes with added complications. You will have more severe downsides you
must roleplay and may sometimes have upsides as well. Refer to your GM or your
insanity card for specific details.
Curing an insanity can be done by receiving appropriate treatment, usually
from a Life Mage who can cast Cure Mental Illnesses. The mage must be high enough
level to treat your severity of insanity. The level needed will be listed on your card
or given by the GM. If a mage of high enough level casts Cure Mental Illness on you,
you will have begun a month-long process of reducing the severity of your insanity.
For that month, you can pay 1 mana to temporarily reduce the severity of your
insanity by one step for one encounter. If, at the end of a full month, you haven't
gained any new insanities then you will be permanently at the next step down. If,
however, you would gain an insanity during this month, the treatment fails and your
existing insanity goes up one step from where it started. Higher severity insanities
take higher level mages to treat, but with time and care an insanity can eventually be
reduced to Minor severity, and then removed entirely. However, if an insanity ever
goes from Severe to Extreme, it becomes untreatable for the rest of the season, and
can only be cured over several years as a Timejump goal for your character.
Pain Damage
The effects of pain are often overlooked as players (thankfully!) don't actually
feel the wounds their characters receive in battle. Sword wounds, broken bones, and
burns from fireballs would hurt a lot! When a character is dealt pain damage, this is
representing extreme forms of pain, beyond what even adventurers are used to.
Pain damage is called as “Pain level X”. If you are hit by the attack and your
character's total level is less than the number called, then you take a -1 counter to
your mana. Each hit will add another such counter. If your level is X or higher, then
you don't take the counter, even if you get hit several times.
Losing mana in this way is not the same as spending it or having it drained. A -1
counter means that you will stay at -1 to your mana, even if your spent mana
refreshes between encounters, until that -1 counter can be removed. Removing pain
damage will generally require the use of the Life Mage spell Cure Mental Illness. If
you die and are resurrected, these counters will also be cleared.
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FanWar Hand Signs
The first thing you will need to know for some of the following rules to make
sense are the different hand signs we use in FanWar. Certain parts the game, like
flying or magically turning into a tree are a little tricky to actually do, so instead we
use special gestures to help players see what is going on in the world of the game.
Soaring Diving/Digging Out of Game Hiding
(Two fingers up) (Two fingers down) (Fist on head) (Open hand over face)
Invoke Treeform Burning Ethereal
(Item/Hand raised up) (Hands held up) (Fingers wiggling) (Open hand on head)
Terrain
FanWar is a game of imagination in which we picture a fantastical world around
ourselves as we play. But for ease of play, it helps to use real, visible markers for
different types of terrain. Below are rules for terrain and how to use it.
Walls & Cover
Some types of terrain are simulated with markers placed on the field, such as
ropes and cones. Ropes laid on the ground can mean many things but, unless your
GM says otherwise, they usually mark a Low Wall. Low Walls are barriers that
would be difficult to step over mid-battle without getting hurt, but can be fought
across. Players are allowed to attack and throw missile weapons and spells across
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Low Walls in either direction. However, if you step across the rope, even on accident,
your character is knocked unconscious. Low Walls can only be passed by going
around them or by using abilities like Gliding, Leap, or Climbing (though everyone is
assumed to be able to Climb over most Low Walls in a 20 count if they take no other
actions, call Climbing, and mime scaling the wall). Sometimes a rope or other marker
indicates a High Wall. In this case, you cannot fight or shoot past the wall, but might
still be able to Soar, Leap, or Climb over it.
Cones can represent many different things, but when used as part of a wall, a
cone represents a pillar or taller section of wall that you can take cover behind. To
use this Cover, tag the cone with your foot. As long as you have one foot in contact
with the Cover, your waist down in considered not able to be hit, to represent that
you can take shelter behind your cover. You can still shoot and fight from cover. Red
ropes (or Red and White Jump-ropes) with small red cones on them are used to
indicate rock or other taller features that can be climbed up onto for additional
Cover. High Terrain operates like a one way Low Wall in that you must climb over it
by calling “Climbing” and taking no other actions while you mime scaling the wall,
and then you may step across the line unharmed, but unlike a Low Wall, you may
step out of this area freely without any penalty. This type of terrain grants anyone
inside the marked area Cover (waist down is not able to be hit), no matter where
they move inside the High Terrain. Others within this marked area CAN strike these
players on the legs as if they had no Cover.
Flying, Soaring, and Winged Flight
Some creatures and characters have the ability Flying, either because they have
wings or some kind of power. Flying creatures can simply Glide over obstacles like
water. They can also choose to Soar up out of reach of other players.
To Soar, call "Soaring" and count to 5, then hold your fist in the air, with your
first two fingers pointing up. This indicates you are flying up high, out of reach of all
melee attacks. You can only be hit with missile weapons and missile spells and can
also only attack with the same! To get things you have thrown, make melee attacks,
or interact with players on the ground in any way, you must first call "Descending",
count to 5 again, then put your fist down. You're then back in range.
Winged Flight - Some creatures are able to fly because of magic, but other
creatures are simply using their wings to do so. Creatures with winged flight rather
than magical flight have slightly different abilities. Beings with Winged Flight have
Speed if they are Soaring and not carrying anyone. (Can leave an encounter by
calling Escape and counting to 5. You may return to the encounter from any edge
after counting to 20). Beings with Winged Flight have the disadvantage that if they
are wounded they drift to the ground and are considered touching the surface of
whatever they land on. Beings with magical flying are always considered to be
Gliding off the ground, even while unconscious.
Digging
Digging allows you to perform a stationary Escape (see Rank 3+ Assassin) if you
are in soft soil or sand (see GM).
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Water, Diving & Drowning
Often times you will find yourself adventuring near or over rivers and oceans in
the game world. We usually assume any paved areas in our play space represent
water (this also helps keep us out of the way of pedestrians!). We often mark out
areas that are considered Water as well by enclosing parts of the field with a blue
rope (or blue and white jump rope) with small blue cones along it. Sometimes we
mark out boats (see Boats) or bridges where you can cross safely. Certain skills also
allow a player to swim in or fly over water, but for most players stepping into water
can be very dangerous!
If you step into water (even just one foot) you are immediately wounded, just
like you were knocked out. This represents someone without training struggling to
swim. You are effectively unconscious and cannot move yourself. As long as you stay
in the water you are Drowning: every 20 count you take 1 damage, starting at 0 HP
and moving down through the negatives. At -4 you will die of drowning.
Water can be either Shallow or Deep. Unless your GM says otherwise, assume
paths and other water areas are Shallow Water. Shallow Water works as above, but
can be forded safely by big creatures (size 5+) who are immobilized if they step in
water and can take a step every 20 count only. Undead are similarly unaffected by
drowning and thus can also move this way through water. Creatures size 8+
completely ignore Shallow Water as it would not hinder them in any way. Items
dropped in shallow water sink to the bottom, but can be reached and fished out with
other items or after the battle. No one can Dive out of reach in shallow water. Deep
Water, such as at sea, is different in that it is deep enough to Dive in, and far too
deep to ford. Items that sink are gone and out of game, but might be retrievable with
Diving after the battle. Undead who decide to walk through deep water sink to the
bottom and are out of game as well.
Characters with Swimming can enter water with no ill effect and move freely.
Players with Diving can move underwater. You are visible only as a shadow of your
size. Unless you can breathe underwater, however, you must begin to Ascend again
within a 20 count!
Climbing & Trees
Certain creatures and classes have the skill Climbing which allows them to
scale objects like walls, cliffs, and trees to get up out of reach of other players. While
we generally use trees in our play space to represent trees or other terrain, we never
actually climb these trees as it would be unsafe for us and might harm the trees. To
use Climbing to “climb” up or down an object, just stand next to it and call
"Climbing" or "Descending" (just like Soaring above). Until you descend, you must
stay by the tree or other object you climbed up, with your fist in the air touching it.
Light & Blindness
When adventuring in dark places such as caverns or dungeons, or when it is
night in game we use special mechanics to simulate light and darkness. Torches are
props that are held in one hand and provide light in a 10' radius around their holder.
Other abilities, such as the spell Mage Light, can also provide light and sometimes in
much larger areas.
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Any player without a light source or a special ability to see in the dark is
considered Blind. For safety, we don't actually close our eyes to simulate blindness.
Instead, blinded players must keep their chin held to their chest and only look down
at the ground. This limits your field of vision to simulate how hard it is to see in the
dark. You may, of course, use all of your other senses freely, so listen carefully!
Rough Terrain & Slow
In places like swamps or thick snow, you may be Slow which means you can
only walk due to the bad terrain. Until you leave that area, you can't run! Some areas
may even Snare you if you run, or even every time you take a step. Your GM will let
you know where these areas are or mark the field with double stacked cones.
Other Terrain
You may run into new and different kinds of terrain or special ways of staging
encounters to represent strange or dangerous environments, anything from
precipitous mountain cliffs to the deck of a speeding airship. In any unusual
encounter like this, your GM will lay out the special conditions and rules at the
beginning of the encounter. These conditions may differ from the usual game rules,
depending on what the GM determines is the best way to represent the situation.
Pay attention to the special conditions and remember Rule of Life #3: Make it Work!
Weather
Sometimes you have to contend with extreme
weather. Weather can cause all kinds of effects,
such as high winds that Knockback travelers,
extreme heat that deals damage over time,
Freezing cold blizzards. If severe weather is
present in an encounter, either the GM will
announce it's effects or it may be represented by
players acting as the weather instead of monsters.
They will deliver the effects of the weather by
calling the effect and tagging you or using props
like packets, balls, sashes, hula hoops, etc.
Adventurers can protect themselves from
weather by dressing for it with cloaks, hats, etc.
The right gear will reduce the effects of weather.
Equipment which provides Weather Protection will deboost damage from weather
by one bracket. Additional different items will help deboost the damage further, but
it takes five more items to deboost an additional bracket. Usually this will only
protect you from the damage that weather might do. Other effects, like Knockback or
Slow, will still apply.
Boats & Missions at Sea
Some missions don’t take place on land at all, but instead happen on a ship or
boat! Since we don’t want to try to run our missions in actual water, we have some
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basic procedures for how to do a mission when it takes place on the deck of a ship.
Instead of trying to move the boat around on the field, we imagine that the ship
is moving and just have creatures and other boats along the way set up next to the
marked area so it is easy to role play. Sometimes you will run into pirates trying to
steal your ship and treasure, rampaging sea monsters, or even a storm that
threatens to destroy your masts and leave you stranded. No matter what the
mission, sailing can make for an exciting and perilous style of adventure.
Boat Rules
On the next page are detailed rules on
how we represent and interact with the
various parts of the ship. Usually we mark
out an area with ropes or pipes in the shape
of the deck of the boat. Another area next to
the "deck" is marked as the hold (if there is
one) and characters that are standing in that
area are considered to be inside the ship, not
on the deck and they can't interact with
players "above decks". Your GM may allow
battle in the hold, or may consider entering
the hold to be "leaving the encounter".
Everywhere outside of the marked boat area
is considered to be water.
The sides of a ship function similarly to
High Terrain, which means that players can
attack over them in either direction, but can't easily move past them. Players on the
inside can simply step off the side of the ship (but will be drowning unless they can
swim!) Players on the inside can also Carry another player aboard freely. Players on
the outside of the ship must count to 20, without being interrupted, in order to climb
aboard. If a player has the skill Climbing, they can climb on with a 5 count. Players
with Gliding can simply move over the wall.
We also set up some markers, usually buckets, to be the masts of the ship. If the
masts take too much damage (represented by balls dropped into the buckets) they
will break, leaving the ship unable to sail and her crew (you!) stranded at sea. The
hull of the ship itself, while tough, might be damaged by larger foes like whales and
sea serpents or even ballistae fired from enemy vessels!
For a ship to stay on course and under control, it must be sailed by an
experienced sailor or corsair who knows how to both navigate at sea and manage all
the complex rigging of a large sailing vessel. An off-course ship could leave a crew
stranded and an out of control vessel is a danger to everyone in the area!
Row Boats
Smaller boats like row boats and dinghies are represented with hula hoops laid
on the ground. Most larger sailing ships are assumed to come with a few row boats
(often one per mast). These row boats can be deployed to engage other vessels
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Row boats are size 4 (to Carry them out of water), but can hold any number of
passengers that can all fit at least one foot in the hoop. Down players in the hoop will
move along with it. Row boats may be moved by anyone standing inside of them by
simply calling "Row... row..." and moving the hula hoop with their foot. If opposing
players both want to move the boat, it will not move until one or the other player
gives up or is dropped. (Don't try to use physical force to move the hoop!)
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States & Effects
Resistance, Immunity & Vulnerability
Before we talk about effects in the game, we should know how to talk about
whether or not they will work on a character. If a character is resistant to a specific
effect, it means that effect will fail on them. For example, a Barbarian with Magic
Resistance will take no effect from a Fireball! However resistances are not absolute.
Attacks which have been warded will cut through as though the resistance weren't
there! For an absolute defense, a character must be immune to the effect. For
example, an Elf with her Immunity to Mental Effects won't be affected by that same
Barbarian’s Threat Vitals, even if it is warded!
Lastly, if a character is vulnerable to something, that means that they can never
gain a resistance to that thing. A Barbarian who is Vulnerable to Magic would take
every spell that hits her, regardless of any skills she might know. Immunities, on the
other hand, are not countered by vulnerabilities. For example, an Elf could be
Vulnerable to Charm, but would still not be affected by a Charm spell, as they are
immune to mental effects.
Devouring
Some creatures, specifically large and carnivorous ones, will eat characters in
combat. To devour a player, a monster will tag the player with both hands and call
"Devouring" then count to 20. After a 20 count, one 'size worth' of the player is
eaten. If they were not already dead, this kills them. Monsters usually will devour a
number of 'sizes' equal to their own size, before being full.
If a player has all of their 'sizes' devoured, their body is then Ruined (too
damaged for them to simply be resurrected or to Regenerate). They must first have a
Summon the Dead ritual cast to reassemble it. Any items the player was wearing,
such as armor, are Shattered and any small pocketables, like gold, will have been
eaten. Items they were holding (such as weapons) are usually left behind on the
ground.
Fire & Burning
A down player can be set on fire by holding a torch to them for a 20 count.
During this time, and while burning, any regenerating is paused! Anyone can put out
a burning player by calling "Extinguishing" and tagging them for a 20 count.
As with Devour, fire will consume a player's body at a rate of one 'size' every 20
count unless it is put out. After the first size is gone, the player is killed if they were
not already dead. If a player has all of their sizes consumed, their body is Ruined and
will need to be summoned before they can be resurrected. Any items the player was
wearing, such as armor, are shattered by the heat, as well as any small pocketables.
Held items will be left undamaged. Items are still glued, as the body is not Destroyed.
Shattered & Destroyed Items
Certain abilities and effects in the game can damage or even completely destroy
items. If an item is shattered, it no longer functions as it did before. A shattered
weapon only deals vitals damage. A shattered shield will no longer blocks AV0.
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Shattered body armor gives no protection. Other shattered items likewise can longer
do what they are meant to do. You don’t have to drop the shattered item, since you
can fix it later, but it won’t work as well for the rest of the fight.
Items that have been destroyed are completely gone. There is nothing left of
them to repair later. If an item is destroyed in the game, you must drop it and remove
it from play (set it out of the game space, or have a GM take it for you). If you are in
the middle of a fight and can’t take off the item immediately you can inform those
around you, or ask to call a hold.
Poison
Some enemies or creatures may use poisoned weapons or bites. If an attack
Poisons you, you begin taking -1 to your HP every 20 count. At 0 HP you will fall
unconscious. At -4 you will die from poison. These are -1 counters, not damage, and
thus can't be simply healed or regenerated, like damage. Antidotes in the form of
potions or herbs can cure Poisons, as can the Life Mage spell Healing Touch.
The default type of Poison applies -1HP counters, but there are also other kinds
of poisons which have effects other than damage. These poisons will always have an
effect stated in their call and, instead of dealing damage, will repeatedly apply that
affect to the victim on every 20 count.
For example, the call "Knockout Poison" means the victim will take a Knockout
every 20 count until the poison is cured. In this case, the Knockout Poison would
continually interrupt attempts to First Aid the victim, since both effects take the
same 20 count, and instant healing like Medicine Ball would only keep the player up
for a few seconds at a time.
Venom
Some enemies or creatures may use venom, which counts as a Poison, but
doesn't have a count. With Venom attacks, the damage or effect called counts as
being caused by Poison and only clears in a way that Poison would clear. Thus, if
someone calls “AV Venom Hack,” the Hack caused by that strike cannot be healed
except by effects that will clear poison such as Healing Touch, Antidotes, or Herbs
(out of combat). Venom is called like a damage type, not a modifier, and usually can
only trigger from a damaging attack. Some creatures might have Enhanced Venom
which can trigger of non-damaging attacks like Snare, Earthbind, or even Shock
Touch! Beings with Enhanced Venom will usually state which abilities they have can
be Venomous.
Treeform
Characters in Treeform are transformed into an actual tree. They are totally
immobile and can't take any actions but are fully aware. While they can't be targeted
by skills/spells or harmed normally by attacks, it is possible to affect Treeformed
players in the same way as you might a normal tree and do things like slowly cut
them down. The player inside is still unharmed and may still revert to their normal
form at will. Other players may tag a Treeformed player with both hands, pay a mana
and call "Force Revert" to force them out of Treeform. An unconscious player who is
Treeformed remains unconscious and thus unaware. They can't revert on their own.
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Hiding & Invisibility
Some characters and monsters can become Hidden. If someone is hidden, they
will hold their hand in front of their face with their fingers spread out. Unless you
have special abilities, like Scouting, you can't see a player who is hiding! This can be
tricky, but do your best to pretend you don't see them and play like they aren't there.
Remember that you can hear them, listen for snapping twigs or sneezing monsters!
If a hiding player attacks or moves something, they are revealed.
Some rare creatures have the ability to be truly Invisible. This works much like
Hide, except that Scouting and most other abilities won't let you see them and they
can often move and attack without becoming visible. The handsign for true Invisible
is the same as Hiding, but the player must continually open and close their hand.
Ethereal
You may encounter some creatures with the ability to move between the real
world and the ethereal plane, the native plane of spirits, such as ghosts or other
undead. If a player is ethereal, they will hold an open hand on top of their head.
While a player is ethereal, they can't be seen by, and cannot interact with, anyone
who is material (not ethereal). This means if someone is ethereal, you have to
pretend like you don't know they are there and you can't talk to or attack them. They
can't talk to or attack you either but they can see you!
If two players are both ethereal, they can see and hear each other but they still
can't interact, nor can they use any abilities! Any ongoing effects used on them while
they were material will continue and finish while the player is ethereal.
If they want to fight each other, one of them must call "Duel" on the other (all
ethereal players can call Duels on each other, see Samurai). They are now visible to
players on the material as well, but are effectively in a Duel. The loser is left on the
material plane, the winner returns to the plane they started on. This is actually true
of Duels in general, including those called using the Samurai skill Duel, but since
both players probably started on the material plane, it usually won't matter.
Mounts & Riding
If you are mounted, such as on a warhorse, suit up as your character but wear
an animal print sash hanging from your belt. When you are riding a mount, you have
all of its transportation abilities (such as flying or swimming), but none of your own.
You do not gain any of the mount's other abilities unless you train a specialization
that allows you to do so. Only Domesticated animals can be easily ridden as
mounts; other animals are not trainable by normal means. When riding a mount,
you and your mount count as one entity and if dropped both you and your mount
drop. You only have the HP and other stats of whichever being you are playing as.
Often, a GM will rule that a mounted players legs and feet have certain traits of
their Mount (protection from fire, weather, etc.), while their torso and arms do not,
simulating enhanced effects without making the rider impossible to target. If your
mount has HP, a GM may allow your legs to Deboost damage to simulate your
mounts ability to absorb damage.
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Illusions
Sometimes you may run into people or things in the world which might not
actually be there! There are many different ways in which an illusion of a person,
thing, or sound might be created. Illusions behave just like the real thing and can
even hurt or kill you if you aren't careful! However, it is possible to pay 2 mana and
call
"Disbelieve" at
a specific
Illusion. If it
was really an
illusion, this
will (usually)
cause it to
vanish
immediately. If
it wasn't this
does nothing.
Being Resistant
or Immune to
Mental Effects
makes you
Adept at this (it
only costs 1
mana).
Charm, Binding, & Allure
There are three types of control that can happen to you in the game that will
make your character switch sides or be taken over by another player. The first,
Charm, is the only kind you will encounter in battle. The other two might happen to
you, but would be out of combat where the GM will have time to explain what
happens. Remove Charm will work on any of these types of control unless the spell
or effect specifically states Remove Charm will not work.
You must be aware that you are charmed, bound, or allured to someone for the
effect to work, as you can't act on something you, the player, don't know about! For
example, if you are "Bound to all Musicians" you must follow all the requirements
below toward anyone you know is a musician, but only once you know or think they
are a musician.
Charm
Your allegiance has flipped completely. Whoever you perceived your
allies to be, they are now your enemies, and whoever your enemies were,
they are now your allies. This is without regard for who Charmed you! You
don't look to be in your right mind and players may ask "Do you look
charmed?" To which you must answer "Yes." Charm does not end when you
go unconscious, but does end if either Remove Charm is used on you, you
die, or the Encounter ends. Any time you are charmed, your mental state
“refreshes” regarding targets that have opposed you for aggressive etc.
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Binding
You will not allow your master to come to harm through action or
inaction. You will treat your master's allies as your allies (you will not
attack them unless provoked). Your alignment has not changed and your
personality is unaffected, but you must protect and keep your master alive
but that is all. They cannot command you to turn over you items or do
specific things for them. Bindings aren't obvious or visible like Charms, so
players can't tell by asking if you look Bound. Bindings don't end at the end
of the encounter.
Allure
You want to do whatever your master tells you to do. You are totally
loyal to your master and will not allow them to come to harm through
action or inaction. You will do whatever they ask because you are so
fanatically loyal (the magic isn't forcing you to take action, it makes you
want to take the action). This rare and dangerous type of control is usually
employed by Nymphs, Vampires, and other manipulative, generally evil,
creatures. Note that in bindings you are aware you are under the control of
the other person and can attempt to thwart them within the confines of
their control over you, much as an animal on a leash will attempt to yank or
bite the tether. With allure you are not aware, it is more akin to being
insane, blurring reality and reshaping it to change what you believe to be
true. Allure does not end at the end of the encounter.
Charm is cast as a Tag. It costs 1 mana to use and can only be used once per
encounter per Tier of the user. Bindings and Allures are usually applied as a 10
minute Out of Combat Ritual cast upon the target. Thus the target must either be
knocked out or willing to sit still for 10 minutes! Bindings sometimes come from
flaws of magic items, in which case they apply immediately and for as long as you are
using the item, and go away if you stop using or lose the item. This means some
bindings can turn "on" and "off" suddenly!
Abilities Sometime Scale
There are some abilities which use a scaling system so that small points can be
added up to gain advantages. Strength and Intelligence are two of these stats that
can be broken down by points if a GM chooses to do so. What follows is the abilities
associated with various levels of Strength and Intelligence and the corresponding
names we use for those levels.
Strength Scaling Chart
• ¼ Strength, Can’t use anything but custom sized items.
• ½ Strength, Can only use weapons two feet long or smaller
• 1 Strength, Can’t use two handed weapons.
• 2 Strength, Average
• 3 Strength, Average
• 4 Strength (Beastly Strength), Can use Two handed weapons in one
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hand. Can carry with one hand. Can run while carrying.
• 5-10 Strength (Improved/Ogre Strength) - Improved Armor Piercing +1
Carrying Capacity
• 11-15 Strength (Giant Strength) - Melee damage boost with two handed
convoke. Boulder Throwing. +2 Carrying Capacity
• 16-20 Strength (Supernatural Strength) -Deboost any melee attack to
make it AV0. Can spend a mana to shatter any held item in a 20 count.+3
Carrying Capacity
• 21-25 Strength (Monstrous Strength) - Deal base 5 with all attacks. Can
Invoke AV0 with all attacks.+4 Carrying Capacity
• 26-30+ Strength (Colossal Strength) – Deboost any melee attack to make
it UB. Can shatter the weapon you are making the strike with to Call
“Shatter: Adept” on that strike. +5 Carrying Capacity
Intelligence Scale Chart-
[note- Animal Intelligence describes the beings type, not level of intelligence]
• ¼ Pre-Verbal
• ½ Stupid Stupid creatures are easily tricked and don't know when they
are in danger or not. They'll leap off cliffs in pursuit of enemies, etc. and
have a basic disregard for the laws of nature and their own safety.
• 1 Dense They have a basic sense of reality but often forget what they're
not immediately concerned with. They don’t retreat even if they can’t win a
fight (don’t realize they can’t win). They don’t search people for goods,
forget items are magic, can't fake their intents well, and hide things in
rather obvious places.
• 2 Low You are basically not very bright and take longer than normal to
assess what is going on and what to do about it. You will think of things in
rather simple terms, and may get confused by complex problems. You tend
to prefer action to strategy and do things rather than think them through.
• 3 Average
• 4 Bright* (+1 effective level at all trade crafts and saving rolls)
• 5-10 Brilliant* (can use alternative convokes in combat in place of Invoke)
• 11-15 High (can use alternative convokes to deboost an attack by calling
“Deboost” - max uses = to your Rank per enc. - journeymen get no uses,
innate Ranks don’t count either)
• 16-20 Very High (at start of encounter select an ability from the Very High
Int Chart).
• 21-25 Extreme - as above, but gain 3 of the listed abilities for the
encounter at any time and Deboost effect becomes a full prevention.
• 26-30+ Divine Like* These beings have a profound understanding of the
universe that only deities could begin to fathom. You are allowed to meta-
game in order to role play this kind of intelligence effectively and can
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assume you know the answer to any question posed to you. Generally
speaking a being with Divine Like Intelligence will never take any effects
from beings that are not at least Very High Intelligence, having predicted
everything anyone would do.
Very High INT Predicted Abilities Chart:
These abilities are gained at start of encounter and last until the end of
encounter.
1.Resist Chosen Spell 6. Reflect Mental Effects 11:Any Standard skill or spell.
Delivery
2. Resist Chosen 7. Reflect Immobilization 12:Gain Spell Immunity
Elemental Damage effects (Hack, Earthbind, Hexproof (Chosen Class Spells)
Type Snare, etc.) (vs opponents only)
3 Prevent effects that 8. Gain Improved Accuracy 13. Count as a specific other
strike your held items (passive once called) species instead of what you are.
(weapons/shields etc.).
4. Resist Death Effects 9. Gain Improved Dispel Visual Detection (Spirit
and Death while down. Magic (dispels all spells, not Guide,Scouting, and Detect
just named spell). Illusion – sight only)
5. Immune to damage 10. Gain Skill Immunity 15. Resistant to one chosen
in a specific zone (or Hexproof (Chosen Class Trade/Craft (Tracking, Courtier,
open zone) Skills) (vs opponents only) Diplomacy, etc.
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The World
Game Worlds (Roekron, Teriock)
The world where your character lives
is called the Game World, because it
isn’t the same as our world. The Game
World is like another planet where the
rules of science may be different, and
where people from that world have
developed through their own history.
The world we play in has two main
regions where characters adventure:
Roekron and Teriock. In this world,
there are all the things you would expect, such as mountains, rivers, forests, swamps,
and oceans. The parts of the world that the people of Roekron and Teriock know
about is mapped out, but there are many more places yet to discover that characters
can find out about.
Towns & Cities
At a FanWar event we usually have a city or town that we imagine is our
character's home and all the characters live there. Some towns are poor and only
have simple items for sale. Others are very wealthy and have expensive things to buy.
The wealth of your town is called it’s “at” or @. If you are in an @20 town, the most
expensive things for sale cost 20 gold, and you can’t buy things that are more
expensive in that town because they simply aren't available.
There are also local leaders, referred to as "Innkeepers". These are characters in
the world like local rulers, important guild leaders, or sometimes even just the
actual innkeeper. These are influential people who rule or work in the town or
region. The Game Master usually plays one of these "innkeepers" in the inn to tell
the players what’s going on in the world and inform them of missions that are
available. Innkeepers are also an important source of information, but keep in mind
that each one of them is their own character with their own perspective and agenda.
The Inn
Usually when the game begins, all the characters gather together in what we
call the Inn. We imagine that all the characters are sitting inside with food and
drinks and they are meeting with someone who is in charge of the town or city. This
is usually the Local Lord or Lady, but sometimes it is simply someone who runs the
Inn. Whoever it is, they are your contact for what’s going on around town and they
post the missions that can be chosen on the Mission Board. Characters then discuss
and debate what the best course of action is and what they should do to protect their
town, gain more resources, solve pieces of the plot, or explore for new missions.
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Voting on Missions
You don’t always get to do whatever mission you want. Sometimes you will be
ordered out on a mission and it isn’t a choice. The Inkeeper may just tell you what to
do and you will be under orders to do it. But most of the time you get to vote. The
Innkeeper will ask people for suggestions of what should be done and characters
may have a chance to argue in favor of a particular mission. This is called “Soap
Boxing” where you stand up and tell everyone why you think your idea is good.
Once a few missions have
been suggested, each is voted
on. In FanWar you can usually
vote for as many of the items
as you wish. You can vote for
all the missions except one, or
just your two favorite
missions. This ensures that the
mission that has the most
overall interest gets done, and
helps to establish the second
place mission which usually is
done right after the first.
Baddying & Playing Characters
In LARP we all must take turns being monsters. If everyone went on every
mission, who would play the creatures to battle or the people you meet? We have to
have someone to play the other team or "baddies". The players on the mission are
taking their turns as the main characters of the story. Whoever doesn’t go on the
mission puts on purple jerseys (or pinnies) and gathers up with the Game Master to
hear what roles they will play. After the mission, these roles reverse and the baddies
get to switch and play as their characters for the next mission.
It's a bit like preparing for a play. Each person gets a role from the GM and then
tries to act out that role exactly as the GM tells them to. When you are being a helper
in this way we call it playing a “baddy” because you are often something bad that the
heroes must fight. But not always! Sometimes you will not be bad at all, but
something very friendly, so listen carefully to how the GM asks you to act and don’t
let the name confuse you. Baddies aren't always trying to beat the goodies in a fight,
sometimes you're likely to lose the fight, but make the scene fun in another way. To
be the best baddy, focus on acting and playing your role well!
Missions
A mission is the quest that the characters pick to do. It might be fighting some
troublesome Ogres that are attacking the town, helping some farmers to drive off
dangerous animals, or even investigating the death of another character. A mission
usually involves players suiting up (putting on all their characters equipment and
costume), gathering up where the GM tells them to, and then beginning the roleplay
- acting out their characters on the mission. Since we don’t want to hike all over the
park we usually carry out missions in small sections called moves, which are like
scenes in a play.
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Moves
A move is an amount of travel in the Game World. If you're on a mission and it is
far away, it might take you several moves to get there. Each move is a chance for an
encounter if something unexpected happens on the way to or from your quest.
Missions on the board show how far they are with >'s to show the number of moves.
Encounters
Each mission usually consists of several Encounters, a few encounters to get
where you are going, one to do the actual mission, and possibly more to return
home. We usually run all the Encounters in a row, so that players can be ready to
pick the next mission they want to do when their mission ends. It's assumed that the
characters are traveling between encounters and have some time to rest. Between
encounters your mana will refresh, unless the GM says you can't take time to rest.
Waves & Reinforcing
Each encounter can be further broken down into waves. Since we don’t often
have enough people to run an entire army of monsters all at once, we simulate this
by running the battles in waves of enemies. The Game Master will call a hold and all
the baddies will gather up (the characters usually must remain where they are!) and
then they will enter the battle again as the next group (or wave) of monsters that has
arrived on the battlefield. A single battle can have dozens of waves in it!
Sometimes, instead of pausing the battle to set up a new wave, the baddies will
be told that that can reinforce. This is like having multiple lives. When their
monster is defeated, they can put their fist on their head to be out of game and go
back to a "base" (usually a specific tree or edge of the field) and then rejoin the fight
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as a new monster. If the baddies are going to be reinforcing, the GM will tell them
how many reinforces (lives) they have for the battle.
Either way, these are not new Encounters, but just representing more baddies
in the same encounter. This means that your mana won't refresh yet, and any effects
that last for the encounter won't have worn off either.
Market
One kind of Mission is called the Market, and usually takes place in the town the
characters are living in. The Market is the place where all the local people of the
town gather to buy, sell, and trade their goods with travelers and merchants from far
away. There are often many games of sport happening in the Market (such as
gladiator matches, archery tournaments, or cards and dice games).
Players usually go to the Market to buy supplies they need for their missions
and search for hard to find items. Just like on other missions, some people need to be
the “baddies” and act out the scene. Some people will be merchants selling armor or
swords, some will be travelers seeking to trade, and others may even be thieves
seeking to rob the players of their hard-earned gold!
Usually, the traders, merchants, and gladiators all wear purple jerseys just like
on other missions, to show that they are not part of the characters team right now,
and that they could be dangerous. Players in orange usually are playing Law
Enforcement and are people that the characters can go to if there is a problem in the
Market, such as someone attacking them or someone robbing them. It is best to
remember that LARP is as much about acting as it is about battle, and Market is
mostly about the acting part.
If your character gets robbed or attacked in the Market, remember that the
game is about adventure, and sometimes chasing down a thief or dealing with a
drunken warrior is what makes the Market fun, so play along and don’t take it
personally! The “baddies” aren’t out to get anyone, they are acting out the scene as
the GM intends, just like when they play monsters on any other mission. If you're
confused about what’s going on, ask your friends and see if they can help you.
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Guilds & Guild Privilege
Guilds
Each of the classes are organized into guilds which, like real guilds, offer
services, training and help to their members, but require you to pay dues and follow
their rules in exchange. Each guild exists to protect the interests of its members and
to train new members in the skills or spells the guild knows.
Guild Privilege
Once you are a member of a Class you are under the jurisdiction of the Guild
Officers, Guild Masters, and Guild Commanders of that class and must obey their
orders. If you are in more than one class you will have to follow orders from the
officers, masters, and commanders of both guilds. If your orders are conflicting,
which ever class you are higher level in takes precedence. Once you become 6th level
in a class you can become a Guild Officer, and at 10th a Guild Master. At 30th level in a
class you are considered a Guild Commander. As such you gain the following
privileges:
Guild Officer: The guild will help you in legal matters and may provide
some other services for you. Members of this class that are lower level in
this class than you must obey you if you give them an order, but you are
then held responsible for their actions as they follow that order
Guild Master: Your total level is now considered your level in this class (so
skills that read your level in this class now read your total character level
instead!) This also applies to your level for giving Guild Orders to members
who are lower level in the class than you.
Guild Commander: You can oversee the training of new members of this
guild and players can train in this guild with you acting as the guild for
them. You are responsible for all members of the class trained under you.
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Legacy or Social Status:
0. Tenant (no title): A farmer/workers child you are owned by the local
lords. You cannot leave the area or seek a profession without their
leave. Even if you do, you are still a tenant and bound to the service of
the local lords.
1. Commoner (no title): Your family owns nothing, they live day to day.
You are likely their hope for the future. You have been brought up poor.
You are free to make a new life, though it will be difficult given your
rank. You are below Freeholders and thus almost everyone looks down
on you.
2. Free Holder (no title): Your family owns a small bit of land or
building. You are free to choose to follow in their footsteps or aspire to
something greater. You will have no additional duties or requirements
or dues.
3. Man at Arms (Guardsmen): Bound into service like the tenant, your
life is not your own. You have shown promise as a guard in the service
of the realm. Perhaps your family were also Men at Arms or you have
recently been brought up in rank from another station. You may not
leave the province without leave and can be Guild Ordered by any guild
member of the region You are required to become a become a specific
class to guard the realm at lvl 6.
4. Craftsmen (name of tradecraft- i.e. “Katie Ann Tailor”): Better off
than most, your family has a skill at a particular trade or craft. You are
expected to follow in their footsteps and become a master of said skill
as well. If, at that time you wish to take up another profession, you can
speak to your family about it, who will make the decision. Roll
randomly for your family trade/craft. You will have 4 levels in that
trade/craft to start. Add your tradecraft to your name.
5. Merchant (“the” and tradecraft- i.e. “Laura Sue the Blacksmith”:
Much the same as the Craftsmen though better off and of higher
standing, your family is in the business of high finance. In addition to 4
lvls in the family rolled craft, you also start with lvl 5 Trader. Add “the”
and your tradecraft to your name
6. Gentry (Sir or Miss i.e. “Miss Chantalla Blackwell”) : Of high birth
but having no titles or rulership. Your family has its own land, but no
governance. You might be the illegitimate child of a noble or other
vassal of middling birth and rank Your family is likely to let you choose
your own course in life, though your rank may keep you from acting as
freely as many others. Add “Sir” or “Miss” to your name.
7. Lesser Noble (title and “of” province- i.e. “Baron Michael Orik of
Drengaurd”): Of a house of little power of prestige, your rank is all in
name. Your family has the rulership of a small, insignificant piece of
land or holdfast. You will have had a good upbringing however, and
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likely your family will seek to improve their status by wedding you
higher up, or through conquest. You will have duties as per the GM.
Your class has been predetermined by your family and you must attain
at least 5th lvl in key scholarly and mediator trades and crafts (i.e.
Courtier, Arts, Diplomacy, Scribe, or Historian) You have three levels in
one Random Trade Craft that you took an interest in as a child. Add “of”
and the title of the province to your name. You may also add the tiles
below (see GM)
◦ Baronet, Lady Baronet.
◦ Baron, Baroness
8. Noble (Lord/Lady and title- i.e. “Lady Melissa Holihocks, Countess
of Echos”): As above, but you are of a powerful house. Your family is a
major player in regions politics and ruling. You are likely being
groomed for rulership yourself and always watched and judged by all
around you. You start with two level 3 trade crafts at random.. Add
Lord/Lady to your name. You might also add the titles that follow
depending on how high up of a noble you are (ask your GM).
◦ Viscount, Viscountess
◦ Earl, Count, Countess
◦ Marquis or Marquees, Marquise or Marchioness
9. Distant Royalty (Duke/Duchess): Either of Royal blood far from
home, or of a house that once held the throne. Your life is likely to be
fraught with politics. You requirements are as above though you have
had much tutoring and begin with three level four random Trade
Crafts.
◦ Duke, Duchess
10.Close Royalty (title then name- i.e. Queen Rachel Aramir): You are
a member of the current royalty of the region, and a member of the
royal family, though not necessarily in line to the thrown. Your
requirements are as above though you have four level five random
trade/crafts of interest. You will have a great deal of duties and politics
to deal with and may be required to be guarded at all times, escorted by
family, etc.
◦ Prince, Princess
◦ King, Queen
◦ High King, High Queen
◦ Emperor, Empress
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The Settings
Sourcebooks
Each Game World uses a Setting, which is the type of terrain, plants and
animals, and culture in which the players are living. Your region may be very
different than another leagues'. You may be dealing with desert sands and strange
dust monsters while another league plays in the jungle and must battle poisonous
frogs. The people may be different as well. In one setting, the people might be mostly
Human, but in another, you may be living in a Dwarven province and humans are
scarce.
To find out all these more specific details about your league, you will want to
take a look at your League Source Book. If you are playing in Teriock, you will check
the local conditions, species, and monsters you might run into there in the Teriock
Source Book. If playing in Roekron, you will want to reference the Roekron Source
Book. A Source Book for a world can contain the following kinds of information:
• Current Political Maps
• Cultures of the region
• Happenings and Events for the region
• Backstory Charts to flesh out your characters history
• Climate Information and Common Weather
• Monsters that are native to the region
• Special Species that can be played in this League
• Special Classes that can be learned in the region
• Encounter Charts for GM’s
Time Jumps
Usually, at the end of each calendar year the setting experiences a "Time Jump".
Many years go by in the world usually around twenty, but it may be less or much,
much more. During this Time Jump, many things may shift politically in the world,
and players can find themselves in a very different situation than the way they left
things. At the beginning of a Time Jump, characters go into a retired state. After the
jump, new characters are made and for the first few months of the new season we
only play the new characters. This way new and inexperienced players have a
chance to play at the same level as the more seasoned ones and learn the game. And
new characters have a chance to gain levels and develop their own story.
Characters return from their retired state, usually a few months into the season,
and then players are allowed to choose which of their two characters they will play
and gain levels with each session: their new character or their old character.
Time Jump Goals & Events
The Time Jump is the time when characters can take on major, long term
projects. This represents what a character spent all of this time on, rather than
adventuring. Each character can choose one Time Jump Goal; something like starting
a family, working on a large research or crafting project, focusing on training certain
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skills, or maybe attempting to influence the political situation over the jump. Tell
your GM which kind of general goal you want to pursue and they will make rolls to
determine the outcome of your goal, good or bad.
Characters will gain one level over the time jump (sometimes more depending
on your Goal and Event). They are also assumed to save up some of the money they
earn over the years, and will have earned gold equal to their level after the jump
multiplied by the number of years of the jump. Characters must also roll for a Time
Jump Event: something major and possibly life-changing that happened to them over
the years. Events can be good or might be very bad, but everyone gets one!
If you choose not roll a Time Jump event, you must turn in your character sheet
to your GM and you lose control of your character. The GM may ask you for a broad
goal for the character and continue to factor your character into events as an NPC,
but this is up to the GM.
Descendants
Players often want their characters to start families in the world, and
sometimes hope to play as their previous character's child. This is a way to keep
their old character involved in the story and pass on information and treasure they
have collected. However, having children is not as simple as it might seem. Having a
family is no small job (ask your parents sometime!) and takes a tremendous amount
of energy and love to do right.
If you want to start a family, you have a few options. First, you can find another
character and if your characters begin a romantic relationship together, you can later
decide to have them try to have kids. If this doesn't work out, you can attempt to find
an NPC (non-player character) in the world who wants to start a family, but that
must be rolled for by the GM. Then, if you are lucky you may be able to have children
and after many years in the game they can grow up and maybe be new adventurers.
Not all children will be playable as characters. You cannot play any of your
children yourself so long as you still are playing the parent. You must hand off these
children to be played by others unless you have Pded already. Your kids also may
not happen to be interested in adventuring and have plans of their own! Raising
children is a tricky art, so you must talk to your GM about your plans and they will
roll to see if your are indeed successful at having and maintaining a family and if any
of your children are playable.
Some players opt for adoption, but the odds of getting to play the child are still
low and depend on how young they were adopted. Remember, you don't get to play
just any character in the world. Many players would like to play as a local lord or
someone who inherited an adventurer's horde of treasure, but it wouldn't be fair for
them to get all that reward with no effort or risk. Thus your descendants are people
in their own right and not necessarily your characters to control! You can raise them
up and hope for the best, but in the end, they choose their own path, not you, and
that is as it should be.
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Special Items
Runic
Items can be engraved with special magical runes which allow them to repair
themselves. Any runic item which is shattered will restore itself in a 20 count. Runic
items can not, however, repair themselves if they are completely destroyed (such as
due to an Unforge spell). Runic items are difficult to make, and cost twice the
standard price.
Silver
Silver metal is somewhat difficult to use in practical arms and armor, but has a
few properties which makes working with it worth the effort. These weapons may
be represented with silver tape on the edges of the physrep. Silver weapons can deal
damage to many magical creatures, such as were-creatures and up to full undead.
Silver items are also immune to Mana Drain attacks. Any Mana Drain taken directly
on a silver weapon or silver armor has no effect and it is totally blocked. Weapons
and armor can both be forged from solid silver, which costs double their standard
price.
Master Crafted
Master Crafted items cost double their standard price, but are very well-made
and often ornate. Only Master Crafted items are fine enough to enchant. Note that it
is very difficult to enchant an item that is also Silver or Runic.
Magelore
Magelore items are the spellcaster's tools of the trade: Staffs, Rods, and Wands.
In Fantasy Warplay some spells require you to do something with a magelore item,
usually invoking it (raising it over your head and calling "Invoke!"). This is a cost of
some spells, thus if you do not have an appropriate item, you can't cast the spell!
The major differences between the Staff, Rod and Wand are as follows: The
wand is only a prop, as a weapon it is useless, you cannot block or attack with it (if
you have Staff Touch, however, that changes) but are small and easy to carry. The
wand also counts as an extension of any missile spell you cast while invoking it, thus
allowing you to Ward a wand to cast a Warded Fireball, and then Ward the wand
again to cast a Warded Flame Ray. The rod is the next step up, is larger than a wand
and does count as a weapon which can block and deal damage. Finally we have the
staff, which is a much longer weapon which you can use both ends of to attack, as
well as being magelore.
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Thus a wizard must choose their style. If they are going to use shields or
weapons they might want a wand for easy carrying and quick access (though staff
touch will be much weaker, missile spells may be enhanced). Other mages may
prefer the staff for it's long reach. In any case, the mage needs their magelore once
they get up to higher levels so be prepared. Some custom magelore come in
nonstandard types, like rings.
Mana Storing Items
Some rare items can store extra mana. This is listed on an item card as "Mana
Storing X" where X is the number of uses per day. To access the mana stored in one
of these items, you must invoke the item and declare that you are using it at the
beginning of an encounter. You then have a +1 to your mana for the encounter. This
can be done in as many encounters as the number on the card, but then the item is
out of uses for the day. You can't use more than one mana storing item at a time,
though you can draw more than one maan out of it at a time if the amount it stores is
5 or greater. For every 5 additional mana storing beyond that point, you can draw an
additional mana out. (5-9 mana can draw a +2 for the encounter, and items that
store 10-14 can draw a +3.)
Roekron Game World Metals
There are a number of metals that are found in Roekron that have strange properties
that can be useful, or dangerous depending on their use. These metals are special as
rather than calling the individual effects they might have when making an attack, the
name of the metal is called when making an attack (Ie, Astamori Hack, or Morganti
Slay). These metals range from mundane to mythical and the ones found here are
just a sample of some of the materials you may encounter!
Darksteel
Darksteel or Dirty dark is a rare and dangerous metal imported from the east that is
often illegal to own or use. Dirty dark items are a dark gray black and may be
represented with a metallic black tape on the physrep. This metal seems to resist
any magical effects that strike them directly. Because of this, these items cannot have
magic cast through them (Ie magic strikes/touches/tags). Additionally, these items
also cause horrific wounds that can take years to heal if they heal at all, and are
especially feared by magical beings. All dirty dark weapons deal terror damage
innately and also count as silver. While weapons and armor made of this are
powerful, they often leave users and victims alike suffering from Blackrot, an
incurable sickness that slowly rots the body away and resists magical healing. It also
cannot typically be bought outside a black market.
Mithril
Mithril is an incredibly rare and valuable metal mined exclusively in the northern
dwarven nations. Mithril is a bright blue silver colored metal and may be
represented by blue swirls on a physrep (To note, do not call “mithril” when making
an attack as it has no damage properties). This metal is nearly impossible to work,
requiring incredible skill and time, but praised for its incredible strength and
lightness. Any mithril item is resistant to destroy effects and lighter than steel. Two
handed items made with mithril will lose the two handed requirement. Additionally,
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armor made out of mithril is resistant to Av0 attacks anywhere the armor covers,
and mithril helms give resistance to vitals specific attacks. As time goes on, mithril is
believed to harden, with ancient works of the metal being all but truly indestructible.
Despite its beauty and usefulness, it is nearly impossible to find, often being touted
as hundreds of times the cost of steel items, just for the metal and not the
craftsmanship.
Morganti
In our game world there are special, very dangerous weapons called Morganti, soul
eating weapons whose wounds cannot be healed! These weapons are marked in the
game by covering the blade with black tape or cloth, and if your character is near a
morganti weapon, they will feel their soul become afraid and trying to run away.
Damage dealt by a morganti weapon is permanent with no exceptions. A character
hacked by Morganti permanently loses the use of that limb, and a player brought to
Unconsciousness will be in a coma. If killed by a Morganti weapon you cannot be
resurrected, your soul is gone. Morganti is illegal for most characters to use or even
possess, so if you try to get it you will likely end up in prison for the rest of your
character's life or executed. The law
usually requires you to turn in any
Morganti you find to the local law
enforcement. Sometimes you will get a
reward, sometimes you'll just avoid
being arrested. It is most often seen
being used by official Law
Enforcement, leaders of evil armies, or
other powerful and usually evil beings.
These items are horrific in a way that
can be hard to consider, but when
roleplaying around Morganti, you
should treat it with a supernatural fear
beyond any comparison unless given
good reason.
See the Source Books for more info on
the history, nature, and destruction of
Morganti.
(From left to right: Master Crafted, Silver, Silver & Master Crafted, Morganti)
Silveel
Silveel, or elven silver-steel is a near mythological metal originally thought to have
been created by the now extinct Nerigoth Elves. These items are almost always
works of art that shine even brighter than normal Silver. All silveel counts as silver,
but is innately indestructible and deals boosted damage against undead.
Additionally, silveel is one of the few metals that deals magic damage innately and is
known for its ability to damage undead beings of great power that normally are
immune to all damage. Silveel has not been produced in centuries, and because of
such is almost impossible to find. These priceless items are often found in the hands
of great adventurers, held in reverence by governments, or used by guardians of
ancient places, but can often show up in times of need.
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Astamori
Astamori is a relatively recently appearing metal
that was first “discovered” within the last few
hundred years. These items are often in an
elegant elven style and may be represented with
a dark gray core and a golden edge. This elven
forged metal was produced by the high elves of
Andionion to enforce their belief that time
should be taken in all things, including the
healing of wounds. These items are much like
Silveel in that they are indestructible and deal
magic damage innately. However, instead of
dealing boosted damage to undead, the wounds
made with them cannot be healed by magical
means at all! Hacks and impales made with
Astamori items must heal naturally over the
course of months, and even simple wounds
linger. Anyone killed with Astamori cannot be
brought back from the dead outside of truly
mythical circumstances. Any wound taken by an
Astamori weapon will not heal except over the
course of one to several months, although unlike
Morganti, the victim may be first aided and
return to combat despite the injury. These items are often illegal to own, and the
elven governments will try and reclaim these, claiming them as mistakes from a
previous age. Rarely these will appear in the hands of elven officials conducting
grave legal matters or battling monumentally dangerous foes, but they are slowly
becoming a weapon of the past.
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Magic Items
Magical items usually grant their user abilities such as Fireball or Snare. If an
ability from an item reads a level, that level is always 5. A magic item can not be used
properly until it has been Identified (a magical ritual) to find out how it works and
what it's abilities are. After an item is identified, it's owner is given a card listing it's
abilities. Magic items are recorded on cards as both a record of how it works and as
proof that the character really has that item, so don't lose it!
Magic Item Cards
Magic Item cards have a picture of the item and also tell an item's name, type,
history, abilities and flaws, as well as it's tier. These are all explained below.
Cards are folded in the middle ↴
Item Name Item art is on front of a card:
Item Type - sword, ring, etc.
Notes and History - This is where you
can find the story behind an item. It's
always good to know where a magic item
came from and why it was made! Item
histories can even contain important plot
clues.
Abilities - Mana-activated (Blue)
and/or Passive abilities (Green)
Elder Sorcery abilities (Purple)
Built-in/non-magic (Black)
Other colors have other meanings
Flaw(s) (Red)
Tier - given as a number
Item Names
Every magic item has a name, like Randwin Garb or Bramblethorn Bow.
There may be more than one copy of the same kind of item in the world with the
same name, but they will all work the same way!
Item Types and Equipping Items
An item's "item type" means what kind of prop you should use to represent the
item in the game, such as a ring or a longsword. You can only equip as many items of
one type as you have "slots" open for that type. For some items, this is obvious: you
can only wield one weapon, shield, wand or other such item in each hand "slot". You
can only wear one suit of armor at a time, magic or not! You can wear more than one
piece of magic clothing, but only one of each type. So, you could wear a magic hat,
shirt, cloak and boots, but couldn't wear two magic cloaks and have them both work.
Nor can you wear two pairs of magic boots. You only have one "slot" for each.
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For some item types this is less obvious. Even though you could of course cram
many mundane rings onto your hands, more than one magical ring will not work on
the same hand. Thus you only have two ring "slots" (one for each hand). Similarly,
you can only use one amulet at a time in your amulet "slot" and have it work, only
one magic helm, crown, or hat in your head "slot", and only one magic belt in your
belt "slot". Each magic item also takes up a certain amount of your magic item tier
limit, explained below. Magic items can be wielded as mundane items if their tier is
too high for you, but do not do magic damage or give you abilities.
Mana Activated Abilities
Many magic items are enchanted to allow a single use of some spell or ability if
the user spends mana to power or 'activate' the item. These abilities are called Mana
Activated. For example: A ring of mana activated Fireball would allow it's wearer to
cast a Fireball once every time that player paid the mana cost. If the ability is a
passive (rather than called) skill, such as Magic Resistance, the ability only lasts for a
20 count. If the ability is an Out skill, like Blacksmith or Peacekeeper, it would allow
a single use (ie. craft one item or question one person). These items are low in
power, but low tier and easier to use. Some magic items are enchanted with both
Mana Activated and Passive abilities.
Passively Magic Abilities
Some enchanted items have Passively Magic abilities. These items do not
require their user to spend mana and instead have abilities which are always 'on'.
For example: a ring of passive Fireball would allow it's user to cast that same Fireball
as often as they wish! Some passive items might also include mana activated
abilities. These items may seem very strong, however, passive items are generally
higher tier (limiting how many you can use at once) and are much more likely to
have some sort of unpleasant flaw or curse!
Magic Weapons
Sample Flaw Chart
Most enchanted
weapons deal magic 1. Ability required to use item 11. Ability works differently
damage (important
when fighting 2. Downgraded item -Limited, 12. Item has random different
undead or magical Passive to Activated, etc. ability instead
creatures). This 3. Only usable by: X 13. Item Mana Drains User
tends to increase the (species, class, gender, etc.) each encounter
tier of a weapon and
the chance that it 4. User Vulnerable to an effect 14. User can't use item class
will have a flaw, thus
5. Bearer Inept at skill/trade 15. Bearer can't tell lies
some enchanted
weapons are 6. Item glows in the dark - 10' 16. Owner is reverse blessed
designed without the
7. Creature Caller: attracts a 17. Item is fragile - if it is
ability to deal magic
random monster type! Shattered it is destroyed
damage. Assume a
magic weapon deals 8. User clumsy (use off hand!) 18. +1d4 to item's Tier
magic damage
9. Bearer deaf/mute/blind 19. ITEM CURSED - roll again
unless the item card
says that it does not. 10. User can't run (only walk) 20. Roll on another chart
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Flaws & Curses
Unfortunately, magic items are often imperfect. There are many theories as to
why this is - the soul residing in them is unhappy or tainted, the metal used was
impure, etc. Whatever the reason, the effects are evident. Flaws on items are listed in
red at the bottom of the card. Flaws will affect you whether you like it or not and can
be considered the 'drawback' of a magic item. Flaws take effect under certain
conditions. The flaw will say if it affects you using one of the words below:
• User - as long as you have the item out and are using the object the way one
normally would (wearing a cloak or ring, holding an orb or sword, etc.)
• Bearer - if you are carrying the item with you at all, even in a pocket or a bag,
the flaw still affects you!
• Owner - the flaw affect you if you own the item, even if you left it back in
town or someone else is holding it for you!
• Lingering - the flaw affect you if you have used the item this encounter, even
if you put it away, lose it in the encounter, or the item is destroyed!
Curses are a special kind of flaw. Once you use a cursed item, that curse is now
'stuck' to your character. It is like a flaw that never stops affecting you (even if you
lose the item!) until you can have the curse removed or cleansed. This can be done
by some powerful elder sorcerers (if you can afford it) or by simply having the item
taken from you while you are dead (if you're willing to die). Your character can never
have more than three curses at once; if they would gain a fourth, the older curses
will begin to fuse into stronger, nastier curses!
Tier
This is the last thing listed on a magic item's card, but one of the most
important! Every character has a magic item tier limit which determines how
powerful of items (and how many) they can use at once. A character's tier is equal to
their rank (at Journeymen you have 1, at Rank 1 in a class you have 2, etc.) and
mages get +1 to their tier limit.
If a magic item's tier is equal to or under your tier limit, you may use it. If the
tier is too high, your character is unable to use it at all. You may use more than one
item at once, as long at their tiers add up to a total that's equal to or less than your
character's tier limit. A character can own and carry more items than they have the
tier for, but the items won't do anything unless character is using or wearing them.
Remember you also can only equip one item per slot you have for that item type.
Nym is a Rank 1 Storm Mage, thus her magic item tier limit is 3 (2 from her
levels and +1 as a mage).
This means she can use Shiver Twins (Tier 1), her pair of magic short swords, at
the same time as her belt of Healing Factor (Tier 2) as these add up to a total of
3, which is equal to her tier limit.
However, if she wishes to use Pramblin's enchanted spellbook (Tier 1), Nym
would have to either put away Shiver Twins or take off her belt to open up the
needed tier!
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Deities and the Divine
The world of FanWar has goddesses and
religions just like most fantasy worlds. We use a
system adapted from many fantasy role-playing
games which incorporates all the mythos of
Earth and many others that have been invented.
The premise is that each Pantheon of Gods and
Goddesses is vying for power in a given universe.
The way gods usually gain power in the world is
by acquiring worshipers and having temples to
them built and tended in order that they may
gain more of a foothold in the world. Thus, not
only will you have the classic rivalries between
gods such as Zeus and Hera of the Greek Myths,
but one might discover they are involved in a
feud between the Egyptian god Set and the
Nordic Goddess Freya, each using their influence
to sway the world more in their direction.
This system influences game play in that
characters often worship gods and goddesses
and are thus steered towards certain quests by
their deities. For characters such as the Paladin
this is a particularly critical aspect of their class
and will determine the nature of their Bless Self
skill. For more information on gods that can be
worshiped, ask other players, look in the source
books, or look online for resources like the
AD&D Deities and Demi-Gods.
Divine Intervention & The Red Stones
When a player pulls from the death bag, there are 10 red stones which may be
pulled out along with the others. These stones are called the Divine Intervention
Stones because if one or more are pulled from the bag during a pull in which you
would permanently die (PD), your character is miraculously saved by the deities,
and lives to die another day. Divine Intervention can only be received once per soul,
after that Divine Intervention Stones do nothing. If you pull from the Death Bag, but
don't pull enough black stones to PD, any red stones simply count as white stones.
Players who receive Divine Intervention are often somewhat reborn, sometimes
gaining new abilities and new disadvantages as well. The gods rarely give a gift
without expecting something in return. The GM will usually ask you some questions
about your character to determine what will affect your chances of the deities
helping you. Perhaps your character is a Paladin, and very influential with their god.
Or perhaps you have done nothing that your deity would approve of. Your GM will
consider these factors, as well as how many Divine Intervention Stones you pulled,
and then let you know what the effects of your Divine Intervention are.
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Blessings, Pacts, and Divine Gifts
Some class abilities grant characters abilities from their deities. Different deities
grant different kinds of abilities. Every deity has a set of “domains” which are sets of
themes associated with them, and these vary deity to deity. For example, the Elder
Goddess's domains include Celestial, Healing;, and Hearth whereas Artemis's
domains include Hunting , Celestial, and Spirit. Each player chooses three domains
that they associate with their beliefs of their divinity and only uses those three
domains to determine abilities and flaws for their abilities that relate to that deity.
These three domains must follow the theme of this divinity and are not simply the
three domains your character wants to use abilities or flaws from but must be
connected to your divinities themes. Below are a set of tables of broad domains;
some examples of sub-domains are listed under each one. When your deity gives you
abilities, it will be from one of their domains and limited to the list below.
When picking abilities to take, you may select abilities from any domain your
deity has. The first ability you pick (if you are able to choose more than one) comes
with no downside. However, for every additional ability you pick after that, you must
also pick a flaw to come with it from the domain you have picked the ability from.
Each domain also has a single righteous aura (listed in the “A” row) if a
righteous aura ability is needed. All righteous auras cost 1 mana.
The Universal System
In addition to the more complex domain charts, there is also a simpler system
for choosing divine gift type abilities. This system is designed to be used by
baddies who need to suit up quickly, but can also be used by characters who
want a simpler system or a domain that doesn't fit into the broad groups.
Abilities:
Choose any Rank 1 Skill/Spell: Costs 1 Flaw.
Choose any Rank 2 Skill/Spell or 2 Rank 1 Skills/Spells: Costs 2 Flaws.
Choose any Rank 1&2 Skill/Spell or 3 Rank 1 Skills/Spells: Costs 3 Flaws.
Flaws:
1. If targeted by a skill/spell which shares the class of the ability you chose, take
a damage.
2. If targeted while down by a skill/spell which shares the class of the ability you
chose, you die.
3. Vulnerable to and Incapable of other skills/spells which share a class with the
ability you chose.
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Knowledge Crafting Nature Healing
Magic, Mystery, Art, Making, Animal, Plant, Life, Protection,
Wisdom Inspiration Earth Good
1 Identify Magelight Treeform Ball Healing Touch
2 Oracle & Detect Accuracy Empathic Ray Cure Illnesses
Illusions
3 Sense Motive Improvised Armor Snare Remove Charm
4 Detect Alignment Improvised Tools Earthbind Touch Medicine Ball
5 Might Strike Fortify Area Species Lore Gifted Exorcism
6 +1 INT point (not Spellturning Items Advanced Smell Partner Awaken
step) (only 1 item)
7 Scouting Improvised Polymorph (1 Regen. Touch
Weapons animal only) (down players
only)
8 Spirit Guide Simple Illusion Wilderness Healing Rebirth (Inept vs
Create and Detect opponents)
9 Species Lore Mystic Weapon OR Speak to animals & Party Resurrect
Item Repair Hibernation. (effects whole
party)
10 Gifted Dispel Magic Fire Resistance Martial Arts Ward: Healing only
Righteous Aura Righteous Aura Righteous Aura Righteous Aura
A Reveal Unseen Dispel Destruction Empathic Ray Aura Cleansing Aura
Anything hit is Prevents any effect An Aura of Clears Poison,
visible to all for a that would destroy Empathic Rays- this Mental Effects, and
20 count . This an item. deal 1 to you as also heals for 1 HP
reveals Illusions. usual. in a 20 count.
Flaws Flaws Flaws Flaws
1 Cannot harm Damage to your Each enc. Choose Can't refuse
someone w/o items damages you Cowardly or healing to anyone
speaking to first Aggressive. who asks
2 Vulnerable to Vulnerable to items Incapable of Dropping a player
damage from reverting others kills you
opponents.
3 Cowardly to those Incapable of Bound to down Can't kill down
who drop you. harming items animals players
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Trickster Weather Hearth Destruction
Chaos, Mischief, Storms, Seafaring, Family, Home, War, Hunting, Evil
Discord Rain Fertility
1 Hide Resist Standard Magelight Hack
Storm Spells
2 Unglue Swimming Partner Awaken Threat Vitals
3 Acrobatics Lightning Ray Brace Crit Elite
4 Hide Other Iceball Skill Share Fireball
(opponents only)
5 Lie: 1 m/enc Ice Resistance Sense Ambush Impale
6 Disable Ray Sense Weather Immune to Fear Improved Strength
7 Avoid (warrior Shock Touch Watchman Fire Control
skills only)
8 Polymorph (1 Glide. Gifted Flying Blaze Adept Triumph: 1
animal only) with Whirlwind Rebirth (non- weapon/spell only
Aura. undead only)
9 Self Detonate (self) Take deboosted Hibernation Shield Melting Grasp (up
from weather players only)
10 Disguise (your size Ice Control +2 carrying size Hunting Party: 1
only) type only
Righteous Aura Righteous Aura Righteous Aura Righteous Aura
A Disruption Aura Ice Blast Aura Prevent Attacks Rupture Mark
Makes all hit Freeze all, then Prevents all attacks Those hit can no
Incapable of the deals 1 magic Ice being made within longer use non-cap
named Standard when people thaw the Aura. preventions this
Skill/Spell even if (note- this is not encounter.
it's innate. weather damage)
Flaws Flaws Flaws Flaws
1 Inept at telling Immobilization is Can't leave down Incapable of first
truth deadly to you allies aid
2 Incapable of Incapable of using Inept at actions Aggressive (Frenzy
obeying direct fire and fire spells that drop party if already
orders members aggressive)
3 Aggressive to your Treeform deals Learning an ally Must kill all down
own party 1dmg to you has died deals you opponents at end
1 damage of enc.
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Spirit Death Fortune Celestial
Spirits, Law, Murder, Death, Wealth, Luck, Sun, Moon, Stars
Afterlife Killing Travel
1 Summon the Dead Spirit Guide Unglue Familiar
2 Resolve Conflict Summon the Dead Scouting Oracle and Night
Vision
3 Tea Ceremony Death Ray Cartographer Medicine Ball
4 Ethereal Travel: Terror Ball Evasive Shimm: Resist Death
1m/enc 1m/enc Effects while up
5 Duel Death Rattle Disarm (with your Might Strike
hands only)
6 Resist Mental Spirit Bury 1m/enc Gifted Escape Missile Magic
Effects (holding no items) Resist: (ball spells
only)
7 Bow Out: (Duels Slay (specific +5 lvls in a Dispel Magic (Ray
from others only) weapon only) survivalist craft Spells only)
8 Spirit Bury Zombify Avoid (semi skill Spelltrigger (from
1m/enc only) opponents only)
9 Spirit Guide Animate Dead Tumble: (non- Gifted Exorcism
spells only)
10 Defy Death Partial Undead Acrobatics +1 INT point (not
step)
Righteous Aura Righteous Aura Righteous Aura Righteous Aura
A Vitals Silence Kill Wounded Aura Avoid Aura Isolation Aura
Those hit cannot Anyone who is Prevents any skill Those hit cannot
use any Called down is killed by as it is being used touch other players
Skills or Spells for a this Aura. within this Aura. this encounter.
20 count.
Flaws Flaws Flaws Flaws
1 Bound to haunts Must kill those you Must rob anyone Inept at skills and
already dropped you drop spells while inside
this enc.
2 Cannot wisp Frenzy to anyone Inept at giving up Vulnerable to Sleep
who drops you items you acquire and Oracle.
3 Incapable of Incapable of being Bound to anyone Can't interrupt
disobeying a direct rebirthed or who pays you visions/messages /
order regenerated money worshipers.
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Monster Field Book
How to Play Monsters (Playing Baddies)
Playing a monster (often called a “baddie”) is different from playing your
character. When you play a character, you get to decide who your character is and
what choices your character makes. As a baddie, you are there to help act out a scene
that the GM has designed. The GM will tell you what monster you're playing, what its
alignment is, and what it should be doing in the scene. Your job is to act that out and
help tell the story that is going on in the encounter. It is important to listen to the
GM's directions, because if you don't know what to do, you might accidentally act out
the wrong scene! Below are a few guidelines for how to play baddies:
➢ Baddies are not always evil. We often call monsters “baddies” because it's
easier to say, but not all baddies are bad. “Baddie” just means that you're
not in the same group as the characters. Baddies can be a group of ogres
looking for people to eat, but they can also be a group of men at arms who
got lost in the woods. Always ask about your alignment and motive!
➢ The best baddies are the best actors. As a baddie, your job is not to fight
the best you can against the characters in battle and win. Often, that's the
exact opposite of what you're supposed to do! Instead, your job as a baddie
is to act out the role you're given as well as possible. This means if you're
playing something like a goblin, you might have to fight very badly and
might lost the fight. That's okay – as a baddie, that's your job. The most
interesting and powerful baddie roles are usually given to the best actors,
so if you want to play those, practice acting other baddies well!
➢ Baddies and equipment. When you're playing a baddie, which weapons
you use don't usually matter. It's more important to be listening and ready
to go quickly, so it's best to use whichever weapons you're already holding
or else pick up the nearest equipment. You should always assume that your
equipment is glued (as the thieves' skill) and that players cannot loot your
weapons unless they are able to “unglue” them. For amounts of
equipment, baddies usually have 1 equipment set, plus two more per Rank
they are.
➢ Look up your stats. Each monster has a set of stats that describe its
abilities and behavior. Look up your monster in the bestiary to see what
stats it has. Below is an example stat block to show you how they work.
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Species Name
HP: Mana: STR: Size: AV: Int: BR:
Looks: (What a monster looks like, you should tell players what they see at the
start of an encounter!)
Abilities: Each ability a monster has is listed here. Sometimes these are
drawbacks or reminders too!
Notes: Information on how a monster lives, acts and fights. Sometimes includes
things they will or won't do based on how they behave.
Example Stat Block
HP is how many hits a monster can take before it drops unconscious.
Mana is how much mental energy the being has each encounter.
STR is how much physical power the being has.
Size is how big a creature is compared to other creatures.
AV is the natural armor a monster has, which can add to any worn armor!
Int is how smart a monster is - how well to fight and how easily tricked you are.
BR is a monster's "Battle Rating" which measures how dangerous creatures are.
Effects of Size on Game Play
There are a few important differences in how we play creatures that are much
larger or smaller than average.
➢ Tiny Creatures: Creatures which are size ½ or smaller must hang a
gray "size sash" from their belt to show that they look much smaller than
those around them. Their armor, clothing, and shields are not useable by
larger creatures. They always have Tiny Strength (can only use weapons 2
feet long or smaller), as anything bigger is huge to them! Tiny creatures
have Limited Attack Resistance (zones 0-2 only Non-Zone Specific Attacks
are resisted), as they are so small as to be very difficult to hit. They also do
not cap damage, so if they take five damage, most of them die outright!
➢ Big Creatures: Creatures which are size 5 or larger must wear a gray
“size sash" to show they look much larger than those around them. Their
armor, clothing, and shields are not usable by smaller creatures. They
always have Beastly Strength (can use two handed weapons in one hand),
as large weapons aren't large to them. They may also wade through
shallow water (one step every 20 count)
➢ Massive Creatures Creatures which are size 8 or larger must wear
two gray “size sash" in a crisscross pattern to show they look massive.
Their armor, clothing, and shields are not usable by smaller creatures. They
always have Giant Strength (can use two handed weapons in one hand), as
large weapons aren't large to them. They may also move through shallow
water and over low walls at full speed (call “I'm Gigantic!”).
➢ Colossal Creatures Creatures which are over size 10 deboost all
damage due to their overall mass compared to attacks
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Monster Props
Below are some props we use as
baddies to let players see what sort of
creatures we look like from a distance:
➢ Baddie Pinnies - Purple and
Orange: The purple and orange
jerseys are used to show possible
enemies or known allies. Purple
pinnies are used for baddies that
are probably hostile - like beasts or
people who might be bandits.
Orange pinnies worn by the
'baddies' who are probably friendly
and familiar to the party - like local
townsfolk or the guards in the
region.
➢ Size Sashes – Gray: These sashes
show players that you are
unusually small or large, depending
on how you wear them. Tiny
creatures wear a gray size sash
hanging from their belt. Big
creatures wear the same sash over their shoulder like any other sash.
➢ Animal sashes are usually a leopard print and are used to show that a
creature is non-humanoid - shaped like an animal or monster, not a human.
➢ Partial Humanoid sashes usually have horses on them, and are used to
show that this being does not have the usual humanoid look to it (such as
Centaur, Harpies, Trolls, and Mutants.
➢ Undead sashes are black with white bone patterns and are used to show a
baddie is clearly some thing undead, like a zombie or a ghost.
➢ Elemental sashes are mutli colored splatter paint style and are used to
show a baddie is clearly some thing not made of flesh but more like flames,
air, or water moving about on it's own.
➢ Plant sashes are green and patterned with leaves and plants and are used
to show a baddie is clearly some thing not made of flesh but more like a
plant or something made of leaves like a Tree Ent.
➢ Armor Sashes – Some creatures have natural AV and wear armor sashes.
This armor is part of them, not something they are wearing, so it cannot be
looted (but could be hunted). Any creatures with a natural AV of 3 or 4 also
have a Natural Helm and cannot be knocked out.
➢ Other Sashes (there are many other sashes a GM may use to help players
recognize creatures in their world but most are optional by region)
➢ Animal Packets - Leopard-print packets are used for any natural ranged
attacks a creature has, like shooting webs. These are represented by
throwing an animal packet. Animal packets are AV0 like all other packets.
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The Monsters
ANGELS
Angels are Outsiders, creatures from another plane
of existence and thus are not governed by the rules
of any world they are in. They may have many other
abilities not listed here.
Spirit Messenger [Outsider]
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Average BR: 10
Looks: Appears as a human, or other species, but with wings.
Abilities: Winged Flight, All armor is Spellturning, Medicine
Ball, Jumpstart Heal, Minor Party Blessing (two others).
Notes: Seraphim of divine origin Spirit Messengers are angelic, but are
themselves not angels. They are usually support troops for divine and
lawful groups.
Terrasalind [Outsider]
HP: 1 Mana: 5 STR: Ave Size: 3 AV: 0 Int: Ave-High BR: 15
Looks: Appears as a human, or other species, but with wings and a Halo
Abilities: High Intelligence in Divine Zones, Immune to
Unconsciousness, only takes magic damage, Immune to Mental
Effects, Soul Drain, Spirit Bury.
Notes: Seraphim of divine origin Terrasalind are angelic, but are
themselves not angels. They are usually leader types for divine and lawful
groups.
Sunknight [Outsider]
HP: 3 Mana: 3 STR: Ave Size: 3 AV: 4 Int: High BR: 20
Looks: Like a suit of armor with nothing but bright light bursting forth
from it!
Abilities: Only takes magic damage, Life Rotator Rouge,
Immune to Unconsciousness, Immune to Mental Effects, UB Sleep
Touch (Mental Effect), Winged flight. If you make eye contact with
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this being you are Blinded and Lighted for a 20 count- look
straight down). Innate 2nd Rank Life Mage and 1st Rank Paladin
Notes: Looking at this being is difficult and causes temporary blindness-
see above. They are usually the main heavy hitter for divine and lawful
groups.
Angel [Outsider]
HP: 20* Mana:5* STR: Gia Size: 3 AV: 0 Int: Extreme BR: 40+
Looks: Appears as a human, or other species, but with wings.
Abilities: Angels only take Magic damage. Divine Mana
Regenerating, Divine Gift, Bless Self, Instant Ethereal, Flying,
Jumpstart Heal, Rebirth, Outsider Regenerating, Shattering
Armor, Spellturning Shield.
Innately Rank 2, may have other skills.
Notes: -
Archangel [Outsider]
HP: 30* Mana:5* STR: Sup Size: 4 AV: 0 Int: Extreme BR: 50+
Looks: Appears as a human, or other species, but with wings.
Abilities: Archangels only take Magic damage. Divine Mana
Regenerating, Divine Gift, Bless Self, Dispel and Reflect Magic
(Passive), Instant Ethereal, Flying, Jumpstart Heal, Rebirth,
*Outsider Regenerating, Shattering Armor, Spellturning Shield.
Innately Rank 6, may have other skills.
Notes: Often wear magical full plate armor, and any armor they wear does
not impede their ability to cast spells.
Baroosh
HP: 1 Mana: 2 STR: Imp Size: 1 AV: 0 Int: Dense BR: 1
Looks: Baroosh look like hobbits with a dwarf’s build and a pig-like nose.
Abilities: Climbing, Immune to Fall Damage. [Partial Humanoid]
Notes: Originally from another world these people came across during the early
ages of Roekron. Now a rarely seen species, these people are sturdy and aren’t the
brightest as they never know when to leave. Baroosh cannot flee from battle
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BEASTS
Large, dangerous wildlife native to many regions.
Armored Beast
HP: 5 Mana:2 STR: Gia Size: 5 AV: 3 Int: Animal BR: 7
Looks: Usually bulky and covered in heavy, bony, plates.
Abilities: Bite AV0, Devour, Giant Strength, Martial Arts, Night
Vision, Shattering Armor. [Quadruped, No Hands]
Notes: -
Common Beast
HP: 5 Mana:2 STR: Bea Size: 5 AV: 1 Int: Animal BR: 3
Looks: Usually ugly, gorilla-like monsters with or without hair.
Abilities: Bite AV0, Devour, Night Vision, Martial Arts [Partial
Hands, Partial Bipedal,]
Notes: -
Mountain Beast
HP: 4 Mana:2 STR: Ave Size: 4 AV: 3 Int: Animal BR: 8
Looks: Usually muscular and covered in shaggy fur. Ram-like horns.
Abilities: Bite, Battle Charge and Trample, Devour, Martial
Arts, Night Vision. [Quadruped, No Hands]
Notes: -
Rourge
HP: 5 Mana:2 STR: Bea Size: 5 AV: 2 Int: Animal BR: 11
Looks: Purplish, long-jawed beasts with claws and horns.
Abilities: *Magic damage and magical attacks instantly heals
Rourges to full HP and Mana, Resurrecting them if dead. Bite,
Devour, Leap, Martial Arts with Weapon Mastery, Night Vision,
[Partial Hands, Partial Bipedal,]
Notes: -
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Vroat
HP: 5 Mana: 2 STR: Bea Size: 5 AV: 2 Int: Animal BR: 5
Looks: Like a massive toad with a crocodile's head.
Abilities: Bite AV0, Devour, Leap, Martial Arts, Night Vision,
[Quadruped, No Hands]
Notes: -
Sea Beast
HP: 5 Mana: 2 STR: Bea Size: 5 AV: 3 Int: Animal BR: 6
Looks: Come in a wide variety of forms, often look like something
somewhere between a huge predatory fish and a sea snake with very heavy
scales.
Abilities: Bite AV0, Devour, Martial Arts, Night Vision, Water
Native. [Quadruped, No Hands]
Notes: -
Serpent Beast
HP: 5 Mana: 2 STR: Bea Size: 5 AV: 3 Int: Animal BR: 7
Looks: Like very large snakes.
Abilities: Bite AV0, Devour, Night Vision, Martial Arts. May
have Poison (GM Discretion).[Quadruped, No Hands]
Notes: -
Sky Beast
HP: 2 Mana: 2 STR: Ave Size: 2 AV: 1 Int: Animal BR: 2
Looks: The most common type are flying, monkey-like creatures.
Abilities: Bite, Devour, Flying, Night Vision, Martial Arts.
[Partial Hands, Partial Bipedal,]
Notes: -
Swamp Beast
HP: 5 Mana: 2 STR: Bea Size: 4 AV: 2 Int: Animal BR: 7
Looks: A cross between a snake and a hippo.
Abilities: Bite AV0, Devour, Night Vision, Martial Arts, May
have Poison. [Quadruped, No Hands]
Notes: Usually solitary and territorial.
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Brittlemen
HP: 5 Mana: 2 STR: Ave Size: 2 AV: 0 Int: Stupid BR: 5
Looks: Strangely elongated and carnivorous goblins,
almost appear to be on stilts. Brittlemen's origin is
unknown, possibly a form of Drakespawn, some believe
them a failed species creation attempt.
Abilities: Adrenaline, Endure (passive, no
choice!), Bite, Limited Martial Arts (Attack
only).
[Partial Humanoid]
Notes: They tend to attack in hordes, eating whatever
they can find. They use weapons if they can find them.
Cobben
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Average
BR: 1
Looks: Cobbens look like humans with horse heads and horns.
Abilities: Every Cobben gets a spirit item that cannot be looted from
them (this item counts as a magical item). They must pay a mana to
manifest the item, and after 30 minutes it disappears again unless they
pay another mana. This item is determined randomly, and gains one new
ability every rank, Cobben can never use more than 2 magic items.
Notes: Originally from another world these people came across during the early
ages of Roekron. Now a rarely seen species, Cobben societies are historically
matriarchal and exclusively have women in positions of power.
DRAGONS
Dragons are powerful magical creatures of extreme intelligence and influence.
Believed to have been involved with creation of the universe they are often viewed
as gods. The language of magic, Elder Sorcery, is the language of dragons, thus
dragons can make things happen simply by saying so. Greatly feared and revered by
all, and rightly so, Dragons embody the very mystery of the universe itself and the
raw power of nature unleashed.
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Dragon
HP: 30 Mana: 10 STR: Mon-Col Size: 10-30 AV:4 Int: Extreme BR: ∞
Looks: Massive reptilians with wings, looks vary by type.
Abilities: 10 Mana, Battle Roar, Bite AV0, Improved Devour,
Dragon Scales (all body armor counts as a Shield!), Dragon Sight
(True Sight & Instant Identify), Flying, Martial Arts, Night Vision,
Shattering Armor.+10 HP per Size over 10. +50 per size over 20.
Colossal Strength above Size 20. Innately at least Rank 5 in one
class (by type) and have a breath weapon (by type). Their breath
weapon costs 1 Mana and takes its effect on anyone within 30 feet
in the direction the dragon is facing. See "Dragon Types" below
for more information. All Dragons have innate Elder Sorcery.
Adept at Elder Sorcery and Class skills/spells by type. Improved
Healing & Energy Factor in vicinity of their lair. [Non-Humanoid,
Partial Bipedal]
Notes: Dragons are extremely intelligent, and natively speak the language
of creation! May have other abilities not listed.
Dragon Types:
There are many different types of dragon, each with it's own appearance,
set of abilities, and specific breath weapon:
• Red Dragons - Innately Flame Mages. Breath Weapon: call "Red Dragon
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Breath:” Deals 20 Magic Fire damage.
• Blue Dragons - Innately Storm Mages. Breath Weapon: call "Blue Dragon
Breath:” Freezes all for hit for the encounter.
• White Dragons - Innately Life Mages. Breath Weapon: call "White
Dragon Breath:” All hit cannot deal damage for the encounter.
• Black Dragons - Innately Necromancers. Breath Weapon: call "Black
Dragon Breath:” Deals 20 Magic Terror damage.
• Green Dragons - Innately Nature Mages. Breath Weapon: call "Green
Dragon Breath:” Unforges all magic items.
• Iron Dragons - Innately Barbarians. Breath Weapon: call "Iron Dragon
Breath:” Hacks all limbs.
• Golden Dragons - Innately Samurai. Breath Weapon: call "Golden
Dragon Breath:” +5 deaths to next pull, +10 if you attack the dragon.
• Mithril Dragons - Innately Veterans. Breath Weapon: call "Mithril
Dragon Breath:” Immobilizes all hit for the encounter
• Steel Dragons - Innately Knights. Breath Weapon: call "Steel Dragon
Breath:” 20 Magic damage and Knockback 10.
• Platinum Dragons – Innately Paladins. Breath Weapon: call "Platinum
Dragon Breath:” Divine Effect (usually kills undead and Exorcises them).
• Shadow Dragons - Innately Assassins. Breath Weapon: Call "Shadow
Dragon Breath:” Kills all players hit (magic damage).
• Sea Dragons - Innately Amazons and are Water Native. Breath Weapon:
call "Sea Dragon Breath:” Impales and deals 20 Magic Vitals damage to all
hit.
• Needle Dragons – Innately Archers. Breath Weapon: call "Needle Dragon
Breath:” Deal 20 individual points of Magic damage.
• Copper Dragons - Innately Thieves. Breath Weapon: call "Copper
Dragon Breath:” Unglue Search/Loot all items (gone from the enc.)
• Leather Dragons – Innately Rangers. Breath Weapon: call "Leather
Dragon Breath:” Shatter all non-magic items hit.
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Drake
HP: 15 Mana: 2 STR:Imp Size: 5 AV: 2 Int: Animal BR: 13
Looks: Similar to dragons, but half the size and much more bestial.
Abilities: Flying, Bite AV0, Devour, Martial Arts, Night Vision, Battle Cry.
Innately Rank 1 in a class and a breath weapon (by type). Their breath
weapon costs 2 Mana and takes the form of a blast (10' cone). See "Dragon
Types" for more information [Non-Humanoid, Partial Bipedal]
Notes: These "half-dragons" are a hybrid of Dragons made by Elder Sorcery. Dragons
hate these beasts, who posses little intelligence beyond the desire to kill. Drakes can
be ridden and are often found as mounts for imperial guards. They spawn
drakespawn. Drakes are Domesticated.
DRAKESPAWN
Drakes breed at a frantic pace. Each clutch has six eggs: three drakes, three random
creatures (a remnant of Dragons' innate Elder Sorcery). These drakespawn usually
appear as a cross between two animals, but with strange abilities.
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Common Drakespawn
HP: V Mana:V STR: V Size: V AV: V Int: Animal BR: V
Looks: Usually look like a cross between two normal animals, though they
can look like anything.
Abilities: Aggressive. Drakespawn have have 1d10 random
abilities (50% normal animal ability 40% class-type spell or
skill, 10% new ability) [Non-Humanoid, Partial to Full hands,
Partial to Full Bipedal]
Notes: Drakespawn are the offspring of Drakes. They can breed on their
own and are very aggressive.
Spawnmen
HP: V Mana:V STR: V Size: V AV: V Int: Stupid BR: V
Looks: Usually look like a cross between a normal animal and a humanoid
though they can look like anything.
Abilities: Aggressive (very amoral and sociopathic). Spawnmen
have 1d5 random abilities (50% normal animal ability 40%
class-type spell or skill, 10% new ability) [Partial Humanoid,
Partial to Full hands, Partial to Full Bipedal]
Notes: Spawnmen are the offspring of Drakes. They can breed on their own
and are very aggressive. They tend to be sociopath killers and Amoral,
living alone, or in very small groups of their type only. They treat all species
not their own as things to be killed/destroyed.
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Dolynx
HP: 1 Mana: 2 STR: Ave Size: 2 AV: 0 Int: Average BR: 1
Looks: Looks like larger hobbits with dog like head
Abilities: Innate Elder Sorcery (Gain a random verb and noun, an Elder
Sorcery Slot, and OP 1 Celestial words. Every 3 levels they gain one of the
following; a random word, an OP of Celestial words, an Elder Sorcery slot,
a random delivery. Any spells they make using this ability costs 1 mana.
Notes: Friendly creatures on the whole, they have a hobbit way of life.
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Elemental [Outsider]
HP: V Mana:5 STR: Bea+ Size: V AV:0 Int: High BR: 7-21+
Looks: Appear as a mass of their element (fire, rock, water, etc.) Elementals can also
take a human form (resembling a human with an odd skin color)
Abilities: Elementals only take magic damage. Immune Hexproof to all
magic of their own mage type (only take it if they wish to). Can deal
damage of their type by touch (needs no hands to do this). Mana
Regenerating by type. Dark Vision, Immune to Unconsciousness. Innate
Mage by type equal to half their size (rounded up).
• Fire - Innate Flame Mage
• Water - Innate Storm Mage
• Air - Innate Life Mage
• Shadow - Innate Necromancer
• Earth - Innate Nature Mage
[Non-Humanoid]
Notes: If an elemental takes on it's humanoid form, it retains all of its immunities
but cannot use it's innate spells. Elementals can
"revert" between forms at will.
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ENTS
Protectors and shepherds of the forest, these ancient beings are believed to be
descendants of nature elementals or fae. Each is native to a particular forest which it
protects and maintains for hundreds of years. Ents are slow, patient beings, ever on
the watch for threats to nature and protecting beings who can't protect themselves.
Common Ent
HP: 10* Mana:4 STR:Mon Size:8+ AV:4 Int: Average BR: 15+
Looks: Walking tree with a rough face, branches for arms, roots as feet.
Abilities: Healing Touch, *Improved Healing Factor, Martial
Arts, Night Vision, Rebirth (free in home forest), Instant Treeform
(self), Treeform Ball. [Non-Humanoid, Partial Hands]
Notes: Use a flail as one arm, cast spells with the other hand. Ents, if
unprovoked, will usually heal anyone in need, but will attack anyone with
an ax!
Ironwood Ent
HP: 10* Mana:3 STR:Mon Size:8+ AV:4 Int: Low BR: 20+
Looks: Walking tree with a rough face, heavy, weapon-like branches, and
roots for feet.
Abilities: Dark Vision, *Improved Healing Factor, Martial Arts,
Instant Treeform (self), Unbreachability. [Non-Humanoid, No
Hands]
Notes: Use any weapons as arms. Ironwood Ents will attack anyone with
an axe as well as anything that doesn't seem like nature to them!
Elder Ent
HP: 20* Mana:5 STR:Mon Size:10+ AV:4 Int: Average BR: 30+
Looks: Walking tree with a rough face, branches for arms, roots as feet.
Abilities: Dark Vision, *Improved Healing Factor, Martial Arts,
Rebirth (free in home forest), Instant Treeform (self), Treeform
Ball, Unbreachability, Ward.+10 HP per Size over 10. Innately
have Elder Sorcery of Nature at double proficiency.
[Non-Humanoid, Partial Hands]
Notes: Use a flail for one arm, cast spells with the other hand. Elder Ents
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are very rare, thought of as the true shepherds of the forests. They are
believed to be only one per forest. Elder Ents are very reclusive and spend
most of their time dormant (in Tree Form).
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FAERIE FOLK
Faerie Folk take many shapes and forms but usually appear as tiny elfin people with
wings. They are deeply interwoven with the forces of nature and are believed to be
caretakers, protectors, and messengers of the wild. Much like elves they are
immortal and wrapped deeply in their own world of timeless feuds and plots,
making them appear extremely chaotic to mortals. Fae have innate magic much like
dragons do, but their magic is more unconscious and usually not
completely under their control, triggered by intense emotion or
need, making them extremely dangerous if provoked.
Faerie
HP: 1 Mana:4* STR: Tiny Size: ½ AV: 0 Int:
Average BR: 16+
Looks: Humanoid with wings, and small size.
Abilities: Flying, *Mana Regenerating,
Limited Damage Resistance (Zones 0-2), Night Vision, One chosen
Mage spell, Innate Elder Sorcery (see GM).
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Notes: The great mages of their race, Fairies are dangerous spell Casters.
Pixie
HP: 1* Mana:3 STR: Tiny Size: ½ AV: 0 Int: Average BR: 16+
Looks: Humanoid with wings and small size.
Abilities: Flying, Limited Damage Resistance
(Zones 0-2), *Regenerating, Night Vision
One chosen Warrior skill. Innate Elder
Sorcery (see GM).
Notes: Pixies are the warriors of their race.
Nymph
HP: 1* Mana:4* STR: Ave Size: 3 AV: 0 Int: Average
BR: 21+
Looks: Very attractive elf-like beings.
Abilities: Adrenaline, Allure, Charm, *Mana Regenerating,
Night Vision, *Regenerating, Treeform Ball. Innate Elder Sorcery
(see GM).
[Cannot wear armor]
Notes: Seductive and dangerous creatures, Nymphs lure their prey into an
intoxicating dream world. Nymphs never wear armor (or much else for
that matter).
Madwing
HP: 2* Mana:4* STR: Ave Size: 2 AV: 0 Int: Average BR: 21+
Looks: Larger Faerie with a set of dragonfly-like double wings.
Abilities: *Mana Regenerating, Night Vision, Flying,
*Regenerating. One chosen Warrior skill and one chosen Mage
spell. Innate Elder Sorcery (see GM).
Notes: Madwings are very rare elite forces of the fae.
Gnome
HP: 1 Mana: 2 STR: Tiny Size: ½ AV: 0 Int: Average BR: 1
Looks: Often resemble tiny dwarfs.
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Abilities: Paranoid, Greedy, Thin Soul.
Notes: Very paranoid and avoids most other races. Super greedy!
Brownie
HP: 1* Mana:3 STR: Tiny Size: ½ AV: 0 Int: Average BR: 26+
Looks: Brownies appear like elfin gnomes, always in hats and nicely made
clothes.
Abilities: Instant Teleport, Limited Damage Resistance (Zones
0-2), Night Vision, *Regenerating, True Invisibility (at will!).
Innate Elder Sorcery (see GM).
Notes: They love magic items and bartering and often won't take "No" for
an answer!
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GIANTS
Giants are solitary and prefer fighting alone (though they will come to each others
aid). They are arrogant and will only attack if they see a large group worthy of battle
or are attacked themselves.
Hill Giant (Lesser)
HP: 10 Mana:2 STR:Gia Size: 6 AV: 0 Int: Low BR: 8
Looks: Humanoid, though of great size and build
Abilities:
Notes: The major fighters of their race, Hill Giants are straightforward, and
often Warriors.
Stone Giant (Lesser)
HP: 15 Mana:2 STR:Gia Size: 7 AV: 0 Int: Average BR: 12
Looks: Humanoid, though of great size and build.
Abilities:
Notes: The craftsmen of the Giant Clans, they tend to specialize in one area
and master it.
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Greater Giant (All Types)
HP: 20 Mana: 3 STR: Mon Size: 8+ AV: 0 Int: Average BR: 21+
Looks: Humanoid, though of great size and build, skin colors and features
varying by their natural mage-type.
Abilities: Greater Giants have all of the 1st Rank spells
(Innately) of the Mage class that matches their color. They also
have the Mage Crown of their type.
• Flame Giants - Innate 1st Rank Flame Mage
• Storm Giants - Innate 1st Rank Storm Mage
• Life Giants - Innate 1st Rank Life Mage
• Death Giants - Innate 1st Rank Necromancer
• Nature Giants - Innate 1st Rank Nature Mage
Notes:
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GOBLINS
A species of underground people with thousands of
variations and mutations, Goblins have a very odd
culture. They breed extremely fast and reach
adulthood in under a year. Most do not live much
longer, as they are known for a lack of intelligence
that often leads them into deadly circumstances.
Goblins are not evil, but are often used by evil
armies because they are easy to manipulate and are
extremely numerous.
Common Goblin
HP: 1 Mana:2 STR: Low Size: 1 AV: 0 Int: Stupid BR: ½
Looks: Green skinned, with a slight build, wide eyes and sharp features.
Abilities: Digging, Tunneling. [Partial Humanoid, Partial
Speech]
Notes: Goblins have only a loose grasp on reality and are easily fooled.In
combat, they prefer to attack in large numbers.
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Goblin (Types)
HP: 1 Mana:2 STR: Low Size: 1 AV: 0 Int: Stupid BR: 2
Looks: Like Common Goblins, but with different skin colors and body
features due to their different adaptations.
Abilities: Digging, Tunneling.
Special Abilities by type:
• Cliff Goblin - Knockback, Leap.
• Prairie Goblin - Rebirth.
• Swamp Goblin - Spirit Bury.
• Sand Goblin - Dispel Magic.
• Wood Goblin - Threat, Defy Death.
• City Goblin – Unglue, Swiftsleep Aura.
• Academy Goblin – Called Magic Resistance.
• Sea Goblin – Water Native, Disable Ray Aura.
• Bone Goblins – Partial Undead, Death Ratttle
• Giant Goblin – Stats as Hill or Stone Giant, but Stupid INT
• Popup Goblins – Triumph (Awaken all Goblin in the encounter!)
• Ice Goblins – Crown of Ice, Spelltrigger.
[Partial Humanoid, Partial Speech]
Notes: These unusual breeds of goblins have developed various natural
abilities which make them marginally more threatening than their more
common kin.
Hobgoblin
HP: 1 Mana:2 STR: Low Size: 1 AV: 0 Int: Dense BR: 2*
Looks: Slightly larger, more alert goblins.
Abilities: Digging, Tunneling.*Goblins in the presence of a
Hobgoblin will go Berserk in combat.
[Partial Humanoid, Partial Speech]
Notes: These creatures are slightly more intelligent than goblins, often
acting as leaders of goblin packs. Will fight alone.
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GOLEMS
Golems are built as sentries to guard particular spots or items and have a trigger
system that activates them (Mana spent to activate them will resets all their HP and
Mana as well!). They generally follow a set "program" while active.
Their construction and abilities vary (see below) but some universal traits of golems
follow. Golems only take Magic Damage, have Immune to Spells. Immune to
Unconsciousness, Immune to Mental Effects, and Shattering Armor. . Their
Strength generally relates to their size (size 1-2 =Beastly, 3 Improved, 4-5
Giant, 6-7 Supernatural, 8-10 Monstrous, 11+ Colossal).
False Golem (Basic Construct)
HP: 1 Mana:V STR:Ave+ Size: V AV: 0 Int: Average BR: 6+
Looks: Humanoid statue made of usually inanimate materials.
Abilities: False Golems are one of the few Constructs that DO
take normal damage. They are not Immune to Spell but often just
Resistant. Usually are Immune to Unconsciousness, and Immune
to Mental Effects. Unlike real Golems, when they are Activated
they do NOT restore their Mana.
Clay Golem
HP: as size Mana:2 STR:Bea+ Size: V AV: 0 Int: Dense BR: 10+
Looks: Humanoid statue made of clay.
Abilities: HP = Size. No Innate Ranks
Wood Golem
HP: sizeX2 Mana:2 STR:Bea+ Size: V AV: 1 Int: Low BR: 12+
Looks: Humanoid statue made of wood.
Abilities: HP = 2xSize. Innately 1st Rank in one Class.
Stone Golem
HP: sizeX3 Mana:2 STR:Bea+ Size: V AV: 2 Int: Average BR: 16+
Looks: Humanoid statue made of stone.
Abilities: HP = 3xSize. Innately 2nd Rank in one Class.
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Iron Golem
HP: sizeX4 Mana:3 STR:Bea+ Size: V AV: 3 Int: High BR: 26+
Looks: Humanoid statue made of iron.
Abilities: HP = 4xSize. Innately 3rd Rank in one Class, 2
Fireballs.
Silver Golem
HP: sizeX5 Mana:4 STR:Bea+ Size: V AV: 4 Int: Very High BR: 36+
Looks: Humanoid statue made of silver.
Abilities: HP = 5xSize. Innately Rank 4, 2 Lightning Rays and 2
Elder Sorcery Thunder Rays (deal 5 AV0 Knockout)
Steel Golem
HP: sizeX6 Mana:4 STR:Bea+ Size: V AV: 4 Int: Very High BR: 46+
Looks: Humanoid statue made of steel.
Abilities: HP = 5xSize. Innately Rank 4, Dragon Scales, All
attacks will Passively Shatter.
Mithril Golem
HP: sizeX10 Mana:5 STR:Bea+ Size: V AV: 4 Int: Extreme BR:56+
Looks: Humanoid statue made of mithril.
Abilities: HP = 10xSize. Innately Rank 5., All attacks are
Passively Warded and will destroy items they strike.
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Griffin
HP: 4 Mana:2 STR:Bea Size: 5 AV: 1 Int: Low BR: 6
Looks: Like a large cross between an
eagle and a lion.
Abilities: Bite AV0, Devour,
Flying, Martial Arts, Night Vision.
[Non-Humanoid, Partial Hands]
Notes: Griffins have a particular
fondness for shiny objects and riddles,
as well as fresh meat! Griffins are
Domesticated.
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Harpy
HP: 3* Mana:2 STR: Ave Size: 2 AV: 1 Int: Low BR: 9
Looks: Bird-like, but with a human features.
Abilities: Flying, *Improved Healing Factor, Swimming
[Partial Humanoid, Partial Hands, Partial-Bipedal]
Notes: Harpies are generally cruel, and prefer to attack in bands from the air. Usually
live near the coast.
HYDRA
Hydras are tricky to play, as they require multiple players acting as one creature: one
player for the body and many players for the heads. The heads must stay within 30
feet of the body. The body can't be dropped until all the heads are killed and Burned,
Treeformed, or all heads have their regeneration stopped!
Hydra - Head
HP: 5* Mana: 2 STR: Gia-Mon Size: 2 AV: 2 Int: Animal BR: 8
Looks: A massive lizard with multiple snake-like heads.
Abilities: Acidic Blood, Bite AV0, Devour, Glide, Reach,
*Regenerating (and remember they can Carry!). Flying if part of a
Greater Hydra.
[Non-Humanoid]
Notes: Heads cannot move more than 30 feet away from their body!
Greater Hydras (Size 8+) have Monstrous Strength as do their heads.
Hydra - Body
HP: 5+(headsX5) Mana: 3 STR: Gia-Mon Size: 5-10 AV: 3-4 Int:
Animal BR: 16+
Looks: A massive lizard with multiple snake-like heads.
Abilities: Acidic Blood, Martial Arts w/ Weap. Mastery. Hydra
Bodies have 5 HP per head they start with. The body cannot be
dropped until all of the heads are killed and Burned, Treeformed,
or all heads have their regeneration stopped! Greater Hydras
(Size 8+) have Monstrous Strength as do their heads.
[Non-Humanoid]
Notes: Heads cannot move more than 30 feet away from their body!
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Kobold
HP: 1 Mana: 2 STR: Low Size: 1 AV: 2 Int: Low/Ave. BR: 5
Looks: Small lizard-men.
Abilities: Aggressive. Fight as though they had Average Intelligence.
[Partial Humanoid]
Notes: They usually attack in large numbers. Their innate scale armor makes them
very dangerous, as they only need to put on leather armor to have AV 3! They are a
little dull, and are aggressive and territorial.
KRAKEN
Krakens are tricky to play, as they require multiple players acting as one creature:
one player for the body and many players for the arms (tentacles). The arms must
stay within 30 feet of the body. If the body dies, so do all of the arms!
Kraken - Arm
HP: 1 Mana 2 STR: Gia-Mon Size: 4 AV: 1 Int: Animal BR: 7
Looks: A huge, scaly tentacle!
Abilities: Endure, Glide, Reach, Snare.
[Non-Humanoid]
Notes: Use a long-flail as the end of the tentacle to attack and carry! Arms
cannot move more than 30 feet away from their body! Drop enemies and
bring them to the body to be devoured. Greater Krakens (Size 8+) have
Monstrous Strength as do their arms.
Kraken - Body
HP: 10+(armsX5) Mana 3 STR: Gia-Mon Size: 5-15 AV: 3-4 Int:
Animal BR: 18
Looks: An enormous squid covered in scaly armor.
Abilities: Bite AV0, Devour, Martial Arts w/ Weap. Mastery,
Shattering Armor, Water Native. Kraken Bodies have 10 HP + 5 HP
per arm they start with. If the body is killed, all of the arms die as
well! Greater Krakens (Size 8+) have Monstrous Strength as do
their arms.
[Non-Humanoid]
Notes: Arms cannot move more than 30 feet away from their body!
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Mastiff Bears
HP: 10-20 Mana: 3 STR: Gia-Mon Size: 6-8+ AV: 2 Int: Animal BR: 18
Looks: Polar Bears the size of various giants
Abilities: Martial Arts, Bite AV0, Carrying, Swimming, Berserk,
Triumph, Advanced Smell, Battle Cry, Snow Native. Innate Elder sorcery of
one type.
Notes: Almost exclusively found very far north, these giant bears are magical in
nature and always in pairs.
Merfolk
HP: V Mana V STR: V Size: V AV: V Int: V BR: 1
Looks: As aquatic versions of many land species with gills, fins and other "fishy"
features.
Abilities: Water Native *Stats and abilities as species type.
Notes: Territorial about their waters, lay claim to anything below the waves and raid
ships. Can be as friendly or hostile as anyone.
OGRES
These people look like bigger and stronger Orks. Ogres have a wild culture, tending
towards solitude and hunting smaller humanoid species for food. Relying on
superior strength and toughness in combat, Ogres are known to underestimate their
foes. Often recruited by evil armies due to the Ogre's hunting instincts for
humanoids, which are their natural prey.
Common Ogre
HP: 5 Mana: 2 STR: Imp Size: 5 AV: 0 Int: Low BR: 4
Looks: Ugly muscular humanoids with sharp teeth.
Abilities: Vulnerable to Necromancy, and pull with a Thin
Soul if killed by Necromancy.
[Partial-Humanoid]
Notes:
Grey Ogre
HP: 5 Mana: 2 STR: Imp Size: 5 AV: 0 Int: Low BR: 4
Looks: Ugly muscular humanoids with sharp teeth and grayish skin.
Abilities: Vulnerable to Necromancy, and pull with a Thin Soul
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if killed by Necromancy.
[Partial-Humanoid]
Notes: Terrified of magic (as Cowardly), will flee is any is used on them!
Dark Ogre
HP: 5 Mana: 2 STR: Imp Size: 5 AV: 1 Int: Average BR: 5
Looks: Ugly muscular humanoids with sharp teeth, blue-green skin.
Abilities: Night Vision, Vulnerable to Necromancy, and pull
with a Thin Soul if killed by Necromancy.
[Partial-Humanoid]
Notes: Dark Ogres are a cross between Death and Common Ogres. Smarter
and solitary, they tend to be cruel and dangerous.
Death Ogre
HP: 5 Mana: 2 STR: Imp Size: 5 AV: 1 Int: High BR: 6
Looks: Ugly muscular humanoids with sharp teeth and olive skin.
Abilities: Dark Vision, Vulnerable to Necromancy, and pull
with a Thin Soul if killed by Necromancy.
[Partial-Humanoid]
Notes: Very smart and solitary. Often cruel and evil.
---------------------------------------------------------------------------------
ORKS
An often misunderstood group of people, Orks
have a wide range of cultures and behaviors.
They have evolved to be tougher and more
resilient than many other species, but due to
the harsh climate and demands of their region
their culture is similarly rough and brutal.
They are not evil, but more survival driven,
making them prone to control by evil forces
who tend to use then as troops for their
strength and resilience.
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Common Ork
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 1 Int: Dense* BR: 1
Looks: Humanoids with a sturdy, strong build and heavier features.
Abilities: Night Vision.
Notes: Good fighters and resilient but rarely mages. Common Orks receive
very little training or education. Playable as characters with GM
permission. Common Orks increase in their INT by 1 point each Rank until
they reach Brilliant INT though this intelligence is usually accessible only
through metaphor and instinct.
Urukai Ork
HP: 1 Mana: 2 STR: Ave Size: 4 AV: 1 Int: Low-Average BR: 1
Looks: Tall, heavily muscular Orks.
Abilities: Aggressive, Armor Piercing, Night Vision.
Notes: High status Orks chosen young for intensive physical and mental
conditioning, Urukai are very smart and are good fighters and mages. They
prefer to fight alone unless leading other Orks. Playable as characters with
GM permission.
Turuk Ork
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 1 Int: Low BR: 4
Looks: Tall muscular Orks.
Abilities: Berserk, Fearless, Night Vision.
Notes: Tougher, battle-hardened Orks chosen young for harsh training.
Turuk Orks tend to be very combat-oriented, and are rarely mages. Known
for their wild yet effective battle tactics, Turuks are very deadly foes.
Ogrekai Ork
HP: 4 Mana: 2 STR: Imp Size: 4 AV: 1 Int: Average BR: 5
Looks: Tall, heavily muscular Orks.
Abilities:
Notes: Ogrekai Orks are a cross-breed between Orks and Ogres. They are
very rare and tend not to breed well.
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Phoenix [Outsider]
HP: 20* Mana: 5 STR: Gia-Mon Size: 5-20 AV: 3 Int: Anim./High BR: 26
Looks: A huge red-orange bird with feathers made of fire.
Abilities: Phoenix only take Magic damage. Bite AV0, Devour, Flying, Adept
at Flame Magic, Immune to Fire, Warded ES Inferno Aura (Innate, free!),
Martial Arts, *Outsider Regenerating, Red Mana Regenerating.
[Non-Humanoid]
Notes: Phoenixes are actually Outsiders as they are not native to this plane. Size 8+
have Giant Strength and 11+ have Monstrous usually. These beings don't take
Mental Effects that target animal intelligence beings, as they are too alien/divine.
Phraint
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 2 Int: Average BR: 5
Looks: Phraints look like sexless insectoid people. They are like praying mantises,
but with only two arms and two legs.
Abilities: Leap, Immune to Fear, Incapable of Swimming, Must have
custom armor, Cannot wear armor above AV2.
Notes: Phraints are from the southern Teriock deserts and have a hive-like culture in
which they are constantly serving the queen. Phraints do not feel emotions though
they are often “afraid” of water and incapable of swimming. Most common phraints
are green and incapable of going mage, though rarely there are red phraints which
must go mage and only resist fear. Phraint Queen’s are gold and extremely rare and
the only type that can show emotion (no fear protection)
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Sea Serpent
HP: 20 Mana: 2 STR: Mon Size: 10-15 AV: 4 Int: Animal BR: 20
Looks: Like a giant, aquatic snake
Abilities: Battle Roar, Bite
AV0 (Poison?), Martial Arts,
Improved Devour, Dragon Scales
(all natural AV counts as a
shield), Natural Helm, Water
Native. +10 HP per Size over 10.
In the vicinity of its lair:
Improved Healing Factor for HP
& Mana
[Non-Humanoid, No Hands]
Notes: (Sea Serpents are essentially
Water Native Wyrms)
Slime
HP: as size Mana: =½ size STR: Low-Gia Size: V AV: 0 Int: Animal BR: 7-12
Looks: A pool of thick, opaque liquid with the color of the matching Mage type.
Abilities: Damage Reduction (all damage taken is reduced by one
bracket). HP equal to size unless over size 10 and then +10 HP per size
over 10. Immune to Mental Effects and Unconsciousness. Acidic Blood,
Advanced Smell, Blind-fighting, Dark Vision, Devour, Effects Resistance,
Slow, Immune to Vitals. Slimes have innate Mage spells of their color:
Slimes have Ranks = to half their size rounded up.
[Non-Humanoid, No Hands]
Notes: Slimes are basically a conglomeration of semi-sentient ooze. STR is Low at
size 1-2, Ave at size 3-4, Bea at 5-7, Imp at 8-10, and Gia at 10+
Schooooooop!
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SPIDERS
The Spiders of our game world are no different than those of the real world, except
in size. These creatures look and behave just as their real world counterparts might,
if they were much larger. Most are animals, just like any other, but on a scale we
wouldn't recognize in the real world.
Big Spider
HP: 3 Mana: 2 STR: Imp Size: 2 AV: 1 Int: Animal BR: 6
Looks: Just like a normal spider, but about the size of a dog.
Abilities: Acidic Blood, Acrobatics, Adrenaline, Bite, Dark
Vision, Devour, Poison (Bite only), Snare, Unbreachability, Web
(AV0 packet & UB ball, as Earthbind).
[Non-Humanoid]
Notes: Use a flail in each hand as your arms.
Huge Spider
HP: 5 Mana: 2 STR: Imp Size: 4 AV: 2 Int: Animal BR: 9
Looks: Just like a normal spider, but about the size of a horse.
Abilities: Acidic Blood, Acrobatics, Adrenaline, Bite, Dark
Vision, Devour, Poison (Bite only), Snare, Unbreachability, Web
(AV0 packet & UB ball, as Earthbind).
[Non-Humanoid]
Notes: Use a flail in each hand as your arms.
Giant Spider
HP: 10 Mana: 2 STR: Gia Size: 6 AV: 3 Int: Animal BR: 12
Looks: Just like a normal spider, but about the size of a Hill Giant.
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Abilities: Acidic Blood, Acrobatics, Adrenaline, Bite, Dark
Vision, Devour, Poison (Bite only), Snare, Unbreachability, Web
(AV0 packet & UB ball, as Earthbind).
[Non-Humanoid]
Notes: Use a flail in each hand as your arms.
Monstrous Spider
HP: 20 Mana: 2 STR: Mon Size: 8+ AV: 4 Int: Animal BR: 16+
Looks: A spider the size of a greater giant!
Abilities: Acidic Blood, Acrobatics, Adrenaline, Bite AV0, Dark
Vision, Devour, Poison (Bite only), Snare, Unbreachability, Web
(AV0 packet & UB ball, as Earthbind).
[Non-Humanoid]
Notes: Use a flail in each hand as your arms.
Spiderknights
HP: 20 Mana: 2 STR: Mon Size: 4 AV: 4 Int: High BR: 16+
Looks: Humanoid spiders with incredibly hard natural armor.
Abilities: Immune to Mental Effects, Acidic Blood, Acrobatics,
Adrenaline, Bite AV0, Dark Vision, Devour, Snare, Web Ball & Ray,
Dragon Scales, Shimmering, Thin Soul, Deals poison damage with
each weapon (pick between 3 types).
Notes: Extremely dangerous troops that act as the generals of Morgoth
armies. They have elf like abilities and are often rank 2 at least, always
having magic items.
Spiga [Outsider]
HP: 20 Mana: 5 STR: Mon Size: 10-20 AV: 4 Int: Very High BR:
26+
Looks: Monstrous, metallic gunmetal-grey spider-like creature with a
human-like face.
Abilities: Spiga only take Magic Damage, Acidic Blood,
Acrobatics, Immune to Unconsciousness, Bite AV0, Dark Vision,
Devour, Poison (Bite only), Snare, Unbreachability, Web (AV0
packet & UB ball –Immobilize indefinitely).+10 HP per Size over
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10. Innately 3rd Rank in one mage type. Adept with that type.
[Non-Humanoid]
Notes: Use a flails as your arms. Carrying Capacity of 10 needed to free
anyone from Spiga Snares/Webs. Snared/Webbed players have their
Carrying Capacity halfed. Spiga are powerful spider-like Outsiders.
---------------------------------------------------------------------------------
Spinemen
HP: 5 Mana: 2 STR: Ave Size: 4 AV: 2 Int: Stupid BR: 7
Looks: Broad reptilian creature covered in sharp spines with bladed forelimbs
Abilities: Improved Hack (Invoke for AV0), Unbreachability
[Non-Humanoid, No Hands, Partial Bipedal]
Notes: Use swords in each hand, pointing backwards along the forearms as the
spineman's bladed forelimb.
Toiroar
HP: 5 Mana: 2 STR: Imp Size: 5 AV: 0 Int: Dense BR: 5
Looks: Huge bipedal wolves
Abilities: Endurance. [Partial Humanoid]
Notes: Toiroar’s are native to another world and are rarely seen due to their small
numbers. Usually found traveling either alone or in large packs, and little in
between.
TROLLS
These predominately nocturnal creatures are well known and feared across many
lands. While goblinoid in appearance, they have many variations in their builds and
habits. Their primary trait is that they all Regenerate, even when dead! This amazing
ability is the reason they are feared by all but the most knowledgeable
of adventurers. Tough and resilient, Trolls are not necessarily evil, but are predators
of most player species, leading to poor relations between the two groups.
Wood Troll
HP: 5* Mana: 2 STR: Ave Size: 2 AV: 1 Int: Dense BR: 5
Looks: Dwarf-sized, ugly and hunched with a lanky build and chameleon-
like skin.
Abilities: Hide & Stealth, Martial Arts, Night Vision,
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*Regenerating.
[Partial Humanoid]
Notes: Wood trolls are very wild and not much smarter than cave trolls.
War Troll
HP: 10* Mana: 2 STR: Ave Size: 4 AV: 1 Int: Low-Ave. BR: 7
Looks: Ugly, and hunched with a lanky build and thick, leathery skin.
Abilities: Night Vision, *Regenerating.
[Partial Humanoid]
Notes: War trolls are much smarter than cave trolls and are commonly
found in evil armies as front running troops.
Cave Troll
HP: 20* Mana: 2 STR: Ave Size: 8-10 AV: 2 Int: Dense BR: 16
Looks: Huge and ugly with a hunched, muscular build, claws, and rocklike
skin.
Abilities: Adrenaline, Dark Vision,Martial Arts, Monstrous
Strength,*Regenerating.
[Partial Humanoid]
Notes: Cave trolls are not very smart but extremely resilient. Rarely mages.
Dark Troll
HP: 10* Mana: 2 STR: Bea Size: 5 AV: 1 Int: High BR: 20
Looks: Ugly and hunched with a lanky build and dark leathery skin, long
razor sharp claws and huge yellow cat-like eyes.
Abilities: Acidic Blood, Adrenaline, Dark Vision, Martial Arts
with Weapon Mastery, *Regenerating.
[Partial Humanoid]
Notes: Dark Trolls are nocturnal and wilder than War Trolls. They are
often deadly mages.
Rift Troll (Flame, Storm, Dune, Shadow, Rock) [Outsider]
HP: 15* Mana: 5 STR: Mon Size: 7 AV: 1 Int: High BR: 30
Looks: Ugly, and hunched with a lanky build and dark, thick, colored,
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leathery skin, long razor sharp claws and huge yellow cat-like eyes.
Abilities: Only takes Magic damage, Acidic Blood, Dark Vision,
Immune to Unconsciousness, Martial Arts with Weapon Mastery,
*Outsider Regenerating. Immune to one type of magic & Element
Shaping by elemental type.
[Partial Humanoid]
Notes: Rift Trolls are Elemental trolls that have come to this plane and are
thus Outsiders. They are partial Elementals and have the same Immunity of
Elementals. They also have an ability to shape their element at will (GM
discretion). Their control range is usually 1 foot per level they are.
---------------------------------------------------------------------------------
Were-Creature
HP: V Mana:V STR: V Size: V AV: V Int: V BR: V
Looks: A monstrous cross between an animal and a humanoid species.
Abilities: Can only be Killed by Silver or Magic damage. Do not
regenerate these types of damage. Bite, Improved Strength, *Regenerating
(Non Silver or Magic Damage only) Any abilities their animal-type would
have. *HP as animal + 1 HP per level, Size as animal +1, AV as animal, Int
varies + Animal.
[Partial Humanoid]
Notes: Anyone killed by a were-creature's bite may become a Lycanthrope of the
same type. Lycanthropes change during their particular moon phase into a Chaotic
half beast of themselves and begin attacking everything nearby. The rest of the time
they appear as a normal humanoid (but still Regenerate). All werecreatures are
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infertile and will go were in the presence of animal-summoning effects. While were,
a were creature will treat no one as an ally. (Note: Were-Creatures are not undead!)
Windrunner
HP: 1 Mana: 2 STR: Ave Size: 2 AV: 1 Int: Low BR: 5
Looks: Windrunners look like skinny, very light cats that stand upright to fight.
Abilities: Aggressive, Flying, Martial Arts, Speed. Have Triumph-
Awaken and Positional HP when in groups of 3 or more.
[Non Humanoid, Partial Bipedal]
Notes: They usually attack in large numbers. These creatures are ferocious
protectors of their territory, and often use weapons to excellent effect. Their lack of a
bipedal stance means that they cannot run while holding weapons so they tend to
wear baldrics and sheaths for this.
Wolfmen
HP: 1 Mana: 1 STR: Ave Size: 2 AV: 1 Int: Low-Average BR: 4
Looks: Bipedal wolf people built like a dwarf
Abilities: Bite, Acrobatics, Advanced Smell, Aggressive, Vulnerable to
Fire, Packduel (uses = item tier, other wolfmen only), Snow Native [Partial
Humanoid]
Notes: Found almost exclusively in the northern regions of Roekron, Wolfmen fight
in packs and are territorial. These beings also have a strong hatred for dwarves due
to their history of being oppressed and massacred, and as such are Frenzied vs
Dwarves.
Wurdein Beyoni:
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Ave BR: 2
Looks: Humans with colors and themes of their mage type.
Abilities: Minor (out) shaping of their element by level in inches.
Alternative Convoke Dispel Magic by their type. Alternative Convoke
Reflect Magic by their type (note- this still costs a mana), Can’t use the
same Alternative Convoke twice in a row. Don’t cap magic damage (except
your type). Vulnerable to opposed elemental types of spells and damage
(Holy, Terror, Fire, Ice, Vine)
Notes: Wurduin Beyoni are not of this world, having traveled here around the same
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time the doorways opened from other dimensions. This explains their strange
powers even though they are human, as it appears that in their dimension, all
humans have these powers.
Wyrm
HP: 20 Mana: 2 STR: Mon Size: 10-15 AV: 4 Int: Animal BR: 21
Looks: Like a smaller, longish dragon without wings.
Abilities: Battle Roar, Bite AV0, Improved Devour, Dragon Scales,
Martial Arts, Monstrous Strength. +10 HP per Size over 10. In the vicinity
of it's lair: Improved Healing Factor for HP & Mana
[Non-Humanoid]
Notes: (Wyrms are essentially Land Native Sea Serpents.)
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ANIMALS
Every once in a while, adventurers encounter common animals during the
course of a mission. Animals are also used with certain spells and to generate
drakespawn. Because of this, we have included the stats of some common animals
below. GMs may decide to use a different set of stats for any of the animals listed, or
make up stats for one that is not in the list. The stats below are only guidelines, as
individual animals can vary in their abilities just as widely as people can. All animals
are assumed to be Non-Humanoid, have No Hands, and No Speech.
Note: Common non-magical Animals are shy of fire and torches will cause Fear
on contact (AV0).
Additionally, each animal has a pair of abilities listed which you may choose
between if you gain the animal as a Familiar. In general players are not allowed to
play their familiar or have a friend play it, and the familiar ability you choose
represents having that animal with you as you adventure.
Common Animal Abilities Chart
1. Martial Arts 11. Hide
2. Bite AV0 12. Sense Ambush
3. Night Vision & Scouting 13. Improved Strength
4. Serrated Claws (AV0 Hack with Hands) 14. +1 AV (natural)
5. Advanced Smell (or Hearing) 15. Knockback
6. Acrobatics 16. Snare
7. Swimming 17. Reflexes
8. Winged Flight (Flying) 18. Maul
9. Digging 19. Battle Cry
10. Terrain Native (pick one) 20. Endurance
ANIMALS
1- Badger
HP: 1 Mana: 2 STR: Ave Size: 2 AV: 1 Int: Animal BR: 6
Abilities: Martial Arts, Bite (Hack/Impale/Vitals Hacks), Berserk,
Digging, Advanced Smell.
Familiar: Advanced Smell or Fearless.
2- Bat
HP: 1 Mana: 2 STR: Tiny Size: ¼-1 AV: 0 Int: Animal BR: 1
Abilities: Flying, Night Vision, Sonar, Climbing, Bite 0 (Infect - GM
discretion).
Familiar: Night Vision or Fear Touch.
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3 - Bear
HP: 2-11 Mana: 2 STR: Ave-Imp Size: 2-5 AV: 2 Int: Animal BR: 8
Abilities: Martial Arts, Bite AV0, Carrying, Swimming, Berserk,
Triumph, Advanced Smell, Battle Cry.+3 HP per size above 2. Plus 1 STR
bracket per Size as well (max Imp).
Familiar: Battle Cry or Endure.
4 – Bird, Raptor
HP: 1 Mana: 2 STR: Low-Bea Size: ¼-1 AV: 0 Int: Animal BR: 2
Abilities: Flying, Limited Martial Arts (Vitals damage only), Scouting,
Carrying, Bite,
Owls: Night Vision. Eagles: Beastly Strength. Falcons: Crit Elite.
Familiar: Scouting or Gifted Accuracy.
5 – Bird, Songbird
HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 0 Int: Animal BR: 1
Abilities: Flying, Hide, Sense Ambush, Courtier 5.
Familiar: Talented Courtier or Sense Ambush.
6 – Birds, Waterfowl
HP: 1 Mana: 2 STR: Tiny Size: ½-1 AV: 0 Int: Animal BR: 1
Abilities: Flying, Swimming, Diving, Bite (Vitals Hack).
Familiar: Swimming or Sense Weather.
7 - Boar
HP: 1-9 Mana: 2 STR: Low-Gia Size: 1-5 AV: 3 Int: Animal BR: 12
Abilities: Bite AV0, Martial Arts, Berserk, Battle Charge, Trample, Defy
Death, Advanced Smell. +2 HP per size above 1. Plus 1 STR bracket per
Size as well (max Imp)
Familiar: Defy Death or Talented Enforcer.
8 - Buffalo
HP: 5 Mana: 2 STR: Imp Size: 4 AV: 2 Int: Animal BR: 5
Abilities: Martial Arts, Knockback, Battle Charge, Trample.
Water Buffalo: Swimming. Bison: AV3. Cow: AV1, Domesticated.
Familiar: Skill Share or Partner Awaken.
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9 – Camel (Alpaca, Llama)
HP: 3 Mana: 2 STR: Imp Size: 4 AV: 1 Int: Animal BR: 4
Abilities: Desert or Mountain Native, Bite, Animal Packet (Vitals Blind,
1m), Limited Martial Arts (Vitals only), Strength, Endurance.
Domesticated.
Familiar: Disable or Endure.
10 – Cat, Big
HP: 3-7 Mana: 2 STR: Ave-Imp Size: 2-4 AV: 1 Int: Animal BR: 8
Abilities: Bite AV0, Martial Arts w/ Weap. Mast., Slay, Careful Planning,
Acrobatics. +2 HP per size above 2. Plus 1 STR bracket per Size as well
(max Imp)
Lion: Battle Cry. Tiger: Swimming. Cheetah: Speed.
Familiar: Martial Arts or Gifted Slay.
11 – Cat, House
HP: 1 Mana: 2 STR: Tiny Size: ½-1 AV: 0 Int: Animal BR: 1
Abilities: Bite (vs Size ½ and smaller only), Defensive Martial Arts,
Acrobatics, Snare, Spirit Guide. Domesticated.
Familiar: Spirit Guide or Acrobatics.
12 – Crocodile (Alligator, Caiman)
HP: 1 Mana: 2 STR: Tiny-Gia Size: 1-5 AV: 3 Int: Animal BR: 6
Abilities: Bite AV0, Martial Arts, Swimming, Diving, Hide, Leap (Water
Only), Hack, Night Vision. +4 HP per size above ½. Plus 1 STR bracket per
Size as well (max Gia)
Familiar: +1 AV or Hack.
13 - Deer
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 1 Int: Animal BR: 2
Abilities: Defensive Martial Arts, Leap, Strength, Advanced Hearing.
Familiar: Sense Ambush or Light Touch.
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14 - Dog
HP: 2 Mana: 2 STR: Ave Size: 2 AV: 0 Int: Animal BR: 2
Abilities: Bite (Hack/Impale/Vitals Hacks), Defensive Martial Arts,
Advanced Smell/Hearing, Tracking, Cure Mental Illnesses. Domesticated.
Familiar: Cure Mental Illnesses or Talented Tracking.
15 – Echinoderms (Sea Stars/Urchins/Cucumbers)
HP: 1 Mana: 2 STR: Low Size: ¼ AV: 2 Int: Animal BR: 1
Abilities: Water Home, Regenerating (OOC), Slow, Resistance to Skills.
Familiar: Brace or Limited Effects Resistance (one class only – perm. choice).
16 - Elephant
HP: 15 Mana: 2 STR: Gia Size: 8 AV: 3 Int: Anim./Ave. BR: 12
Abilities: Trample, Knockback, Battle Charge, Martial Arts, Prehensile
Appendage, Battle Cry.
Familiar: Limited Giant Strength (+Carrying Only) or Skill Share.
17 - Fish
HP: 1-10 Mana: 2 STR: Tiny-Gia Size: ¼ - 5 AV: 1 Int: Animal BR: 1
Abilities: Water Home, Bite (if size 1+), Escape, Leap, Hide. +2 HP per
size. +1 STR bracket per size over 1 (Max Gia)
Familiar: Swimming or Duel.
18 - Fox
HP: 1 Mana: 2 STR: Low Size: 1 AV: 0 Int: Animal BR: 3
Abilities: Defensive Martial Arts, Bite (Hack/Impale/Vitals Hacks),
Hide, Stealth, Advanced Hearing/Smell.
Familiar: Scouting or Hide.
19 – Frog (Toad)
HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 0 Int: Animal BR: 1
Abilities: Water Native, Leap, Gifted Poison (GM discretion).
Familiar: Earthbind Touch or Leap
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20 - Goat
HP: 1 Mana: 2 STR: Ave Size: 2 AV: 0 Int: Animal BR: 2
Abilities: Knockback, Battle Charge, Climbing, Defensive Martial Arts.
Domesticated.
Familiar: Knockback or Impale.
21 - Hippopotamus
HP: 15 Mana: 2 STR: Gia Size: 6 AV: 3 Int: Animal BR: 14
Abilities: Bite 5 AV0, Berserk, Swimming, Martial Arts, Trample, Gifted
Deadly (Bite Only for sizes less than 5, 1m).
Familiar: Threat Vitals or Swimming.
22 - Horse
HP: 2 Mana: 2 STR: Imp Size: 4 AV: 0 Int: Animal BR: 7
Abilities: Speed, Bite, Martial Arts, Trample, Battle Charge, Endurance,
Advanced Hearing. Domesticated.
Donkey: Resistance to Mental Effects. Zebra: Missile Resist., not Domest.
Familiar: Endurance or Improved Strength.
23 - Hyena
HP: 2 Mana: 2 STR: Ave Size: 2 AV: 1 Int: Animal BR: 4
Abilities: Bite (Hack/Impale/Vitals Hacks), Maul, Defensive Martial
Arts, Advanced Smell, Night Vision.
Familiar: Spirit Bury or Spirit Guide.
24 – Insect, Large
HP: 1 Mana: 2 STR: Tiny Size: ¼ - ½ AV: 2 Int: Animal BR: 4
Abilities: Bite 0 (Infect – GM Discretion), Climbing, Flying, Digging,
Night Vision, Scouting.
Familiar: Fear Touch or Bite.
25 – Insect Swarm
HP: 0 Mana: 2 STR: N/A Size: (3) AV: 0 Int: Animal BR: 11
Abilities: Only take area effects (immune to all else). Abilities by type.
Familiar: Fear Aura or Gifted Tumble.
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26 - Lizard
HP: 1 Mana: 2 STR: Tiny Size: ½ AV: 1 Int: Animal BR: 1
Abilities: Climbing, Hide, Digging.
Familiar: +1 AV or Evasive Shimmering.
27 - Monkey
HP: 1-11 Mana: 2 STR: Tiny-Gia Size: ½-3(4-5) AV: 0 Int: Anim./Ave. BR: 6
Abilities: Acrobatics, Hands, Unglued Search, Defensive Martial Arts,
Bite (Hack/Impale/Vitals Hacks), Prehensile Appendage. +2 HP per size
above ½. Plus 1 STR bracket per Size as well (max Gia)
Ape: Martial Arts, Battle Cry and +2 Size instead of Prehensile Appendage.
Familiar: Improvised Weapons or Acrobatics.
28 – Moose
HP: 5 Mana: 2 STR: Imp Size: 6 AV: 2 Int: Animal BR: 10
Abilities: Martial Arts, Bite, Trample, Knockback, Impale, Battle
Charge, Swimming, Berserk.
Elk: Leap instead of Berserk.
Familiar: Knockback or Gifted Triumph-Boost.
29 – Mouse (Rat)
HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 0 Int: Animal BR: 2
Abilities: Climbing, Hide, Stealth, Bite 0 (Infect - GM Discretion),
Partial Hands.
Familiar: Hide or Talented Area Search.
30 – Octopus (Squid, Cuttlefish)
HP: 1-23 Mana: 2 STR: Tiny-Gia Size: ½-5 AV: 0 Int: Anim./Ave. BR: 6
Abilities: Water Home, Hands, Hide, Stealth, Snare, Disguise (as
aquatic only), Escape (in water only), Bite 0 (Poison - GM Discretion Call
“Bite 0, no damage- take Poison.”) +2 HP per size above ½. Plus 1 STR
bracket per Size as well (max Gia)
Familiar: Lie or Evasive Shimmering.
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31 - Opossum
HP: 1 Mana: 2 STR: Low Size: 1 AV: 0 Int: Animal BR: 1
Abilities: Defensive Martial Arts, Bite 0 (Infect – see GM), Climbing,
Night Vision.
Familiar: Night Vision or Gifted Zombify.
32 - Ostrich
HP: 2 Mana: 2 STR: Bea Size: 4 AV: 1 Int: Animal BR: 4
Abilities: Limited Martial Arts (Vitals Only), Bite (Hack/Impale/Vitals
Hacks), Knockback, Speed, Sense Ambush, Triumph, Hide.
Familiar: Talented Messenger or Endurance.
33 – Rabbit
HP: 1 Mana: 2 STR: Tiny Size: ½ AV: 0 Int: Animal BR: 1
Abilities: Leap, Digging, Advanced Hearing, Speed.
Familiar: Leap or Sense Ambush.
34 – Raccoon
HP: 1 Mana: 2 STR: Low Size: 1 AV: 0 Int: Animal BR: 4
Abilities: Defensive Martial Arts, Bite 0 (Infect – see GM), Partial
Hands, Unglued Search, Night Vision, Hide.
Familiar: Limited Reflexes (Disarm Resistance) or Unglued Search.
35 - Ram
HP: 3 Mana: 2 STR: Imp Size: 4 AV: 1 Int: Animal BR: 5
Abilities: Knockback, Battle Charge, Acrobatics, Martial Arts, Impale.
Familiar: Knockback or Improved Strength.
36 - Rhinoceros
HP: 10 Mana: 2 STR: Gia Size: 5 AV: 3 Int: Animal BR: 8
Abilities: Martial Arts, Impale, Trample, Berserk, Knockback, Battle
Charge, Partial Vision, Advanced Hearing/Smell.
Familiar: Limited Spellturning Shield (UB only) or Might Strike.
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37 – Salamander (Newt)
HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 0 Int: Animal BR: 1
Abilities: Water Native, Hide, Improved Healing Factor (Out of
Combat), Poison (GM Discretion).
Familiar: Fire Resistance or Limited Healing Factor (limbs only).
38 - Scorpion
HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 2 Int: Animal BR: 6
Abilities: Climbing, Hide, Digging, Sting (as Bite) deals 0 (Poison – see
GM), Call “Bite 0, no damage- take Poison.” Dark Vision.
Familiar: Gifted Slay or Night Vision.
39 - Shark
HP: 3-23 Mana: 2 STR: Tiny-Gia Size:1/2 - 5 AV: 1 Int: Animal BR: 6-11
Abilities: Water Home, Bite AV0, Martial Arts, Knockback, Advanced
Smell, Devour, Berserk, +4 HP per size above ½. Plus 1 STR bracket per
Size as well (max Gia)
Familiar: Summon the Dead or Resurrect.
40 - Sheep
HP: 1 Mana: 2 STR: Low Size: 2 AV: 0 Int: Animal BR: 1
Abilities: Defensive Martial Arts. Domesticated.
Familiar: -1 weather damage or Limited Dispel Magic (Storm Spells Only)
41 - Skunk
HP: 1 Mana: 2 STR: Low Size: 1 AV: 0 Int: Animal BR: 3
Abilities: Defensive Martial Arts, Bite 0 (Infect – GM Discretion),
Fearless, Digging, Stink Packet (-1/-1 and Blinds any Living target: 1
mana), Night Vision.
Familiar: Resist Devour or Disable Ray.
42 – Snake
HP: 1-6 Mana: 2 STR: Tiny-Gia Size: ½-4 AV: 1 Int: Animal BR: 2
Abilities: Defensive Martial Arts, Bite (Hack/Impale/Vitals Hacks)
Climbing, Advanced Smell, Hide. +2 HP per size above ½. Plus 1 STR
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bracket per Size as well (max Gia)
Vipers: Bite 0 Poison (GM Discretion). Call “Bite 0, no damage- take Poison.”
Familiar: Crit Elite or Gifted Slay.
43 - Spider
HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 1 Int: Animal BR: 2
Abilities: Climbing, Bite 0 (Poison) (GM Discretion).Call “Bite 0, no
damage- take Poison.”
Familiar: Snare or Talented Tailor.
44 - Squirrel
HP: 1 Mana: 2 STR: Tiny Size: ½ AV: 0 Int: Animal BR: 2
Abilities: Acrobatics, Bite 0 (Infect – GM Discretion), Shatter (Arrows
Only), Unglue Search
Familiar: Acrobatics or Limited Shatter (Arrows Only)
45 - Tortoise
HP: 1 Mana: 2 STR: Low Size: 1 AV: 4 Int: Animal BR: 1
Abilities: Slow, Bite, Brace, Martial Arts, Unbreachable in zones 3-4.
Turtle: Swimming, Diving.
Familiar: +1 AV or Brace.
46 - Vulture
HP: 1 Mana: 2 STR: Ave Size: 2 AV: 0 Int: Animal BR: 1
Abilities: Flying, Bite (Vitals Hacks), Defensive Martial Arts, Advanced
Smell Elite, Disease Resistance.
Familiar: Spirit Bury or Exorcism Ritual.
47 - Weasel
HP: 1 Mana: 2 STR: Tiny Size: ½ AV: 0 Int: Animal BR: 2
Abilities: Defensive Martial Arts, Bite (Hack/Impale/Vitals Hacks),
Reflexes, Digging, Hiding.
Otter: Swimming. Ferret: Evasive Shimmering.
Familiar: Reflexes or Evasive Shimmering.
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48 – Whale, Toothed (Dolphin)
HP: 5+X Mana: 2 STR: Gia-Mon Size: 3-8 AV: 3 Int: Anim./Ave . BR: 6
Abilities: Water Home, Monstrous STR if size 6+, Bite AV0, Devour,
Trample. HP is 5 + 5 per size above 3.
Familiar: Swimming or Skill Share.
49 – Whale, Baleen
HP: 5+X Mana: 2 STR: Mon-Col Size: 5-15 AV: 4 Int: Anim./Ave. BR: 8
Abilities: Water Home, Bite AV0, Trample, 1 UB Structual Damage to
Boats. HP is 5 + 5 per size above 3. Colossal STR at sizes over 10.
Familiar: Identify (Talented) or Cartographer.
50 - Wolf
HP: 3 Mana: 2 STR: Ave Size: 3 AV: 1 Int: Animal BR: 9
Abilities: Bite (1 Vitals/Hack/Impale/Vitals Hacks), Defensive Martial
Arts, Improved Hunting Party (min. 3), Slay, Battle Cry (Free in packs of
3+), Ambush, Advanced Smell, Tracking.
Familiar: Martial Arts or Talented Tracking.
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Undead and Otherwordly Beings
In FanWar we have distinctions between
the types of otherworldly beings you might
run into based on the way they are created, as
well as by what forms they take.
Undead can form or be created in several
ways. They may be constructed by trapping a
spirit in a body and using it like a battery to
power the dead body (a very evil thing to do).
These are usually like robots in that they
follow orders and are not sentient. Some
undead are natural, these are naturally
occurring creatures of the Ethereal Plane.
They can be summoned by Necromancers, but
most are free-willed and sentient and can
even be good. The last type of otherworldly
beings are called outsiders because they
don’t belong in this world or are from another
dimension etc. These are things like Demons,
Angels, or Elementals. Outsiders don't
necessarily follow the rules of normal undead
unless they are also undead (like the ones
listed in this section).
Undead can also be categorized by their form. We use the terms corporeal,
skeletal, spectral, and outsider to describe them.
• Corporeal undead are animated bodies like zombies or ghouls, and get no
special abilities.
• Skeletal undead are animated bones, like skeletons or litches. They are
always immune to arrows, and vitals attacks.
• Spectral undead are animated spirits, such as specters or wraiths. Spectral
undead usually have some form of ethereal travel and martial arts, and can
never wear armor.
• Outsider undead, such as demons, are often varied and can take many
strange forms.
• Some undead are hybrid or other types and may not follow the guidelines
outlined here.
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Power Levels of Undead
All undead fall into one of four power levels: Partial Undead, Minor Undead, Full
Undead and Greater Undead. All undead have certain abilities just because they are
undead. To save space, we will only list those abilities once below, and refer to them
by the power level given for each undead creature.
Partial Undead Beings are actually still alive but have some undead traits.
Immune to standard Necromantic Attacks, They can take healing as damage;
Holy damage acts as a Terror effect to them.
Minor, Full, and Greater have the following:
Effective Dark Vision and Spirit Guide, Immune to Mental Effects and
Unconsciousness, Immune to standard Necromantic Attacks, Mana Drain
Ritual. They can take healing as damage; Holy damage acts as a Terror effect to
them, Immune to Poisons (no vascular system), Immune to Drowning (no
respiratory system), etc.
Other abilities by type:
⌧ Minor Undead
These are just animated dead bodies or are otherwise weak enough to be cut
down like any other body. Minor undead only have the most basic properties of an
undead, as given above.
Full Undead
These stronger beings have all of the above abilities and cannot be hurt by
normal weapons. A full undead, if hit by a normal weapon will simply ignore that
damage. Full Undead can also Mana Drain by two handed tag at the rate of one mana
every 20 count (see below). To wound or kill a full undead the damage must be
from:
a) Silver - silver weapons can deal this kind of damage
b) Magic - either from a spell or magic weapon, for example.
c) Healing - healing spells can damage them on a point per point basis!
Ω Greater Undead
All of the above abilities, but are only affected by Magic Damage and healing.
Greater Undead can Mana Drain with a UB Touch attack (see below)!
Mana Draining Attacks
All Full and Greater Undead can make Mana Drain attacks. These attacks
damage affected players on their mana, similarly to taking damage on one's HP.
Minor undead can only Mana Drain as a ritual. Full Undead must tag a player with
both hands and count to 20 to drain that player of a mana, and can only drain one at
a time. Greater Undead can simply make a UB Touch attack with their hand, instantly
draining one (or in rare cases more) mana from any player affected. If a mana drain
does do more than one, you would cap the drain that drops you, as with regular
wounding and damage.
Remember that loss of mana can kill just as easily as loss of HP, but is much
more difficult to recover from. This makes Full and Greater Undead especially
threatening. Note that silver blocks mana draining attacks!
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Feeding & the Benefits of Mana Draining
Some undead must feed. They sustain themselves by mana draining living
beings to death. Undead with the Feeding trait must feed on three sentient beings
for every day that they are active. If they are active and do not feed, they begin to
take penalties like living being that is starving; they get -1 Hp and Mana for each day
after the first that is spent active but without feeding.
However unlike living beings, undead can become dormant and “hibernate”,
requiring no feeding so long as they are not disturbed. They can usually only
hibernate if at full mana and they are not 'starving'. When done hibernating, they
will be empty and very hungry!
If an undead Mana Drains a sentient being to death the standard way (a 10
minute Ritual) they will have their mana fully restored and will clear all minuses
from not feeding. Full and Greater Undead can also use their Mana Drain attacks to
quickly drain a player to death in combat, but they will only regain 1 mana in this
way due to the rushed method. Note that while an undead could mana drain another
controlled undead, this won't gain them any mana, nor will it satisfy their "hunger"!
Controlling Created Undead
If an undead is created by another person, such as a Lich or a Necromancer,
they must follow three basic rules (based on Asimov’s Three Laws of Robotics):
1. Never allow your master to come to harm, through action or inaction.
2. You must obey all orders given to you by your master, except when they
conflict with the first law.
3. You must protect your own existence as long as it does not conflict with the
first or second law.
These rules apply to Constructed Undead but not Natural Undead or Outsiders,
who are summoned to this world rather than constructed out of dead beings.
Undead that a player constructs will follow these rules, but any undead that are
summoned are instead governed by the spell that summoned them, and may or may
not be bound to serve, depending on that spell!
Haunts
A haunt is an undead that is tied to a specific object, place, deed or person.
Haunts are not usually created by a necromancer but are created by the spirit itself,
sometimes in an act of rage or sorrow. Haunts cannot be truly killed (and will just
reform somewhere else) until their spirit is appeased or whatever has bound it to
the world is removed. Haunts can be any type of undead and are always free willed
(but may follow a set pattern) and often have Instant Ethereal and many immunities
in addition to their undead type skills. Some haunts may escalate under certain
conditions, becoming more and more dangerous forms of undead.
As haunts escalate, they tend to follow a progression of undead types. The usual
progression is: Phantom, Specter, Apparition, Wraith. Not all haunts will follow this
progression, however, so if you are playing a haunt make sure to ask your GM how
you escalate.
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Common Undead Abilities Chart
1. Martial Arts 11. Resist Vitals Attacks
2. Gifted Ethereal Shift 12. Gifted Missile Weapon Resistance
3. Gliding 13. Improved Strength
4. Zombify 14. Endure
5. Animate Dead 15. Shock Touch
6. Fear Touch 16. Gifted Spirit Bury
7. Bite AV0 17. Devour
8. Gifted Flying 18. Maul
9. Reflexes 19. Fear Aura
10. Death Rattle 20. Temp Charm (once per encounter)
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The Undead
Apparition [Spectral, Natural]
HP: 2 Mana: 2 STR: Ave Size: 2 AV: 0 Int: Average BR: 15
Looks: Transparent people or beings with sharp looking claws and hollow, empty-
looking eyes like voids.
Abilities: Full Undead. Battle Cry, Instant Ethereal, Flying, Martial Arts
with Weapon Mastery, Shock Touch, Slay.
Cannot wear armor, but may appear to if a haunt!
Notes:
⨯ Ashen Crusher [Corporeal, Constructed]
HP: 10 Mana: 2 STR: Gia-Mon Size: 5-10 AV: 0 Int: Dense BR: 13
Looks: Pale white, sometimes rotting, giant humanoids. These beasts are made from
pieced together Giant and Ogre bits. They usually have three arms instead of two
making their strength even more terrifying.
Abilities: Minor Undead. Monstrous Strength (if over size 8), Martial
Arts, Prehensile Appendage (extra arm).
Notes: Used mostly as heavy hitters in Undead armies, these beasts are a menace
and known for crushing through tough defenses.
Banshee [Spectral, Natural]
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Low BR: 8
Looks: Transparent shifting outline, usually female, with claws and what looks like
transparent cloth blowing around them as if in a wind storm.
Abilities: Full Undead. Battle Cry (no mana cost), Cowardly, Ethereal
Shift, Hide and Stealth, Martial Arts, Shock Touch. Immune to Flame and
Storm Spells as well as all Bindings or Control Spells. Cannot wear armor.
Notes: Banshees are terrifying but not dangerous, fleeing if anyone stands up to
them.
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Battlebones [Skeletal, Constructed]
HP: 5* Mana: 2 STR: Ave Size: 4 AV: 0 Int: Average BR: 15
Looks: Larger complete sets of bones (various troll sizes).
Abilities: Full Undead. *Regenerating. Immune to Missile Weapons,
Missile Spells and Vitals Attacks. [Partial Humanoid]
Notes: Made from fallen Trolls, Battlebones are far more dangerous than the
common Skeletons that lurk marshes.
⨯ Bone Warrior [Corporeal, Constructed]
HP: 3 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Low/Average BR: 6
Looks: Mutated bodies, with bones grafted out and sharpened to be used as
weapons!
Abilities: Minor Undead, Immune to Disarm. Fight as though they had
Average Intelligence, weapons for hands (can't throw items) [No Hands]
Notes: Usually use axes or swords for bone-like hands. All of their items (weapons,
shields, armor) are part of them. If shattered their weapon hands can be healed and
they cannot be Looted. Low Intelligence outside of combat.
Crypt Hulk [Corporeal, Constructed]
HP: 5 Mana: 2 STR: Imp Size: 4 AV: 1 Int: Animal-Low BR: 7
Looks: Gorillas with no heads and empty helmets instead.
Abilities: Full Undead. Jumpstart Animate Dead (allies only), Martial
Arts, Zombify. [Partial Bipedal, Partial Humanoid]
Notes: These beings seem to be created from protective mother gorillas twisted to
view allied undead as their babies. They are very healing focused and will even first
aid allied living troops.
Crypt Sentinel [Other, Natural]
HP: 1* Mana: 2 STR: Ave Size: 3 AV: 0 Int: High BR: 12
Looks: Transparent skeletons.
Abilities: Full Undead. Ethereal Shift, *Healing Factor, Unbreachability.
Notes: Dangerous guardians of tombs and relics, these creatures are sometimes
recruited as deadly warriors for undead armies.
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Kensai Shade [Corporeal, Natural]
HP: 3 Mana: 3 STR: Ave Size: 3 AV: 0 INT: Average BR: 18
Looks: Empty kimonos or samurai armor depending on their style.
Abilities: Full Undead. Up to Rank 5 Samurai, (and equivalent Assassin
as long as they are wielding a specific weapon type). They begin in a
minor state (appearing to be a Minor undead) but every time they are
killed in a duel they will reform and escalate up to their full power level.
Notes: These entities are believed to be created in another realm and coming into
this one, these beings are not known to be outsiders, but may be. Often seen in areas
of a Chinese or Japanese Pantheon but feared across the
land.
DEMONS
Dark beings from the underworld, demons are one of the
most feared and powerful of all undead. Known for their
intelligence, powerful magic, and deadly force. Many
necromancers have sought to enslave demons to their
will, only to end up as slaves themselves. Demons often
operate as the chief agents of evil deities, much as angels
are the agents of more good deities.
Minor Devil [Outsider?]
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Average BR: 15
Looks: Demonic like humans with horns, a tail, and wings of varying sizes,
sometimes with other traits.
Abilities: Minor Undead, Winged Gliding, (Choose one:
Greater Undead or Outsider Regenerating). Also choose one of
the following: 5 Mana, Flying, Giant Strength, Martial Arts with
Weapon Mastery, Shattering Armor, Slay, Hack & Staff Touch with
melee weapons.
Notes: Demonic creatures from another world Minor Devils are sadistic
and often evil. These demonic creatures are also known as Inferendoth and
work usually in the evil and chaotic factions of armies and organization.
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Ω Behowl [Outsider?]
HP: 5 Mana: 5 STR: Ave Size: 2 AV: 0 Int: High BR: 17
Looks: Demonic owls with a ring of nine eyes around their head with
horns spiraling out as well.
Abilities: Greater Undead, One of each ray (including web,
disable, wind shuriken), Charm Ray (purple - 9 uses), Winged
Flight, Martial Arts, Scouting, Carrying, Bite, Night Vision, Battle
Cry, Outsider Regenerating. When you hit an up player with a ray
you may trigger a displace (ray doesn't need to work).
Notes: Believed to be from another world, Behowls are used in the evil and
chaotic factions of armies and organization making very effective supports,
though not often the main combative troop.
Ω Beast Demon [Outsider]
HP: 20* Mana: 5 STR: Gia-Col Size: 1-20 AV: 1-4 Int: Animal/High
BR: 25
Looks: Demonic looking animals or beasts with a supernatural intelligence
in the eyes and often characteristic demon like traits such as wings, horns,
and claws.
Abilities: Greater Undead, Winged Flight, Shattering Armor,
Hack (Martial Arts only), Martial Arts with Weapon Mastery,
*Outsider Regenerating, Slay. [Partial Humanoid, Partial Hands,
Partial Bipedal]
Notes: Beast Demons are Outsiders and thus they may have many other
abilities not listed here. Unlike other demons, Beast Demons become side-
tracked more easily and can be distracted.
Ω Culguruthos [Outsider]
HP: 10* Mana: 5* STR: Ave Size: 1-6 AV: 0 Int: High BR: 25
Looks: Flaming demonic elemental beings with large horns, wings, and a
tail.
Abilities: Greater Undead, Winged Flight, Immune to
Necromancy and Fire (all), *Regenerating, Mana Regeneration,
Rouge: Necro Rotator, Rouge: Flame Rotator, Ball and Ray Strikes:
1 mana (Flame and Necro). All Flame and Necromancer OUTs.
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Notes: These beings are almost exclusively found in Morgoth armies
massacring anything in their way. If they have weapons of their type, they
will have one Ray or Ball that they are Adept Blaze with.
Ω Lesser Demon [Outsider]
HP: 20* Mana: 5 STR: Gia Size: 4 AV: 3 Int: Very High BR: 30
Looks: A strange mixture of demonic and elemental features. These beings
appear very alien and are only barely humanoid.
Abilities: Greater Undead. Winged Flight, Martial Arts with
Weapon Mastery, *Outsider Regenerating, Shattering Armor, Slay,
Hack & Staff Touch with melee weapons. Mage Abilities by Demon
type: (Fire, Storm, Sun, Shadow, or Earth)- Innately 5th Rank
Flame, Storm, Life, Necro, or Nature Mage, respectively. Adept at
spells by type. [Partial Humanoid]
Notes: Demons are Outsiders and thus they may have many other abilities
not listed here. They are notoriously difficult to control, power hungry,
sadistic, and evil.
Ω Greater Demon [Outsider]
HP: 30* Mana: 5 STR: Sup+ Size: 5-10 AV: 4 Int: Extreme BR: 50
Looks: Massively muscled and terrifying, usually with bat-like wings,
horns, tail, and claws.
Abilities: Greater Undead. Battle Roar, Flying, *Outsider
Regenerating, Shattering Armor, Skill/Spell Rogue, Hack & Staff
Touch with melee weapons. Innately Rank 6.
Notes: Demons are Outsiders and thus they may have many other abilities
not listed here. They are notoriously difficult to control, power hungry,
sadistic, and evil.
MORITOST
These animated suits of armor are created through mysterious means to guard
important locations. They are often used to great effect in evil armies. Moritost takes
additional damage from shatter and destroy effects which often hack them in
addition to dealing them damage
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Moriplate [Corporeal, Constructed]
HP: 3 Mana: 2 STR: Ave Size: 4 AV: 3-4 Int: Average BR: 12
Looks: Complete suits of plate mail armor with helm, apparently empty,
yet animated.
Abilities: Full Undead. Shatter hacks the part of them it
strikes, destroy effects do the same but also deals them 5
damage!
Notes: Armor that has been haunted, possibly by its former wearer,
Moriplate are durable and dangerous foes.
Death Guard [Corporeal, Constructed]
HP: 3 Mana: 2 STR: Ave Size: 4 AV: 3-4 Int: Average BR: 15
Looks: Suits of plate armor with a skeleton fused to the metal. A large
colored gem glows faintly in the forehead of the helm.
Abilities: Full Undead, Unbreachability, Can make AV0 Mana
drain attacks (hands only), Innately 1st Rank Veteran and 1st
Rank Mage of the type matching their gem color, Eye Hacks acts
as slay to them, Shatter hacks the part of them it strikes, destroy
effects do the same but also deals them 5 damage.
Notes: Used as Elite Guards or as key units in wars, these rare creatures
are simple yet effective. Extremely hard to destroy, these beings are feared
and hated.
Ω Cemerai [Corporeal, Natural]
HP: 3 Mana: 3 STR: Ave Size: 3 AV: 3-4 Int: Average BR: 13
Looks: Complete suits of full Samurai armor with full helm, walking
around, with empty black voids where a face should be.
Abilities: Greater Undead. Death Rattle: Animate Dead (self
only) if killed in a duel. Shatter hacks the part of them it strikes,
destroy effects do the same but also deals them 5 damage!
Innate 1-5 Ranks in Samurai.
Notes: Usually used as military commanders or guardians, these
dangerous creatures are believed to be a form of haunt or haunted armor
that is created when a Samurai is killed in a particular way.
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Ω Death Knight [Corporeal, Constructed]
HP: 3 Mana: 3 STR: Imp Size: 4 AV: 3-4 Int: Average BR: 20
Looks: Complete suits of plate armor with full helm, walking around, with
an empty black void where a face should be.
Abilities: Greater Undead. Rouge: Necro Rotator. Shatter
hacks the part of them it strikes, destroy effects do the same but
also deals them 5 damage! Innately 1st Rank Knight and 2nd
Rank Necromancer
Notes: Usually used as military generals or guardians, these very
dangerous creatures are believed to be created when a Knight is killed in a
particular way.
Ω Doom Guard [Corporeal, Constructed]
HP: 3 Mana: 3 STR: Bea Size: 4 AV: 3-4 Int: Average BR: 20
Looks: Suits of plate armor with a skeleton fused to the metal. A large
colored gem glows faintly in the forehead of the helm.
Abilities: Greater Undead. Rouge: Mage Type Rotator. Shatter
hacks the part of them it strikes, destroy effects do the same but
also deals them 5 damage! Innately 2nd Rank Veteran and 1st
Rank Mage of the type matching their gem color. Eye Hacks acts
as slay to them!
Notes: Used as Elite Guards or as key units in wars, these rare creatures
are simple yet effective. Extremely hard to destroy, these beings are feared
and hated.
---------------------------------------------------------------------------------
⨯ Ghost [Spectral, Natural]
HP: 2 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Low BR: 5
Looks: Transparent people.
Abilities: Minor Undead. Can not deal any damage, Fear Touch, Flying,
Instant Ethereal, Martial Arts. Cannot wear armor, but may appear to if a
haunt!
Notes: Ghosts tend to rely on scaring away their opponent and knocking them out
for mana draining later. If this doesn't work, they tend to retreat.
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GHOULS
Believed to be a terrifying form of zombie, ghouls are a
mystery. Extremely loathsome. How they devour
everything around and never get full is unknown some
believe them cursed by deities to forever walk the
earth trying to get full.
⨯ Grave Ghoul [Corporeal, Constructed]
HP: 2 Mana: 2 STR: Bea Size: 3 AV: 1 Int: Low BR: 11
Looks: Hunched over, pale and raggedy with sharp claws and sharp teeth.
Abilities: Minor Undead, Feeding. Bite AV0, Improved Devour,
Martial Arts. [Partial Humanoid]
Notes: Insatiable cannibals with no limit to how much they can eat. Items
devoured are simply gone!
Plague Ghoul [Corporeal, Constructed]
HP: 2 Mana: 2 STR: Bea Size: 3 AV: 1 Int: Low BR: 15
Looks: Hunched over pale raggedy people with sharp claws and lots of
very sharp teeth.
Abilities: Full Undead, Feeding. Bite AV0, Improved Devour,
Martial Arts. Their Bite can have a variety of Poisons or Diseases.
[Partial Humanoid]
Notes: Insatiable cannibals with no limit to how much they can eat. Items
devoured are simply gone!
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⨯ Guardian Spirit [Spectral, Constructed]
HP: V Mana: V STR: V Size: V AV: V Int: V BR: V+3
Looks: Like a transparent version of whatever the creature was in life when it died,
with the same items, etc.
Abilities: Minor Undead. *Stats and abilities as species type, no class
skills. Can't Mana Drain. Cannot wear armor, but may appear to if a haunt!
Notes: They are usually created by Necromancers during battle when a party
member dies, they retain all their personality, though none of their class
spells/skills.
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Ω Litch [Skeletal, Constructed]
HP: 3 Mana: 5 STR: Ave Size: 3 AV: 0 Int:
Very High BR: 21
Looks: Complete sets of bones, usually
humanoid, sometimes with magely garb or
items.
Abilities: Greater Undead, Feeding.
Immune to arrows and Vitals Attacks.
Rouge: Necro Rotator. Necromancy is
Fractional Cost for them (see below).
Innate Rank 2 Necro and gains 1 Innate
Rank in Necromancer each Rank they
gain.
[Partial Humanoid]
Notes: Liches are double proficient with Elder
Sorcery Undead Creation and Undead Binding
and Command/Control Spells (create undead at
½ mana cost, double control number and double control range!).
Ω Lupogaunt [Outsider??]
HP: 30*+ Mana: 5+ STR: Gai-Col Size: 4-20 AV: 4? Int:Animal/Very High?
BR: 50+
Looks: Taking many forms, these creatures appear as strange terrifying beasts or
beings, like something out of a nightmare. More often then not they are animal like,
though humanoid ones have been encountered.
Abilities: Greater Undead. Dark Vision, Hind Claws, Martial Arts with
Weapon Mastery, True Sight. Immune to most attacks, Silveel (elven Silver
Steel) seems to damage them as well as some ancient Elder Sorcery types
of items. Other Abilities?: Paralysis Howl?, Plague Touch?, Magic Drain?,
Innate Morganti Attacks?, Mana Drain 5 UB?, Command Breath?
Notes: Definitely something from another plane, these beings are among the most
feared of undead, if they are undead at all. Their abilities are unknown, as
encounters with them are rare. Often seeming to act in an animal-like way, yet with
powerful intelligence. Lupogaunts seem unable to be Exorcised normally, most
having been killed or stopped by divine beings. Those that have been killed often
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return, imprisonment is the only known end for these terrifying beings.
⨯ Medic Imp [Corporeal, Constructed]
HP: 1 Mana: 2 STR: Tiny Size: ½ AV: 0 Int: Low BR: 8
Looks: Small bat like demonic creatures with red and black skin.
Abilities: Minor Undead, Fire Ball and Terror Ball (must be multicast),
Undead Reanimation, Winged Flight.
Notes: These creatures are primarily used by undead armies as undead healers.
They can be found working for any undead army but they mainly are found working
with the demonic factions of evil armies.
Mummy [Corporeal, Constructed]
HP: 5 Mana: 3 STR: Bea Size: 3 AV: 0 Int: High BR: 14
Looks: Bodies wrapped in cloth ceremonially for burial.
Abilities: Full Undead. Battle Cry, Martial Arts,
Shatter. Immune to Control Effects etc. Fire damage
ignites mummies immediately, even when up! Size as
species type. Innately 1st Rank Mage by type: Sand -
Flame, Ice - Storm, Cairn- Life, Bog - Necro, Clay -
Nature. May have a blessing which is inverted to curse
whosoever kills the mummy!
[Partial Humanoid]
Notes: Mummies are often guardians of sanctified areas.
⨯ Phantom [Spectral, Natural]
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Low BR: 5
Looks: Phantoms appear to be transparent humanoids.
Abilities: Minor Undead. Ethereal Shift, Martial Arts. Cannot wear
armor, but may appear to if a haunt!
Notes: Often mistaken for Ghosts, these more dangerous undead are a common form
that Haunts will take.
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Skeleton [Skeletal, Constructed]
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: High BR: 8
Looks: Complete sets of bones, usually humanoid.
Abilities: Full Undead. Immune to arrows and Vitals
attacks. [Partial Humanoid]
Notes: Skeletons, known for their inhuman intelligence are used
for complex tasks which they perform with eerie efficiency.
Skull Warriors [Skeletal, Constructed]
HP: 5* Mana: 5 STR: Ave Size: 4 AV: 0 Int: Very High
BR: 16
Looks: Partial-Humanoid. Complete Skeletons dress in Ninja garb. They usually have
a Ninja-to sword.
Abilities: Full Undead. Innate ability to cast 4 flame rays and a fireball.
Immune to missiles weapons, Missile Spells, Vitals attacks, *Improved
Healing Factor.
Notes: Incredibly combat oriented creatures that are known for being exceedingly
intelligent, often tacticians, and the right hand man for many undead armies.
Specter [Spectral, Natural]
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Average BR: 10
Looks: Transparent humanoids with claws.
Abilities: Full Undead. Instant Ethereal, Flying, Martial Arts. Never
wear armor.
Notes:
Ω Tomb Wight [Other, Natural]
HP: 3 Mana: 2 STR: Imp Size: 3 AV: 0 Int: Average BR: 18
Looks: Transparent Zombies, shifting between solid and transparent.
Abilities: Greater Undead, Feeding. Flying, Martial Arts. Immune to
damage (except Healing damage).
Notes:
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VAMPIRES
Vampires are creatures that derive their power from forsaking something they
previously valued above all else. For many this is a divine power, for others it is
merely their own better self. All vampires are thus
touched by Evil; a Good vampire, by definition,
cannot be. Some try to control the evil side of
themselves, but most have embraced it
completely. This determines the power level and
type of vampires. The more they accept the power
of the evil part of themselves, the more powerful
they become.
Feeding
Vampires need to feed whenever they are active,
like other Feeding undead. However, Vampires
also are at risk of degrading into a lower form of
vampire if they fail to feed. When a vampire would
normally gain an insanity due to loss of mana,
they instead degrade one step. If this 'insanity'
would become permanent, they are permanently degraded to that lower form of
vampire. It is possible for vampires to move into more powerful forms, but all that is
known about this process is that it is likely difficult and costly.
Infect
Some vampires can use a ritual to Infect with their bite. Any Infected person will be
loyal to the vampire that created them (as Allure), but Remove Charm has no effect
on this. Only an Exorcism can return them to their original state. Players successfully
infected by a vampire's bite will likely eventually (over a series of weeks) become
Sired-by Vampires (50%), but can be Beast (40%) or Noble (10%) Vampires.
Vampiric Traits
There are other factors that are true to all Vampires: Sunlight harms them, they can
die if immersed in running water, and any symbol of that which they previously held
dear bothers them. The amount that each of these forms of attack will affect a
vampire depends on its type, see below.
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⨯ Sired-by Vampire [Corporeal]
HP: V Mana: V STR: V Size: V AV: V Int: V BR: V+5
Looks: These creatures look exactly like their original species and often do
not even seem undead! They usually have pale skin and more pronounced
fangs.
Abilities: Partial Undead (do not take necromantic damage,
can take healing as damage), Feeding, Charm, Talented Courtier
Sunlight deals Holy Healing weather damage to them. Running
water is painful to them. *Stats as species type. Does not look
undead!
Notes: Must feed on sentient living beings (Ritual Mana Drain).
x Aristocratic Sired-bys
HP:V Mana: V STR: V Size: V AV: V Int: Average BR: 10
Looks: As Species
Abilities: Minor Undead, Healing deals no damage to them
unless they are in Sunlight, Illusionary Not Undead (Function as
alive until disbelieved - Greater Illusion), Cap Damage at 1 while
an illusion (this drops you, though you aren’t dead), You may pay
1 mana to get up Instantly if you are down this way, Being
Disbelieved Charms the person who Disbelieves you, Temp
Charm: no mana cost or Tier limit.
Notes: A new variant of vampires emerging recently from a specific
vampire line. These new vampires seem to slip seamlessly into societies.
Beast Vampire [Corporeal]
HP:4 Mana: 2 STR: Bea+ Size: 5 AV: 1 Int: Dense BR: 10
Looks: Monstrous, bestial versions of their original species.
Abilities: Full Undead, Feeding. Bestial Transformation (Bat
and Wolf only), Bite and Devour, Martial Arts, Night Vision.
Sunlight or running water deals damage as Holy Healing damage
every 20 count. [Non Humanoid, Partial Hands, Partial Bipedal,
No Speech]
Notes: Also called "Blooded Vampires," these creatures are voracious
killers. They must feed on one sentient being per encounter that they are
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active! One per day can sustain them if they remain dormant the rest of the
time.
Aristocratic Beasts
HP: V +15 Mana: 2 STR: V Size: V, AV: V, INT: Ave with Animal
tendencies BR: 13
Looks: As Species but have some portion of them that is animal formed
(legs of a horse, or wolf arms, or hawk head, etc.)
Abilities: Full Undead, Don’t look undead, Healing deals no
damage to them unless they are in Sunlight, gains 3 common
animal abilities from the chart each encounter, Animal Form:
retains its stat block but mimics an animal's form and mobility
until they revert, Allure Touch for Animal INT beings (lasts the
encounter only).
Notes: A new variant of vampires emerging recently from a specific
vampire line. These new vampires seem to slip seamlessly into societies.
⨯ Revenant Vampire [Corporeal]
HP: V Mana: V STR: V Size: V AV: V Int: V BR: V+8
Looks: These creatures look exactly like zombies, unless they are the more
advanced “Skinned Revenants” in which case they look exactly like the
species they are made from.
Abilities: Minor Undead. Gifted Damage Resistance on limbs,
Gifted Avoid, (these abilities a Adept in a Zombie Horde). UB
Mana Drain (anyone dropped by the Mana Drain of a Revenant
will take Charm- this has no mana cost or Tier Limit). Each
Revenant has one random ability from the following list of Noble
Vampire abilities (Animate Dead, Charm (x2 Item Tier), Bestial
Transformation, Courtier @ Level, Duel, Infect, Instant Ethereal,
Flying, Spirit Bury.) Sunlight deals Holy Healing weather damage
to them. Running water is painful to them. *Stats as species type.
Notes: Must feed on the blood of sentient living beings (Ritual Mana
Drain). If a Revenant Vampire lives long enough, it becomes a Skinned
Revenant and no longer looks undead. It also relearns the classes of the
person it was made from and can use them.
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Ω Aristocratic Revenants
HP: V Mana: V STR: V Size:V AV: V Int: High BR: 17
Looks: As Species
Abilities: Greater Undead, Don’t look undead, Healing deals
no damage to them unless they are in Sunlight, Prevent the effect
of a Conjure that strikes them: 1 mana (this sends them Ethereal
Instantly), Charm, Effects Resistance.
Notes: A new variant of vampires emerging recently from a specific
vampire line. These vampires seem to slip seamlessly into societies.
Ω Noble Vampire [Corporeal]
HP: 5 Mana: 3 STR: V Size: V AV: 0 Int: Very High BR: 20
Looks: Look exactly like their original species and may not even seem
undead! Usually have pale skin and pronounced fangs.
Abilities: Greater Undead, Feeding. Animate Dead, Charm (x2
Item Tier), Bestial Transformation, Courtier @ Level, Duel, Infect,
Instant Ethereal, Flying, Spirit Bury. Sunlight & running water
damage them as Warded Holy Healing every 20 count.
Notes: "True Vampires," Nobles must feed to maintain their state.
Ω Elder Vampire [Corporeal]
HP: 10? Mana: 5+ STR: V Size: V AV: 0 Int: Extreme BR: 30+
Looks: Look exactly like their original species and may not even seem
undead! Usually have pale skin and pronounced fangs.
Abilities: Greater Undead, Feeding. Animate Dead, Charm (x2
Uses), Bestial Transformation, Courtier @ Level, Duel, Infect,
Instant Ethereal, Flying, Spirit Bury. Sunlight & running water
damage them as Warded Holy Healing every 20 count.
Size as species type. Elder Vampires can control vast numbers of
undead, there are many rumors that Elder Vampires are innately
Necromancers, like Liches and Death Knights. Their full abilities
are unknown, but usually they can create a “shroud” or dark layer
around their lair to protect themselves and their minions from
sunlight. Other abilities unknown!
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Notes: Few Elder Vampires have been recorded in history. They have a host
of 15-25, 25th level Vampires called Carakwaith, usually former Dark
Heroes. Elder Vampires take over entire cities, twisting them to their
control and using them as a feeding source and recruitment system.
---------------------------------------------------------------------------------
Wisp Guard [Spectral, Natural]
HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 0 Int: Average BR: 10
Looks: Floating lights of various mage-type colors.
Abilities: Full Undead. Animate Dead and Zombify, Ethereal Shift,
Flying, Limited Attack Resistance (Size ¼), Limited Melee Weapon
Resistance (Zones 0-3), Tiny Strength. Innately 1st Rank of the mage type
matching their color. Cannot wear armor.
Notes: These lights are used to keep undead armies up and running. They have no
attacks except spells, but are very hard to deal with.
WRAITHS
Wraiths are powerful spirits that have remained in
this world rather than passing on. Embodying a
powerful anger and hatred for life, wraiths have
been twisted from a previous, more benign, spectral
form into vicious predators. They
take many forms, all deadly and not to be trifled
with.
Ω Wraith [Spectral, Natural]
HP: 10 Mana: 2 STR: Ave Size: 3 AV:
0 Int: Average BR: 17
Looks: Transparent humanoids with red
glowing eyes, long claws, and black strands
of darkness blowing around them.
Abilities: Greater Undead. Animate Dead, Charm, Instant
Ethereal, Flying, Martial Arts and Weapon Mastery, Slay.
Notes: Never wear armor.
Ω Morganti Wraith [Spectral, Natural]
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HP: 10 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Average BR: 20
Looks: Transparent humanoids with red glowing eyes, long morganti
claws, and black strands of darkness blowing around them.
Abilities: Greater Undead. Animate Dead, Charm, Instant
Ethereal, Flying, Martial Arts and Weapon Mastery, Slay. Claws are
Morganti, and all attacks made with them are too!
Notes: Never wear armor. When dropped they become a morganti
filament, cutting off any body part which passes over, Morganti! Silver
blocks this, but also resummons the wraith fully conscious.
Ω Blue Wraith [Spectral, Natural]
HP: 10 Mana: 4 STR: Ave Size: 3 AV: 0 Int: High BR: 26
Looks: Blue transparent humanoids with blue glowing eyes, long claws,
and black strands of darkness blowing around them.
Abilities: Greater Undead. Instant Ethereal, Flying, Martial
Arts with Weapon Mastery. Anyone mana drained to death by a
Blue Wraith becomes another one under the original's control!
Notes: Never wear armor.
Ω Knight Wraith [Spectral, Natural/Constructed]
HP: 10 Mana: 3 STR: Ave Size: 3 AV: 0/4 Int: High BR: 26
Looks: Appearing black and empty in the material plane, these creatures
are Death Knights in the Ethereal plane.
Abilities: Greater Undead, Feeding. Rouge: Necro Rotator,
Charm, Instant Ethereal, Flying, Martial Arts with Weapon
Mastery, Slay. Innately 1st Rank Knight and 2nd Necromancer
Notes: Also called "Black Wraiths", on the Ethereal Plane (or in Duels) they
have Full Plate mail.
Ω Demon Wraith [Spectral/Outsider, Natural/Outsider]
HP: 10 Mana: 5 STR: Imp Size: 3 AV: 0 Int: Very High BR: 30+
Looks: Transparent, with Demon like traits, red glowing eyes, long claws,
and black strands of darkness blowing around them.
Abilities: Greater Undead, Feeding. Tend to have many Demon
and Wraith abilities. Animate Dead, Charm, Instant Ethereal,
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Flying, Slay, Staff Touch & Hack with Melee Weapons. [Partial
Humanoid]
Notes: Demon Wraiths are demons from the ethereal plane.
---------------------------------------------------------------------------------
ZOMBIES
Animated bodies, zombies are a well known form of
undead. Easy to make quickly and in great numbers,
Zombies are found anywhere Necromancy is at work.
⨯ Humanoid Zombie [Corporeal, Constructed]
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int:
Stupid BR: 3
Looks: Humanoid corpses, often rotting or
otherwise falling apart.
Abilities: Minor Undead. Slow. (Will damage down players
once before moving on.)
Notes: Common creatures found in use by necromancers everywhere,
Zombies are one of the easiest undead to create and are a staple of undead
armies.
Ω Shambler [Corporeal, Constructed]
HP: 5 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Dense BR: 10
Looks: Like Zombies, but occasional bursts of speed in combat.
Abilities: Greater Undead. Slow (may move full speed in
battle).
Notes: These strange creatures move with the shuffling gate of a Zombie
and are sometimes fatally mistaken for one.
⨯ Zombie - by species [Corporeal, Constructed]
HP: V Mana: V STR: V Size: V AV: V Int: Dense BR: 4
Looks: They look somewhat like the original species though with none of
the abilities of that creature.
Abilities: Minor Undead. Slow. *Stats as species type.
Notes: Species type zombies are somewhat smarter and more dangerous
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than their standard counterparts. Seek to feed.
Zombie Lord [Corporeal, Constructed]
HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Low BR: 6
Looks: Humanoid corpses, often rotting or otherwise falling apart.
Abilities: Minor Undead. Zombies in the presence of a Zombie
Lord will gain Zombify. Slow.
Notes: Zombie Lords augment zombie hordes and make even the most
basic undead a threat.
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Abilities Glossary
Acidic Blood "Battle Cry Aura: Run in Fear!" to cause
[Called] fear on all players within 10 feet. This
If a weapon deals damage to you, skill also makes you Resistant to Fear.
call “Acidic Blood” to render it shattered Battle Roar – Invoke, Aura
in a 20 count. [IC, Called]
Adrenaline You have Battle Cry and it is Adept.
[Passive, Resistance] You may also call “Battle Roar” and
Resist Unconsciousness and can spend a mana to cause Fear on the entire
fight while in the negatives. You die at -4 field.
as normal. Berserk
Advanced Smell [IC, Called]
[IC/OC, Passive] Call “Berserk” to enter a Frenzy
Can smell what type of creatures are state and gain Adrenaline and
within 30' and can tell the exact location Fearlessness. (While Frenzied, you are
of creatures within 10' if given at least a Inept at not killing anyone who opposes
20 count of circling that player. You you - tries to stop you through actions or
retain the location of all targets within words - and you will not leave combat
10 feet, whether they or you are moving willingly). This effect ends at the end of
or not, so long as they are still within 10 the encounter, and also if you are killed
feet of you, for the next 20 count. You or Berserk is Disabled on you. If you are
then must use this ability again to dropped, but not killed, Berserk is still on
relearn their location. for the rest of the encounter and you will
Aggressive remain Frenzied should you get up again.
[Passive] Bite
You must oppose anyone who [IC, Description]
opposes you, and drop anyone who Call “Bite” and tag a player with
attacks you. You may pay 1 mana per BOTH hands at the same time. If both
person or incident to prevent having to hands make contact the Bite is
take this action. Say “Paying mana to successful. Bite can be anything from
prevent attacking.” Vitals to AV0 to UB, depending on the
Animate Dead -Cumu. Cost Invoke, Tag monster.
[IC, Called, Spell, Magic] Blinded (Blind)
Call “Animate Dead,” spend [Passive / Mechanic]
Cumulative Cost per enc. Mana, and Must look down toward your feet,
Invoke. Tag an undead player to instantly chin to chest, until the end of the
reanimate them. duration.
Battle Charge - Invoke, Running Blind Fighting
[BC, Called, Modifier] [Passive]
Call "Battle Charge" and remain Can fight things that are within 10
running. As long as you do, you may feet normally even if you are effectively
Invoke then call "UB Knockback" and tag Blind.
a player anywhere with your weapon to Breath Weapons - 30’ cone effects
knock them back. [IC, Called]
Battle Cry - 1 Mana, Invoke a weapon in Call “[name of breath weapon]” and
both hands, Aura extend your arms out in front of you at
[IC, Called/Passive, Mental Effect, roughly 45 degree angles from the
Resistance] direction you're facing. Anyone within 30
Pay 1 Mana and Invoke and Call feet of you who is also within the area
232 Fantasy Warplay – 2023 Rulebook
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indicated by your outstretched arms Devour (Improved) - Tag
(sight along each arm to check), takes the [IC, Called]
effect of the breath weapon. A player can As Devour, but all of the target's
shatter an equipped shield in order to items are consumed as well.
avoid the effects of the breath weapon Digging
entirely. [IC, Called]
Clumsy Stationary Escape in soft soil.
[Passive] Diving
Use your off hand for everything to [IC, Called]
represent this creature’s lack of Call “Diving” while swimming and
dexterity. point your fist with two fingers extended
Cowardly to the ground and count to 5. You are
[Passive] then out of reach of all attacks from
Any attack that contacts your body players that are not also Dived. If you
(even if you are unharmed) causes Fear. have water breathing, you may remain
(You can still attack and block, but if Dived until you call “Surfacing” and count
you're hit- you run!). to 5 (as Flying); if not, surface
immediately.
Dark Vision Dragon Scales
[Passive] [Passive, Modification]
You can see in situations where Your body armor counts as shields
there is no visible light (Infra Red, UV, or for you. This means AV0 will not cut
other sense). through your armor in those zones!
Endurance
Deadly [Passive]
[IC, Called] You will not tire while running,
Call “Deadly”. Deals an amount of carrying, etc. If you can get OUT of game
damage which kills the player. Deadly while running you may elect to continue
damage cannot be deboosted or capped. to “run” indefinitely OUT of the
Death Rattle encounter.
[IC, Called] Enrage: [name]
When you die, you may call “Death [IC, Called]
Rattle” to take any one action as you die Call “Enrage: [name of ability]”
(i.e. strike a player, cast a spell, use a when you take damage to gain that
skill, etc.) ability as long as you remain injured
Devour - Tag (down any HP, Hacked, etc).
[IC, Called] Ethereal Travel
To devour a player, a monster will [IC, Called, Primal]
tag the player with both hands and call Some creatures have different forms
"Devouring" then count to 20. After a 20 of traveling between the ethereal and
count, one 'size' of the player is gone. If material realms.
they were not already dead, this kills • Ethereal Shift: Call “Ethereal
them (deals deadly damage). Monsters
Shift” and count to 20 and then
usually will devour a number of 'sizes'
put your open hand over your
equal to their own size, before being full
head to indicate that you are
and moving on. Devour shatters any
now ethereal. To manifest,
worn items, but does not fully destroy
count to 20 again and then
the body (instead the body must be
immediately drop your hand to
“summoned” to put it back together).
and call “Manifest” to manifest.
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• Instant Ethereal: Call “Instant Healing & Energy Factors
[Passive]
Ethereal” to vanish immediately
Creatures with a Healing Factor are
and put your open hand over
healed every 20 count, as long as the
your head. To manifest, call
Healing Factor is working (see below).
“Manifest” followed by a five
Creatures with an Energy Factor recover
count and then drop your hand,
one Mana every 20 count, as long as the
after which you are material.
Energy Factor is working. These factors
Evasive Shimmering
exist on a continuum from weak to very
[IC, Called]
strong.
Call “Evasive Shimmering” to gain
Resistance to Snare and Immobilization • Low - Only works after battles,
as long as you not Stationary and are as an Out.
avoiding combat. • Healing Factor - Only works
Fast
while you are conscious.
[OC]
If you leave a battle or encounter, • Improved Healing Factor -
you may return in two minutes unless Works even when unconscious.
the GM says otherwise. • Regenerating - Always
Fearless working, see Regenerating
[Passive] below.
You are Resistant to Fear. Hidden
Frenzy [State]
[State] While Hidden, other players cannot
While in a Frenzy state you must kill see you – regardless of whether you are
anyone who opposes you. You will not in sun or shade - unless they have an
leave combat willingly, You may pay 1 ability like Scouting. Hidden players put
mana per person per incident to prevent their hand over their face to show that
yourself from having to do this. Say they are Hidden.
“Paying mana to prevent killing.” Humanoid Appearance
Gliding [Passive]
[Passive] Some creatures may have different
Flying without the ability to “Soar.” kinds of appearance listed in regards to
Hands how humanoid (or not) they look.
[Passive]
• Humanoid: Looks roughly
Some creatures have abilities that
human in shape and
affect their manual dexterity as follows:
proportion. Assumed unless
• Hands: Able to hold, otherwise noted.
manipulate, and use items
• Partial Humanoid: Looks
without issue. Hands is
slightly human, could pass for a
assumed if not otherwise state.
human or similar species in the
• Partial Hands: You do not have dark etc.
real opposable thumbs, thus
• Non-Humanoid: Looks like an
holding things is difficult. You
animal or a beast (though may
must wield all items with both
have arms and legs and walk
hands.
upright). May need to wear an
• No Hands: Cannot use items in animal sash.
your hands, as you don’t have Immobilized
any!
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[State] the laws of nature and their
While immobilized, you cannot own safety.
move from the spot you are at. You may • Dense (1 INT point): Dense
fight, rotate, and turn around, but cannot
creatures are a step up from
step away from the spot at which you
Stupid. They have a basic sense
were immobilized.
of reality but often forget what
Instant Teleport
they're not immediately
[IC, Called, Magic]
concerned with. They don’t
Call “Instant Teleport” and choose a
retreat even if they can’t win a
location by line of sight you wish to
fight (don’t realize they can’t
Teleport to, then make a “POP!” sound
win). They don’t search people
and put your fist over your head (Out of
for goods, forget items are
Game). Proceed directly to that location.
magic, can't fake their intents
Once you arrive you must immediately
well, and hide things in rather
make the “POP!” sound again and drop
obvious places. If you are
your hand, returning to the In Game
playing a Dense creature, be
state. (Note: Dispel Magic will not dispel
just that, dense, and have fun
this, it is not a standard class spell!)
with it.
Intelligence
[Passive] • Low (2 INT points): You are
We use a scale of intelligence to basically not very bright and
describe how a creature thinks. There is take longer than normal to
a system of points which can be used to assess what is going on and
associate with each of these levels of what to do about it. You will
intelligence and allows players to scale think of things in rather simple
their developments in each direction. terms, and may get confused by
The different types are as follows: complex problems. You tend to
prefer action to strategy and do
• Animal: Animal intelligence
things rather than think them
vary widely, but a creature with
through.
Animal Intelligence approaches
situations from the mindset of • Average (3 INT points):
an animal. Animals usually have Thinks with the skill and
fairly simple, straightforward mindset of an average person.
motivations, but vary in how Players cannot usually have
cleverly they go about things. higher than average
intelligence.
• Pre-Verbal (¼ INT point):
Pre-Verbal creatures think like • Bright (4 INT points): You are
toddlers and are completely a bit smarter than most, and
focused on the immediate have +1 effective level at all
situation, a bit like animals, but trade crafts and saving rolls)
can make noises to indicate • Brilliant (5-10 INT points):
needs or feelings. You are quite intelligent and
• Stupid (½ INT point): Stupid can use Alternative Convokes in
creatures are easily tricked and place of Invokes in combat)
don't know when they are in • High (11-15 INT points): You
danger or not. They'll leap off are much smarter than the
cliffs in pursuit of enemies, etc. average individual and
and have a basic disregard for anticipate the actions of others
Fantasy Warplay - 2023 Rulebook 235
--- PAGE 244 ---
and react accordingly. become full preventions
Occasionally, with GM (regardless of their source).
permission, you are allowed to • Divine Like (26-30+) You have
meta game to simulate this
a profound understanding of
level of intelligence. You will
the universe that only deities
learn your opponent’s
could begin to fathom. You are
weaknesses quickly and exploit
allowed to meta-game in order
them. Crafty and cunning, you
to role play this kind of
will always make the smart
intelligence effectively and can
move. You can use an
assume you know the answer
Alternative Convoke to deboost
to any question posed to you.
an attack by calling “Deboost.”
The GM may give you additional
Max uses is equal to your your
abilities in combat to simulate
Rank minus 1
your level of intelligence in
• Very High (16-20 INT points): battle. Generally speaking a
The ability to think in an being with Divine Like
exceedingly advanced way, Intelligence will never take any
anticipate the actions of others effects from beings that are not
and react accordingly before at least Very High Intelligence,
events begin. You fight far having predicted everything
better than average and are anyone would do.
allowed to meta-game to Invisibility
simulate this level of [IC, Called, Magic]
intelligence. You get to select Call “Invisibility” to become
an ability each encounter from invisible. Alternate quickly between a fist
the Very High INT Predicted and an open hand in front of your face to
Abilities Chart. alert players that you're Hiding state is
• Extreme (21-25): The ability not usual and their Scouting isn’t
working. You may continue to move
to think far beyond the abilities
around as normal. (Note- Advanced
of most other beings. You know
Smell or Hearing still reveals you).
the skills, abilities and motives
Night Vision
of most everything you meet.
[Passive]
You have a profound
You can see in areas with low light.
understanding of the universe
Partial Bipedal
that others cannot begin to
[Passive]
fathom. You are allowed to
You cannot run with anything in
meta-game in order to role play
your hands because this creature runs on
this kind of intelligence
all fours. Can only walk while holding
effectively and can assume you
items.
know the answer to almost any
Poison
question posed to you. The GM
[IC, Called, Modifier]
may give you additional
Call “[Type] Poison” as a Modifier to
abilities in combat to simulate
your attack; anyone damaged by the
your level of intelligence in
attack will take the listed effect every 20
battle. You can swap your Very
count. The default type of poison
High INT ability for another
(assume if not otherwise stated) is
instantly (max 6 times per
damage poison, which puts a -1 counter
encounter), and deboost effects
on your HP every 20 count.
236 Fantasy Warplay – 2023 Rulebook
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Prehensile Appendage Shattering Armor - Stationary
[Passive] [IC, Called]
You have the use of another part of Call “Shattering Armor” and be
the body as if it where a hand (like a stationary. As long as you remain
monkey tail or an elephants trunk). You stationary, any damaging attacks that
may use abilities with one hand as if it that strike your body armor, but do not
were a two (but only one hand may do damage you, shatters the items being
this per Prehensile Appendage you used to make the attack.
have). You may also count as “wielding”a Slow
belted item if you don't use this ability in [Passive]
any other way. You can't move faster than a walking
Quadruped pace at any time, no matter how you are
[Passive] traveling (Flying, Swimming, etc.).
You walk on all fours. You cannot Speech
walk or run while holding anything, and [Passive]
must drop items if you want to move Some creatures have abilities that
from your spot. affect their speech and ability to talk.
Reach - Stationary • Partial Speech: Can only speak
[BC, Called]
in broken sentences.
Call “Reach” and be stationary. As
long as you remain stationary you may • No Speech: Can't talk, but can
call “Reach” before making an attack to make grunts and noises.
have that attack count as though you had Speed
Flying. [Passive]
Regenerating Can leave an encounter by calling
[Passive] Escape and counting to 5. You may return
A type of Healing Factor that keeps to the encounter from any edge after
you alive and healing even at -4 (though counting to 20.
you do drop at -4 even if you have Strength
Adrenaline or are Immune to [Passive]
Unconsciousness and are considered There are several levels of Strength,
Critically Injured instead of dead). all listed below. Each level is assumed to
Usually requires Terror Damage or include all of the previous ones.
applying the Burned state to stop it. • Tiny Strength - Can't wield any
Regenerating recovers HP, Regenerating weapons longer than two feet.
Mana recovers mana. • Low Strength - Less than
• Outsider Regeneration: As average, can't wield two-
regeneration, but resists handed weapons.
interruption and only paused • Average Strength - Normal
or stopped by an exorcism,
strength, no limits or benefits.
Treeform, Freezing, or effects
that change you into something • Beastly Strength - Can wield
without this ability. two-handed weapons in one
Shatter - 1 Mana, Invoke hand. Can carry with one hand
[IC, Called] and can run while carrying.
Invoke and call "Shatter: I shatter • Improved Strength – Gives +1
your [item name]" & tag an item with
to carrying capacity and
your weapon to Shatter it (makes it no
Improved Armor Piercing:
longer work normally).
Fantasy Warplay - 2023 Rulebook 237
--- PAGE 246 ---
Invoke with any melee Armor are Slow on land.
Piercing Weapon in one hand Water Home
and you may call “AV0” on that [Passive]
strike. You may also use any Water Native and Water Breathing.
melee weapon in both hands to Cannot move on land. (Note: Air
Convoke AV0. breathing creatures with Water Home
• Giant Strength – Gives +2 to still are effectively Water Breathing for
one encounter at a time).
carrying capacity, Boulder
Web - Animal Packet, AV0 (or UB)
Throwing: can invoke and
[IC, Called,]
throw boulders for 1 UB, and
Call "Web: Earthbind AV0 (or UB)" and
Invoke Damage Boost: Invoke a
throw an animal print packet (or Ball) to
weapon in both hands to deal
Earthbind anyone hit.
one damage bracket higher on
your next attack.
MODIFIERS
• Supernatural Strength Adept at [name]
-Deboost any melee attack to [Passive]
make it AV0. Can spend a mana Using the named ability(s) costs one
to shatter any held item in a 20 less mana than normal. (May cost zero)
count.+3 Carrying Capacity Blaze
• Monstrous Strength - Deal [Called]
base 5 with all attacks. Can Call Blaze [Ability] to have that ability for
Invoke AV0 with all attacks.+4 a 20 count.
Carrying Capacity Conjure [name]
[Called]
• Colossal Strength – Deboost
Any ability with the word “Conjure”
any melee attack to make it UB.
called before the name counts as a
Can shatter the weapon you are
Standard Spell for the purposes of
making the strike with to Call
resistances, Dispel Magic, etc.
“Shatter: Adept” on that strike.
Double Proficient at [name]
+5 Carrying Capacity
[Passive]
Trample - Invoke, UB
For skills with a lvl attached, you
[BC, Called]
perform the skill you are double
Call “Trample” and run for a five
proficient in at twice your effective lvl
count to then Invoke and Call “Trample:
with it.
1 UB!” to make your attack UB.
Effective [Skill]
Triumph: [name]
[Called]
[IC, Called]
Any skill with the word “effective”
Call “Triumph: [name of ability]”
called before the name, does the effect of
when you drop an opponent to gain a
the skill without counting as the skill for
one-time use of the named ability (as
the purposes of resistances, avoid, etc.
Gifted or mana activated abilities).
Gifted [name]
True Sight
[Passive]
[Passive]
Can use the named ability even
Scouting, Spirit Guide, and can see
though you aren't trained in it. Costs 1
Invisible things. See through Illusions,
mana per use. Note: as with mana
Polymorphed or shape changes, etc.
activated items, passive abilities last for a
Water Native
20 count, rituals and crafts are one full
[Passive]
use per mana, and any ability that reads
You have Swimming and Diving, but
238 Fantasy Warplay – 2023 Rulebook
--- PAGE 247 ---
your level reads 5 instead. DELIVERIES
Immune to [name] Blast
[Passive, Immunity] [Delivery]
The named effect always fails to As a breath weapon cone, but with a
work on you, even if it is Warded/would range of 10' instead of 30'.
bypass a Resistance. You are Immune. Burst
[Delivery]
Incapable of [name] A UB strike. Can be done with a thrown
[Passive] weapon and does not require magelore.
You can never gain/use the named Mage Blast
ability through any means, including [Delivery]
magic items, training and blessings. Extend your magelore item at arm's
Inept at [name] length and spin in a circle. All players
[Passive] nearby should duck. Anyone inside the
Using the named ability(s) costs one range of your magelore is affected by the
more mana than normal. (May add a cost ability you have called.
when there was none before) Ripple
Jumpstart [name] [Delivery]
[Passive] If you are hit by a ripple effect, tag all
The named effect works just like it players within reach for the same effect.
normally would (see the appropriate They then tag all players within their
skill rules) but only after a 20 count reach, continuing until there are no more
delay. Jumpstarts cannot be interrupted players within reach of the ripple.
if being used as an attack.
Resistant to [name] Ability Build Chart Cost
[Passive, Resistance]
Accuracy 13
The named effect fails to work on
you unless it is Warded/would bypass a Acidic Blood 39
Resistance. Acrobatics 8
Rogue for [name]
Adrenaline 20
[IC, Called]
You may gain one of the named type Advanced animal riding: drake, 31
wyrm, other
of skills/spells by calling Rogue and then
Advanced Hack Healing 8
name of the desired skill/spell, and then
counting to 20. You may only have one Advanced Smell 5
Rogued ability at a time and must cycle
Aggressive -3
out of one to gain another.
Amplify [spell stone] 16
Talented at [name]
[Passive] Amplify Wind Shuriken 6
Naturally skilled at the named Craft
Animal riding 7
and have it equal to half your total level.
Vulnerable to [name] Animate Dead 11
[Passive] Arcane Archery 10
You count as level 0 versus the named
Archery Brigade 4
effect and cannot be Resistant to it, no
matter what other skills or abilities you Archery Training 5
have. Does not invalidate immunities. Armor Wound 14
Avoid 22
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Backstab 6 Crit Elite 10
Barbarian Healing Factor 12 Crown of Fear 11
Barbarian Tracking 12 Crown of Flame 24
Battle Charge 10 Crown of Ice 23
Battle Cry 12 Crown of Light 23
Crown of Vines 15
Battle Roar 36
Cure Illness 4
Battle Training: Hack 4
Dark Vision 10
Battle Vows Pacifism 29
Deadly 180
Bellows 15
Death Grip 14
Berserk 18
Death Ray 15
Bite (unmodified) 5
Deboost Damage 60
Bless Self 24
Defy Death 10
Blessing (Party) 12
Detect Alignment Ritual 5
Blind Fighting 17
Devour 4
Blinded (Blind) -10
Devour (Improved) 36
Blizzard Aura 9
Digging 16
Bonus Item Tier 15
Disable Ray 9
Boulder Throwing 10
Disarm 14
Bow Out 9
Disarm-Knockback 20
Brace 7
Discard 23
Breath Weapons 30' (cost varies 45
by delivery) Disembowel 28
Burning Touch 14 Disenchant 7
Called Magic Resistance 21
Disguise 12
Can’t be Reverted 50
Dispatch 29
Cap Damage 40
Dispel Etherial 40
Careful Planning 15
Dispel Magic 19
Cartographer 3
Disruption Ball 17
Chain Lightning (costs 1 mana) 33
Divine Gift 8
Charm (costs 1 mana) 27
Diving 7
Chi Strike (costs 1 mana) 13
Dragon Scales 138
Clan Fealty 2
Duel 12
Clumsy -6
Duel Swap 6
Combat Shimmering 10
Dueling Techniques 12
Combo 14
Each additional HP once more 5
Cremate 26
than one is already had
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Earthbind Aura 7 Gladiator Skills 5
Earthbind Touch 8
Gliding 9
Effects Resistance 17
Glue 3
Elder Sorcery Spell Slot 18
Grapple 14
Empathic Ray 7
Hack 6
Endurance 5
Hands (No Hands) -12
Endure 9
Hands (Partial) -6
Energy Blast Arrow 10
Hara-Kiri 16
Energy Shield 97
Having more than 1 HP 31
Enhanced Familiar 8
Healing Factor (Improved- while 18
Enrage [name] -6 unconsious also)
ES Dispel Aura (costs 1 mana) 41 Healing Factor (Low) 5
Escape 13 Healing Factor (while up only) 12
Ethereal Chase 28 Healing Surge 8
Ethereal Shift 16 Healing Touch 9
Evasive Shimmering 8 Hibernation 12
Exorcism 12 Hide 6
Familiar 6 Hide Other 8
Fast 5 Hide/Stealth in Sunlight 24
Fear Aura 4 Hitman 6
Fear Touch 7 Holy Damage (all weapons) 6
Fearless 6 Holy Wrath 5
Final Fury 17 Howling Gale (costs 1 mana) 30
Fire Ball 14 Humanoid (Non-Humanoid) -2
Fire Control 9 Humanoid (Partial) -1
Fire Damage (all weapons) 7 Hunter 12
Fire Resistance 8 Hunting Party 10
Flame Elder Sorcery Words 25 Iaido 16
Flame Ray 11 Ice Ball 14
Flying 13 Ice Damage (all weapons) 6
Force Field (costs 1 mana) 29 Identify 7
Force Zombify (costs 1 mana) 32 Identify Sight 64
Fortify Area 4 Immune to [Magic Type] (including 101
ES)
Frenzy -7 Immune to Mana Drain 85
Gamesman 6 Immune to Mental Effects 24
Giant Strength 20 Immune to Missile Weapons 40
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Immune to Vitals Attacks 19 Mana Drain (UB) 49
Impale 7
Mana Lock Strike 27
Improved Armor Piercing 7
Martial Arts 10
Improved Brace 17
Master Armor Smith 5
Improved Might Strike 15
Master Rogue 140
Improved Strength 9
Master Weapon Smith 5
Improvised Armor and Shields 8
Maul 5
Improvised Arrows 4
Medicine Ball 15
Improvised Weapons 6
Melting Grasp 9
Inferno Aura 10
Metamorph 134
Informant 9
Might Strike 10
Instant Climbing 28
Military and Battle Training 8
Instant Ethereal 80
Mind Lock 58
Instant Search 17
Miraculous Recovery 11
Instant Teleport 146
Misdirect 13
Intelligence (Animal) -18
Missile Magic Resistance 17
Intelligence (Dense) -10
Missile Spell Displace 11
Intelligence (Extreme) 192
Missile Weapon Resistance 15
Intelligence (High) 48
Morale Awaken (Captain) 10
Intelligence (Low) -6 Multi-Shot 9
Intelligence (Stupid) -14 Mystic Item Repair 8
Intelligence (Very High) 96 Mystic Weapon Repair 8
Intercept 12 Natural AV (stacks with Armor) 15
Intimidate 5 Nature Elder Sorcery Words 25
Invisibility 152 Necromancy Elder Sorcery Words 25
Invoke Melee Damage Boost (Two 11 Night Vision 3
Handed)
Ninja Duel 18
Jumpstart Heal 8
Oracle 6
Knockback 7
Partial Bipedal -6
Lie 9
Partner Awaken 10
Life Elder Sorcery Words 25
Penetrate 8
Light Aura 9
Poison 48
Light Ray 12
Light Touch 14 Poison Strike 12
Polymorph 10
Lightning Ray 9
Positional HP 10
Mage Light (Mage Torch) 6
242 Fantasy Warplay – 2023 Rulebook
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Precision Shooting 13 Shipwright 6
Prehensile Appendage (one hand 25 Shock Touch 14
as two)
Shroud 32
Quadruped -10
Silence Duel 44
Rallying Cry 11
Skill Share 8
Reach 14
Slay 18
Rebirth 18
Slay Arrows 22
Rebuke 11
Sleep Strike (AV0) (cost 1 mana) 24
Reflect Magic 22
Slow -7
Reflexes 6
Slow Regen. 38
Regenerating 56 Snare 8
Regenerating (Outsider) 144 Soul Drain 56
Regeneration Touch 20 Species Lore 3
Speed 19
Remove Charm 10
Spell Mastery Ball 27
Resist Damage 105
Spell Mastery Ray 23
Resist Mental Effects 12
Spell Trigger 14
Resistant to [Magic Type] 34
(including ES) Spell Turning Shield 16
Resistant to Death (effects) 19
Spell Turning Weapons 15
Resistant to Death (flat) 110
Spiga Snare 67
Resistant to Death (while down) 14
Spiga Snare Ball 50
Resistant to Mana Drain 32
Spiga Snare Ray 35
Resolve Conflict 5
Spirit Bury 11
Resurrect 7
Spirit Guide 9
Righteous Aura 13
Spirit Pact 24
Runic Armor 3
Staff Touch 7
Runic Weapons 2
Stamina 21
Rupture Mark 22
Stealth (without Hide) 6
Scouting 7 Storm Elder Sorcery Words 25
Selective Shielding 29 Storytelling 10
Self-Detonate 5 Strength (Beastly) 3
Sense Motive 7 Strength (Low) -2
Sense Weather 2 Strength (Monstrous) 60
Sentry 3 Strength (Tiny) -5
Shatter 13 Strong Soul (don't pd first time) 30
Shattering Armor 25 Summon the Dead 7
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Swift Sleep Aura 22 Undead Type (Full) 62
Swimming 6 Undead Type (Greater) 124
Taunt 18 Undead Type (Minor) 42
Tea Ceremony 8 Unforge 14
Teleport 9 Unglue 9
Temporary Charm 13 Vine Damage (all weapons) 6
Terror Ball 14 Vitals Hack 13
Terror Damage (all weapons) 10 Vitals Knockout (cost 1 mana) 21
Thick Soul (-5 stones) 45 Vitals Silence 13
Thin Soul -6 Voice (No Speech) -6
Threat 6 Voice (Partial Speech) -2
Throw the Bones 11 Ward 18
Throwing Training 7 Warrior Martial Arts 4
Thunderbolt (costs 1 mana) 29 Watchman 2
Track (@ level) 5 Water Home 18
Trample 32 Water Native 8
Transcend 21 Weapon Dedication 18
Transmute 20 Weapons Mastery 18
Treeform Ball 12 Web (Ball) 12
Triumph 13 Web (Packet) 9
Triumph [name] -5 Whirlwind Aura 10
Triumph-Awaken 15 Wild Mana 9
True Duel 29 Wildborn 16
True Sight 57 Wilderness Aspect 8
Tumble 19 Wilderness Healing 7
Unbreachability 22 Wind Shuriken 8
Undead Creation 84 Winged Flight 29
Undead Hunter 9 Withstand 15
Undead Lore 38 Zombify 5
Undead Reanimation 16
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Prices for Goods and Services
Items Cost Notes
Food And Beverages
--Groceries for a week 2g Assuming you are cooking.
--Full Meal 1g Restaurant or Inn Food
--Rations for 1 week 1g Not tasty but edible
--Fancy Meal for two 5g Dress codes and rare items
Room and Board
--Sleeping on the Road 1g day Sheltering where you can.
--Inn or Tavern 5g day Two meals and roof.
--Guild Master/Keep Quarters 25g day Security, fine meals, servants, etc.
Selling Items
--Non-Magic Items ½ value Most things sell for half price
--Customized Items ¼ value Often the market is small for them
--Magical Items ¾ value High demand- sometimes full price
--Items above the @ Full value Hard to get so sell above market
--Land and Ships Full value Hold their value, create income
Customizing and Add On's
--Two Handed 2x Making a weapon two handed
--Master Crafted 2x These can be enchanted sometimes
--Solid Silver Items 2x To fight and defend against undead
--Runic 2x Can't add this to existing items.
--Silver Plating 1per foot Lasts only one encounter.
Repairing Items
--Most general Items ½ value
--Magical Items (75% success) ½ value Needs a mage school/enchanter
Work and Income
--Ten minutes of skilled work 1g Basic Journeymen tasks.
--Being hired as a guard etc. LvlxRank Assumes risk of attack or harm
--Working at a Market/Town 10g Assumes one hour in game
--Completing a Mission 5g If the party was large- low level
--Defeating enemy military 10g A threat to local people/troops
--Accomplishing a major goal 20g Assumes major risk/loss of life
Mounts
--Basic Riding Horse(lvl 3 Riding) 100g Requires you to have Riding lvls.
Fantasy Warplay - 2023 Rulebook 245
--- PAGE 254 ---
--War Horse(lvl 11 Riding) 200g Able to be ridden during battles
Items Cost Notes
--Destrier (Riding lvl 16) 300g Able to function in full barding.
--Camel 400g
--Non-Magical Wild Animal BRx50g At least lvl 16 riding needed.
--Magical Mounts BRx200g Varies a great deal by training
Potions
--Common/One Use“Blue” 10g Goose-Egg Vials, Antidote
--Uncommon/Reuseable “Blue” 20g Burning Liquid, Evercandles, etc.
--Rare/Combat Changing “Blue” 50g Goblin Grease, Skunk Spheres
--Custom/Special “Purple” 100g Illusion Vials, Potion of Hunger
Special Services
--Healing someone 1g
--Resurrection 5g
--Summoning the Dead 5g
--Identifying a Magic Item 1xitem lvl Higher pay gives more details, etc.
--Tracking/Locating Someone 1xtheir lvl More if the person is dangers.
--Assassination (2x if success) Lvl x lvl Level of target times Assassins lvl.
--Teleportation (friendly area) 20g+miles This does not ensure safe arrival.
--Ship Rental 100g (add 100g per mast beyond first)
--Hiring Ship Pilot (per move) Mast x Lvl Assumes they bring their sailors
Houses, Holdings, Land
--Rent on a small room (in town) 3g week
--Rent on large room (in town) 6g week
--Rent on house (in town) 12g week
--Rent on farmland 3g week
--Acre of desert 105g Basic unusable piece of land
--Acre of poor land 120g Might have some use.
--Acre of Average land 150g Has general utility
--Acre of Good land 200g Farming, Ranching, Building, etc.
--(Increase if next to town) 5xArea@ High @ area increase land value
--(Increase if in a town or city) 10xArea@ (double if city has magical defense)
--House (Quality lvl 20) 200g Basic house (doesn't include land)
--Stone instead of Wood 3x value Durable and long lasting
--Farm (or Craftsman Shop) 400g
--Village (8 houses, 3 shops) 2,800g
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--Town (300 houses, temple, etc) 132,500g (15 guilds, 30 shops, manor, wall)
Items Cost Notes
--Guild Hall 4,000g Trains one class
--Wizard Tower 6,000g Trains one mage type
--Keep (Large tower, manor) 6,200g
--Castle (8 acres outside, 4 inside) 26,040g (20 houses, 8 shops, barracks, etc.)
--Minor Shrine 1,000g
--Major Shrine 5,000g
--Temple 10,000g
Boats and Carts
--Push Cart 5g
--Donkey driven cart 100g One pack animal and vehicle
--Boat (rowing or small sail) 100g
--Ship (large sailing) 400g (add 400g per extra mast desired)
--Battle Ship (designed for war) 1,200g (add 1,200 per extra mast)
Magical Items (if available)
--Common Item (Mana Activated) 100g More if abilities are more useful
--Uncommon Item (High utility) 300g Can vary a lot by fit and function
--Rare Item (powerful abilities) 1,000g Always more useful than not
--Mythic Items (unique powers) 5,000g Almost never for sale for just gold.
Fantasy Warplay - 2023 Rulebook 247
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248 Fantasy Warplay – 2023 Rulebook
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Fantasy Warplay - 2023 Rulebook 249