Azamar the RPG - Core Supplement

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The Azamar Players Guide was released as a complete Core book; however there were organizational deficits that did not make it into the final cut. Chief among these is the Character Feature Index, an integral and extremely useful alphabetized list of every Character Feature in the Azamar Players Guide. This Gamers Supplement provides not only the Character Feature Index, but also exclusive Character Sheets with new, original art illustrated by Khairul Hisham. Additionally, the Gamers Supplement includes a quick reference for all the tables throughout the Azamar Players Guide. At the tail end of the Gamers Supplement is also a rehashing of the mini campaign and adventure, The Road to Azamar. Take a look, enjoy the content, and explore the amazing world of Azamar.

© 2009-2011, Azamar, the Cinema6 Role Playing Game Framework, c6, Cinema6 Games, and d6Unleashed, Wicked North Games, L.L.C., All Rights Reserved.

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CONVERGANCE Azalea stared at the looming skyline. Beside her sat Dav. A decade past, and the Dragon Riders were nowhere in the lands of Azamar. Their legacy vanished from the breadth of the world. Still hope teased at their hearts, and they and their friends struggled ever forward, looking ever ahead. Ten years ago, Mogi gave his life so they might reach Dragon Home and Adrya Ampais, little had any of them known it was fruitless, but for scant clues left behind by the Anteprofidian masters. They journeyed on, following every idea, every possible hint and rumor of the Dragon Riders. All of them eventually lead to this rock, jutting from the great Sea of Abalos. At first they believed it was special, as at the peak of the isle a small unmarked altar lay waiting for some kind of magic, yet Dav could not affect any changes in the place. As if his magic did not work there. Like some massive stone reached up from the depths of the oceans, reaching to the twilight skies, touching the toes of the moon of Syndia, this tiny island was bear and lifeless. The smell of salt spray and sulfur wafted across the sea breeze, as the small party waited, wanting for some answer, any answer.

larger blue moon, the moon of Syndia. As they passed together briefly in the sky, the rock shook beneath them. The bottom of the isle shimmered in red, silver, and blue as a massive tear in the Fabric ripped open. The falling sun fell from sight, and the light of red and purple reflected off the clouds above. First there were only small creatures who emerged from the tear, but then the reality of the moment set in, as another wave of Fiends poured forth onto the rock. They were all in their pure forms, scrambling to attack the small party, who fled to the peak. In that moment, Dav felt the magic within him well up, and he was able to send forth bolts of magical energy at the oncoming horde. When they reached the peak of the rock, Dav found his very touch on the altar cause a blazing yellow flame to ignite in mid-air. Before them a gate opened, and as it opened further, the small band realized the Fiends were upon them, moving faster, attracted to the magical power of that gate. A Revenant reached the top of the rock, and after it poured forth the first massive wave of beasts. Azalea, Dav, and Garn struck first. The rest was an epic battle, but at last they retreated into the gate, which shut behind them. Many of them were wounded, but all alive. They survived the day, but where had they gone?

“Three days. We have been here, and scoured the entire stone. We’ll need to leave soon as there’s no food here.” They stood in a meadow of short grass, on a hill with Azalea kept staring at the horizon. a small stone altar. Around them, far below was the “Yet, this place, it’s pure magic. As if we must wait until lost city, they recognized it. It was Adrya Elorr, a city we can no longer.” Dav kept on, rubbing his hand of myth, the city of the Dragon Riders. Before the on the stone, it was warm instead of cold, laughing on injured and bleeding group, a modest old man walked the irony of their position. “Ha! A game of patience, up, using a walking staff to hold his weight. perhaps.” “Greetings.” His voice carried on the wind like he And so the small band of companions waited. Beren, was beside them, whispering in their ears. “You have Garn, and Dav often sitting around a fire laughing on finally come! I know you have many questions. As do stories of Mogi’s foolish escapades, while Rahk’nur, we.” Medric, and Azalea discussed the politics of magic and “Who are you?” Dav spoke up, stepping forward; all the high Azamarian court. Two more days passed, and their weapons were still drawn and poised. they began to pack their small ship to leave the desolate “Well my young wizard. I am Ofvgar, perhaps you rock. It was their last evening that it happened. know my name?” The old man smiles genuinely. The moons were full and one began to pass in front of “Welcome!” another, one purple, the moon of Ofvgar, in front of the 3 Ewe Pacheco (order #9619031)

Yuforians

Yuforians are an extremely rare and exotic race of creatures on Azamar. These creatures appear as giant, pitch black serpents, with the head of an insect-like creature, with massive mandibles and pincers. These creatures use a combination of large whiskers and antennae on the head to move and sense prey, they are otherwise blind. Yuforians burrow through the ground very slowly, and can burst out to surprise prey, though they prefer above ground movement. They leave a distinct black and silvery mucus behind as they move, like mollusks. This creature is typically the length of three to four wagons and as big around at the thickest area as a cask. The mucus the Yuforians leave behind is also something they can cough when bursting from the ground, releasing a small spray of the fluid into the air. This can disorient and sometimes cause halluncinations to anyone exposed to it directly. Yuforians do not appear to have a native environment, as some academics theorize that these creatures come from the voids between worlds and slip into Azamar from another realm. They are extremely aggressive and dangerous, and can consume a person whole. Hit Points: 80 Initiative: 4d Vitality: 6d Move: 10 Cinema Points: 5 Experience Value: 4 Strength 6d, Dexterity 4d, Persona 1d, Intellect 4d, Aptitude 1d Creature Features Bite, Brawl, (to hit), Damage: Strength +50. Chitter, Deception +36, resist with Search or Empathy, the Yuforian produces a high pitched ticking sound that distracts and stuns targets after a short period, if listening to it (and failing to resist), Duration: 1d Rounds, Activation: 1 Round. Cough, Ranged, (to hit), the victim is covered in a viscous black and silver fluid that immediately induces hallucinations, stunning them; there is no way to resist this effect once covered in the fluid, Duration: 1d Rounds.

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Difficulty Ratings Chart Target Number Easy

Difficulty Rating 6

Moderate

13

Difficult

21

Very Difficult

31

Heroic

46

Epic

60

Difficulty Rating Examples Easy: Most Characters can accomplish this action without significant difficulties, but can still fail. Moderate: Most Characters must concentrate and have some degree of natural talent or some training to accomplish this action successfully. Difficult: Characters must concentrate, exert significant effort, and experience training or practice in accomplishing this action successfully. Very Difficult: Characters must own a level of expertise, concentrate, and exert some effort in accomplishing this action successfully. Heroic: Characters must expend significant effort and concentration; have a modicum of luck, and a significant experiential background in accomplishing this action successfully. Epic: Characters must experience lots of luck, exert significant effort and concentration, and own complete mastery in an area to successfully accomplish this action.

Character Creation How it works: 1) Create the Character’s Name, Race, Gender, Height, Weight, Trade, Level (Optional), Chronicle, and Description. 2) Distribute ten dice (10d) to the five (5) Attributes (Dexterity, Strength, Persona, Intellect, and Aptitude). An Attribute with three dice (3d) is an average Attribute score. 3) Calculate the Derived Stats: Hit Points, Initiative, Move, and Vitality. Distribute seven dice (7d) to the Character’s Skills. Each Skill inherits the score of the parent Attribute, thus if Dexterity is at four dice (4d), then all the Skills belonging to Dexterity begin at four dice (4d), so adding one die (1d) to Dodge increases the Dodge Skill to five dice (5d). 4) Hit Points equals The Number of Strength Dice multiplied by three, (Hit Points= Strength x3). 5) Move equals Strength plus three, (Move = Strength + 3). 6) Vitality equals Strength, (Vitality = Strength). 7) Initiative equals Dexterity, (Initiative = Dexterity). 8) Save or spend the seven (7) starting Cinema Points for raising Skills or purchasing Character Features. 9) Get starting Equipment, Money, and Weapons.

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5

Scale Modifiers Scale

Modifier for Character

Small Character Large Very Large Dragon

Damage +8 Dexterity +8 Dexterity +12 Dexterity +18 Dexterity +21

Random Backgrounds Modifier for Challenger Dexterity +8 Damage +8 Damage +12 Damage +18 Damage +21

Roll 3 4 5 6 7

Corruption Events

How it works: Each Blur-Touched Character rolls one die (1d) and compares to the following results.

Roll 1 2 3 4 5 6

Near (
Azamar the RPG - Core Supplement

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