Sunday, December 22, 2013

Writable character sheets

Writable character sheets in MS Word format is now available for download.

The document utilizes the "Snowcard Gothic" font.

Thursday, December 12, 2013

The Commanders

Rebellion is ripe across the Empire and Praetor and Knight Commander Salinator is moving his forces to quell the uprising in the province of Pantoria. At his command are the skilled Prefects Daruis, Emanicus and Lauria along with 15,000 imperial legionnaires. But as usual nothing is simple in the Empire – and everything is about politics. Can the Praetor keep his officers working together or will it be personal fame and glory that win or lose the day for the Empire?




The Commanders is a 4 hour adventure for 3-4 players who take on the roles as Imperial commanders.

The adventure focuses on management, decision-making and the individual relations between the commanders rather than combat and tactics. The latter is of course for the Game Master to decide, although the 4 hour game time stated above can easily double if equal emphasis is placed on all these focus areas. Whether this is good or bad is left to you to decide! 

The Commanders adventure is available from the downloads page.

Monday, December 9, 2013

Adventure: What Dwells in the Mountains

It is early autumn in the city of Earlhall, situated in northern Menlor. A group of men and women, until recently strangers, have assembled in a lofty hall beloning to a local noble. Gold has drawn them here - or at least the promise of gold. A young dwarf by the name of Tharil Bokhvar is searching for his lost ancestral home and believes he is close to a breakthrough. But the mountains are a dangerous place and so he has journeyed here to find able help on his quest. And with the promise of finding a forgotten dwarven city, with all its treasures, such help is not hard to find...

The adventure "What Dwells in the Mountains" is scheduled to premiere the weekend Before Christmas. Unlike the prefabricated characters of previous adventures, players are here encouraged to create their own. Which will join the Hall of Heroes and which will be forgotten in the mists of Time?

Thursday, December 5, 2013

Errata Centuria - Age of Steel

EDIT: Please note this post has been replaced by the permanent Errata page.

Below is listed errata and corrections for the first printed edition of the Centuria - Age of Steel Core Rule Book. The list will be updated if further errors are found.

Page 46: Tests. An alternate approach
When using the alternate approach of adding a fixed modifier to Tests that are more difficult than routine the standard conversion of 1d10 = 6 should be used. Thus a Challenging Test is Inf3d10+6, a Hard Test is Inf3d10+12 and a Very Hard Test is Inf3d10+18.

Page 78: Injury
The text "On a Critical Success select the Injury above or no Injury if the character would already receive the lowest result" is redundant - a character cannot receive an injury on a success - let alone a Critical Success.

Page 84: Belladonna description
The text "The character suffers -1d5 to INT and KNO after 1d5 minutes. INT and KNO is lowered by a further -1d5 each passing hour for 1d10 minutes. If the character survives INT and KNO is recovered by +1 per day." should be the following instead:"The character suffers -1d5 to INT and KNO after 1d5 minutes. INT and KNO is lowered by a further -1d5 each passing hour for 1d10 hours. If the character survives INT and KNO is recovered by +1 per day.".

Page 86: Roleplaying example
The description explaining why a bandit must test for an injury is wrong, citing that it is because the bandit received more than 10 Trauma. The text should read: "As the bandit, who has a total of 36 Hit Points, takes more than Hit Points/10 (=4) Trauma he must test against TOU or receive an injury."

Page 88: Mental trauma
The description for suffering mental trauma is wrong. The correct text should read: "Whenever a character suffers more than WIL/10 (round up) Insanity at a single occation the character must also make a Routine Test against WIL to avoid Mental Trauma."

Page 93: Spells, Learning Spells
Mages cannot learn Spells with a level exceeding (INT/6), not (INT/3) as stated in the text. (INT/3) is added as a limit to how advanced Rituals a character can learn.

Page 162: List of Spells, Hydromancy
The spell "Water Shield" has the description "The caster is surrounded by a wall of fire, making attacks against the caster +1d10 more difficult and providing Damage Reduction of S5 B10 T5 E10.". Correct description should be"The caster is surrounded by a wall of swirling water, making attacks against the caster +1d10 more difficult and providing Damage Reduction of S5 B10 T5 E10.".