Table of Contents m Chapter 11. Powers Chapter 12: Situational Rules Mass Combat Permanent Injury Locations and Area Knowledge Aiding Another Breaking Things Fatigue Fear Corruption Environmental Hazards Darkness Overland Travel Minor Characters and Extras Drinking and Drugs Healing Spiritwalking Sea Voyages Chapter 13. Lost World Peoples Heritage Groups Groups and Organizations Chapter 14. Lost World Geography Eastern North America Central North America Northern Mexico Central Mexico Oaxaca and the Isthmus of Tehuantepec Yucatan Lowlands Guatemalan Highlands and Southern Coast Central America Caribbean South America The Underworld The Spiritworld Chapter 15. Game Directing Game Director Advice Campaign Models What Makes a Good Campaign and Adventure? Sample Magic Items Adventure Hooks Chapter 16. Sample NPCs Chapter 17. Animals and Creatures Animals Beasts Spirits The Corrupted Ghosts/Zombi Astral Fear-Cursed Zombi Chapter 18. Sample Adventure Appendix A. Xicalango Appendix B. Bibliography Character Sheet Index Reference Sheets file ple 4 5 7 8 11 11 15 18 19 37 37 41 41 43 45 45 46 47 47 56 64 67 68 70 71 72 74 76 79 80 81 82 83 84 86 87 88 89 91 93 94 95 98 99 103 105 109 109 112 113 115 116 117 117 118 121 122 Sa Chapter 1. Introduction A Setting Overview A Rules Overview Example of Play Chapter 2. Introduction to the Lost World Historical Background Other Considerations Lost World Timeline Chapter 3. Sample Heroes Chapter 4. Game Concepts Turns, Actions, & Character Basics Movement More Information About Actions Destiny Points Stunts Minor Characters Example Turns Chapter 5. Characters Hero Creation Assets Complications and Motivations Character Advancement Asset Summary Sheet Sample Names Chapter 6. Paths Alchemist Animal Companion Blood Mage Brawler Capoeria Duelist Eagle Knight Jaguar Knight Lightning Warrior Pistoleer Pochteca Sailor Shaman Sun Priest Swashbuckler Thief Voodoo Priest Woodsman Chapter 7. Using Skills Chapter 8. Combat Additional Combat Rules Chapter 9. Wealth and Gear Wealth and Making Purchases Melee Weapons Ranged Weapons Armor and Shields Other Equipment Chapter 10. Magic Learning Powers Casting Spells Bad Medicine and Corruption Mystical Locations and Rituals 123 133 133 134 134 135 135 135 136 137 137 139 139 139 141 141 141 142 144 144 161 170 170 171 171 172 174 175 176 177 177 181 183 183 184 184 185 186 190 190 192 201 202 207 210 212 213 213 216 217 227 232 235 237 241 3 Chapter 1 Introduction What is Role-Playing? file For those of you who may be new to the genre, a role-playing game (or RPG) is a combination of impromptu theater, strategy game, and interactive storytelling. It is not really a competitive game, and the only goals are to have fun and tell a good story. For the most part, these rules are written assuming you, the reader, are at least familiar with the concept of an RPG. If you are new to RPGs, you may want to find an experienced player to help you with the rules. Sa m ple The year is 1665 and the Americas are a land of mystery and adventure. Using their ancient powers of sorcery, the Aztecs have been fighting off Spanish conquistadors for almost 150 years. Although getting incredibly wealthy from their New World mines and the plunder from conquering smaller indigenous groups, the frustrated Spanish nonetheless continue their righteous crusade against these native warriors and their heathen spellcasters. Pirates and privateers from other European nations like the English, French, and Dutch prowl the Caribbean preying on fat Spanish galleons laden with treasure. American Indian tribes struggle against their traditional rivals as well as invaders from the East. Combining African magic with secret knowledge gained from both the Europeans and the New World cultures, escaped slaves form hidden colonies and wreak havoc on their former masters. Explorers delve into Tierra Incognita in search of El Dorado, the Fountain of Youth, and the Seven Cities of Cibola. In the midst of all of this a comet streaks through the sky allowing a dissident cult to open a gate to the Realm of Fear. WARNING: Heirs to the Lost World is a work of fiction set in an alternate history in the late 1600s. While inspired by actual history and geography, it should be stressed that this is not a history book. In creating the setting, I have taken many liberties in distorting or completely altering actual historical events in an attempt to provide a setting with the most game play potential. All characters and events are used fictitiously. Although some characters and events are based on historical record, the game as a whole is a product of my imagination. You and your friends are members of a mysterious secret society called the Order of the New Dawn. Founded as an offshoot of the Rosicrucian Brotherhood, the New Dawn has diverse members including American Indians and Africans as well as Europeans. These dissimilar members are united in purpose to oppose the corruption and oppression that seems to be spreading through the Americas and to build a place in which everyone, Old and New Worlders, can live peacefully free of tyranny. You have in your hand the rulebook to Heirs to the Lost World, a role-playing game of swashbuckling and mystery set in Middle America during the Age of Exploration. Heirs to the Lost World is a game of action and adventure, of secret societies racing to discover lost relics, of devout religious orders attempting to crush heretics and sorcerers, of American Indian cultures resisting the military advances of invading Europeans, and much more. In short, it is a truly unique game, offering a diversity of settings, scenarios and opportunities for adventure. 4 Chapter 1 - Introduction In developing the setting and rules I had to consider historical accuracy and realism, feasibility in this alternate history, logistical issues to keep this book reasonably sized, and, most importantly, the "cool factor" to make the game cinematic and fun. This means gross generalizations and distortions were made; beliefs were blended, and in some cases changed. Broad simplifications were made in an attempt to describe the people, groups, and religions. Be aware that the people of the Americas are much more varied than described here. Names of real religions and spiritual beliefs are used to add elements of mystical fantasy. This is not meant to be accurate or insulting. No offense is intended. Some of the difficult choices I had to make were the names to use for various groups and locations. Often groups became known by a term coined by their enemies and/or names changed many times through history. I tried to use more common names. For example, "New World" or the "Americas" both refer to all of North and South America and the Caribbean and "American Indians" refers to the indigenous inhabitants of the Americas. Remember this is your game. If you want to play a more realistic and historically accurate game, feel free to change anything you want. See Appendix B for many resources for reading or viewing. What is the Lost World? A Setting Overview Sa m Without the suppression of the Church to impede it, magic in the Americas is more common and is considered more natural. With knowledge passed down from their own mysterious past, New World groups like the Aztecs, Mayas, and Incas possess potent magical skills. These hierarchical and highly organized societies train their spellcasters in a systematic way, and have many powerful shamans and priests in their empires. Other American Indian groups have shamans and medicine men and women of their own, but they are trained in a less formal manner. file ple The year is 1665. Magic is real. Thousands of years ago, mystics learned how to gain power through contact with the Spiritworld. In the Americas, this knowledge became infused with religious and cultural beliefs, and magic just became a part of life, with priests and shamans holding important positions in society. On the other hand in the Old World, this knowledge of magic became secret and was passed down in "mystery schools". For a millennium, the Church has been trying to crush the use of magic, claiming magical powers come from the devil and labeling all practitioners of magic as heretics. For this reason, the mystery schools went underground and eventually became secret societies. These insular societies, fiercely protective of the secrets kept by the members of their order, taught their magic only to those admitted to their ranks. Today, these groups furtively exert their influence, with thousands of members hidden all over Europe. Since Columbus' voyage of exploration in 1492, the Spanish have been sweeping through the Caribbean, conquering the natives in a search for riches and glory. Starting in the year 1519, stories began to filter back to Europe about Cortes and other conquistadors' dramatic defeats at the hands of the indigenous Aztecs (and later Incas) wielding powerful magic. In addition, these magical powers allowed the New World groups to prevent the spread of Old World disease like smallpox and influenza. In the last two centuries the Church, especially in Spain, has stepped up its efforts to destroy witches and wizards through the Inquisition. Assuming that all magical powers must come from the devil, spies working for the Inquisition are trying to root out members of these secret groups, frequently burning them at the stake. In the Americas, the Inquisition is attempting to crush those foolish enough (in their view) to use devilish powers and seek to save the souls of the rest. This has developed into a 150year war that is still being waged on many fronts. The Spanish conquistadors have managed to conquer small, loosely organized indigenous groups, stealing their ancient relics, and shipping them back to Spain, but the Inca and Aztec remained beyond their grasp. These powerful magic-wielding Aztec and Incan empires have retreated but are holding strong against increasing Spanish attacks, and they remain the conquistador's primary targets. Though fragmented and without as much magic, the Mayan states have also repelled the Spanish from the Yucatan and Guatemalan highlands. Transported to the New World as slaves, many African sorcerers have been blending their own magics with the Chapter 1 - Introduction 5 mysteries of the American Indians and Europeans to form a powerful new tradition of magic called voodoo. Escaped slaves, labeled maroons, are forming their own communities to attempt to carve out a place for themselves in the Americas. European exploration in the New World has been significantly slowed by the native resistance and therefore, in 1665, the Age of Exploration is still at its peak. Many of the smaller indigenous groups in Middle America have fallen to the Spaniards, but much of the terrain, including most of inland North, Central, and South America, remain a mystery to Europeans. The Standard Campaign Model and the Order of the New Dawn These rules assume that your character is (or quickly becomes) a member of the Order of the New Dawn, a fictitious secret society made up of people of almost any background just like those listed above. This allows you to portray any type of character you want, and gives all characters many reasons to work together in heroic adventures. An in-depth description of the Order of the New Dawn, including its goals and history, is found within Heirs to the Lost World. m ple In the midst of all of this and unknown to most, a secret Aztec political group has partnered with an ancient Mayan cult to reopen a gate to Xibalba, the Realm of Fear. For about three quarters of a millennium, the corrupted inhabitants of the Underworld have been separated and sealed away from the surface, but now a gate has fallen open allowing them to renew their war against humanity. ! a powerful Mayan warrior caught between invading Europeans and your resurgent Xibalban foe. file Rather than waging a holy war against the American Indians, other European, mostly English, Dutch, and French, have made various attempts at establishing their own colonies. In North America, the English and French have been gathering native allies. In some cases, they are attempting to use long-standing feuds to turn the American Indians against each other. In the Caribbean, these three nations have established a few outposts in opposition to Spanish dominance. Sa You can portray a wide variety of characters in Heirs to the Lost World. Here are just a few examples: ! a swaggering pirate sailing the high seas preying on fat merchantmen, ! a mysterious alchemist from a secret society searching for ancient artifacts and new magic, ! a wise American Indian shaman trying to lead your tribe in the face of European aggression, ! a desperate French buccaneer seeking wealth and revenge against the Spanish, ! a gruff Spanish conquistador working for the Inquisition to crush heretics, ! a cunning voodoo mambo, protecting your remote village from ruthless slavers, ! a proud English privateer with nationalist sentiments getting rich while disrupting foreign trade, ! an Aztec blood mage exploring ruined temples in search of magical artifacts to help in the battle against the Spanish, ! a reckless explorer searching the Tierra Incognita of the New World, ! a wily Dutch smuggler or blockade-runner transporting mysterious relics for your secret employers, ! a defiant New World native struggling to resist European conquest, ! a vengeful escaped slave fighting for the freedom of your people, 6 The Standard Campaign Model is the default meta-plot of Heirs to the Lost World. This is the story of the resurgence of the evil Xibalban Empire from their Underworld Realm of Fear. The Aztec Ti-Matumah separatists and the Mayan Ajwal Shoch worked together to use the mystical power of a comet in late 1664 to open an Underworld gate, sealed since the Time of the Trouble and the Mayan civil war. As the vengeful Xibalbans find their way back to the surface world, the New Dawn and its allies must find a way to stop the spread of wickedness and corruption. While these rules and setting materials focus on the fringe of contact between the Old and New Worlds in Middle America, there are many other settings or campaign models that can be used. For example, you may want to portray members of the Aztec separatists or a group of escaped slaves. Descriptions of some of these alternate campaign models are found in Chapter 15: Game Directing. Cinematic Rather Than Realistic The real world of 1665 was a grim place. Disease was common, life expectancies were short, and there was much suffering. On the other hand, the setting of Heirs to the Lost World is more similar to that seen in action-adventure movies rather than reality. The heroes should be more concerned with stopping an evil witch's malevolent plans rather than dealing with malaria (unless her plans involve malaria). Chapter 1 - Introduction How does the game work? A Rules Overview In creating the rules to Heirs to the Lost World, I had several goals. First and foremost, I wanted the game to be cinematic in which the player characters are the heroes performing daring deeds. Secondly, I wanted the game to be tactically interesting in which the players make important strategic decisions during play. Finally I wanted a game that is fast and that needs no tables or charts to be consulted during play. Rolling dice in a skill check is a little more complicated than just adding up the numbers rolled. Each individual die that rolls a 4 or higher is considered a success. The roll's result is the total number of dice that are successes. In other words, the result is the total number of dice that roll a 4 or higher. If the result is equal to or greater than the difficulty, the action succeeds. Example: Foster is trying to climb a wall. The Game Director decides it is an Athletics skill check, and the wall has a difficulty of 3. Foster has an Athletics of 2d and a BODY of 4e. Foster puts 2 skill dice plus 4 Effort dice into his dice pool. He rolls them and gets a 2, 2, 3, 4, 4, and 5. Three of the dice rolled a 4 or higher. This gives him a result of 3. This means he gets up the wall. file ple Being a cinematic game, Heirs to the Lost World uses film terminology. Players control the most important participants in the story and are therefore called Heroes. Heroes are one type of Major Character; other types include major villains and other important figures in the story. Being secondary to the story, most other characters are simplified versions called Minor Characters. For example, the contacts you meet in a portside tavern or a rival in the Aztec pochteca merchant guild may be Minor Characters. Less important, unnamed characters are called Extras. These could be the sailors on a Spanish man-o-war or the Mayan warriors defending an ancient ruin. The participant who writes the story, controls the non-player characters, and referees the game is called the Game Director (GD). The group of all the participants is called the Cast. All encounters take place in scenes. your trait level determines the maximum number of Effort dice you can put in this dice pool. Note that skill ranks are listed with a "d" after the number, and Steps to Play The abilities and talents of characters are represented with a collection of statistics recorded on a character sheet. Each character has scores in nine traits, further divided into skills. In addition, players need a handful of regular dice, five Effort dice, and a single Mojo die. Effort dice represent a character's health and vitality and using them represents the character's focus and energy on a task. One or more Effort dice is "spent" every time the character takes an action. The Mojo die is a bonus die used in certain situations. What do you need to play? Players need: ! A copy of the character sheet ! Lots of 6-sided dice (regular). Each player needs five Effort dice, one Mojo die, and about 6-8 other dice. ! A miniature, counter, or small marker to represent their character ! Pencils and paper When your character takes an action that has a chance of failure, the GD determines the appropriate trait and skill, and sets the difficulty of the action. You, the player, then make a skill check by rolling a number of dice called your dice pool. Your dice pool starts with a number of dice equal to your skill rank plus a number of Effort dice equal to your trait. In some cases you may choose (or be forced) to roll fewer Effort dice in order to save some energy for a later action. In skill checks, The Game Director needs ! Lots more 6-sided dice in several colors ! An erasable map with hexes ! Miniatures, counters, or other markers to represent the other characters in the game ! A handful of gaming stones, glass beads, coins or other markers (in a few different types or colors) ! The adventure she has written Sa m At some points in the game, the exact position of the characters can become tactically important. In these cases, the rules assume the Game Director will use a map with hexes. This map could be a pre-printed map or an erasable map. Character positions should be marked with a miniature or counter. Each hex on the map represents 2 yards (6 feet). If a hex map is not available, you can use a grid map (with every square equal to 2 yards) or even just the table surface (with every inch equal to 2 yards). The game can also be played without a map, keeping all the action in your imagination. 1. Find two or more participants and appoint a Game Director (the game is best with 4 - 6 people). 2. The Game Director obtains or creates an adventure including all non-player characters (NPCs). See the sample adventure as an example. 3. The players create their Player Characters. (Note: some groups prefer to make characters before the GD makes the adventure. This helps the GD tailor the adventure to the particular characters, and is recommended if time permits.) 4. Begin play. Chapter 1 - Introduction 7 trait levels are listed with an "e" after the number. This is to help you remember that the skill rank sets the number of skill dice in your dice pool while your trait sets the maximum number of Effort dice in your dice pool. There is one additional rule when you roll dice. If you roll at least one 6 in a skill check, you trigger your Mojo. Your Mojo is that little something extra that sets you apart. This means you may roll your Mojo die as a bonus die and add its value (from 1 to 6) to the result. Example: Simon wants to pick a lock. The Game Director decides this is a DEXTERITY - Thievery skill check against a difficulty of 5. Simon has a Thievery skill of 2d and a DEXTERITY of 3e. This means he can put up to five dice into his dice pool (a base umber of two dice plus up to three Effort dice). Assume he rolled a 1, 3, 4, 6, and 6. This roll's result is 3. In addition, Simon rolled at least one 6, so he gets to roll his Mojo die. Assume he rolled a 4 on the Mojo die so his total result is 7. This is higher than the difficulty so Simon succeeds in picking the lock. This may seem a little complicated right now, but is actually quite easy. These steps are explained in much more detail in Chapter 4 Game Concepts. Example of Play Nab-te does not have Stealth, so Norm only rolls 3 Effort dice and gets 2, 2, and 4. This results in 1 success. Norm [Nab-te]: I got a 1. I guess I was not too stealthy. Sa m ple Georgia [GD]: Remember last week, you tracked the Aztec renegades to the base of the temple and started to climb the crumbling stairs. From the top of the ruin, you can see two other temples poking up above the tree line to the north. To the east are the stairs you just climbed. To the south stretches the jungle, and far off, you see your camp from the night before. Next to you at the top of the ruin sits a crumbling structure with an open passageway leading into darkness. Everyone make a NOTICE reaction check. Simon has a Stealth of 2d and an AGILITY of 3e, so Scott rolls 2 dice plus 3 Effort dice and gets 1, 2, 3, 5, and 6. He triggers his Mojo and gets a 4. This results in 6 successes. Scott [Simon]: I got a 6. file To help you get an idea of how Heirs to the Lost World works, here is a short example of role-playing involving three participants, Georgia, Scott, and Norm. Georgia is the Game Director, Scott is playing Simon Foster, a wily rogue, and Norm is playing Nab-te, a Mayan shaman. After reading Game Mechanics and Combat, you may want to come back to re-read this example to fully understand the action. Scott (playing Simon Foster) rolls 3 dice and gets 2, 5, and 5. This results in 2 successes. Scott [Simon]: I got a 2. Norm (playing Nab-te) rolls 2 dice and gets 4, 6. He triggers his Mojo and gets a 3. This results in 5 successes. Norm [Nab-te]: I got a 5. Did I see something? Georgia [GD]: You don't see anything, but you do hear footsteps from inside the structure. Norm [Nab-te]: I motion to Simon, point at my ear and then point at the opening (he demonstrates with his hand), and then sneak up to the side of the opening, trying to be as quiet and quick as possible. Scott [Simon]: I sneak to the other side of the passageway and pull out my cutlass. Norm [Nab-te]: Remember, I already have my spear out and ready for action. Georgia [GD]: Nab-te, you accidentally kick some of the rubble, which bangs against the stone wall of the structure. The footsteps from inside stop, and you hear a voice call out, "Cocoza, why are you so late?" The voice sounds male and is speaking Nahuatl. Nab-te speaks Nahuatl so you understand, but Simon, you do not. Norm [Nab-te]: (Norm thinks for a second) I answer, "The road was really muddy." Georgia [GD]: Okay, you need to make a Persuade check for that. Nab-te has a Persuade of 2d and a PRESENCE of 2e. Norm puts 2 dice plus 2 Effort dice into his dice pool. He rolls them and gets 2, 2, 6, and 6. He triggers his Mojo and gets a 1. This results in 3 successes. Norm [Nab-te]: I got a 3. Hope that was good enough. Georgia applies a penalty (due to the unlikely lie) and consults the Aztec's statistics. Georgia [GD]: You both hear some commotion and see two armed figures running toward you from inside the structure. They look like the Aztec renegades you encountered earlier and carry macuahuitls. Okay, we are going to have to start acting in Initiative order. Let me draw the temple's top. Simon and Nab-te are here, and the figures are here (Georgia places some miniatures on the map). Simon, you have an Initiative of 6.2 so you are first. Georgia [GD]: Okay, you both need to make Stealth checks. 8 Chapter 1 - Introduction Scott [Simon]: I guess they did not go for your bluff, Norm. My Speed is 3, so I spend an Effort die to move these three hexes (he moves one Effort aside), and attack that renegade. Does he spend any Effort dice on defense? (Georgia shakes her head) Okay, I'll roll 2 Effort dice in my attack, cautiously trying to feel him out. Simon has a Blades of 3d so he rolls 3 dice plus 2 Effort dice and gets 2, 4, 4, 5, 5. This roll's result is 4. I got 4 successes on my attack roll. the ground and wedge it between floor and ceiling. I then swing myself around on it and kick the Aztec in the chest, trying to knock him down the stairs. Georgia [GD]: That sounds like a Stunt to me. You are using your spear in the attack, but kicking the Aztec, so that is a dual action Stunt, Unarmed and Heavy Weapons. Remember to spend an Effort die for the Stunt (Norm moves another Effort die aside). Georgia [GD]: You swing down your cutlass just as the Aztec skids to a halt and throws up his macuahuitl to parry, but your blade slips by and hits him in the torso. Make a damage roll. Nab-te has an Unarmed of 2d and a MELEE of 2e. His Heavy Weapons of 2d means he does not modify his dice pool for the dual action so Norm rolls 2 dice plus 2 Effort dice and gets 1, 1, 5, 6. He triggers his Mojo and gets a 5. This results in 7 successes. Norm [Nab-te]: I got a 7. ple Georgia [GD]: Your blow cuts into his quilted ichcahuipilli armor, but you don't see any blood. He doesn't seem to be slowed down at all. The Aztecs have Initiative of 5.2, so they are next. The Aztec that you hit screams a battle cry, and then swings his macuahuitl wildly at your head. m Scott [Simon]: I swing my cutlass up to block. I'm going to spend my last Effort die on defense. This gives me a Parry of 5. Sa The Aztec renegade (Minor Character) has a MELEE of 3e and a Blades of 1d, so Georgia rolls 4 dice and gets 1, 3, 4, 6. The Aztec triggers his Mojo and gets a 2. This results in a 4. Georgia [GD]: Simon, you just get your cutlass up in time to deflect his blade over your head. Seeing that you look worn out, the second Aztec advances here (Georgia moves the figure two hexes). If you had any Effort dice remaining, you could make an Intercept attack. The Aztec charges with his macuahuitl held in both hands and swings it down in a vicious attack. The Aztec renegade has a MELEE of 3e and a Blades of 1d, so Georgia rolls 4 dice and gets 1, 2, 4, 6. The Aztec triggers his Mojo and gets a 2. This results in a 4. With your Parry of 4, his blow slips by your feeble attempt to block and hits you in the shoulder. The Aztec renegade has a STRENGTH of 3e and a weapon with a DD of STRENGTH + 2d so Georgia rolls 5 dice and gets 1, 1, 5, 5, 6. The Aztec triggers his Mojo and gets a 3. This results in a 6. He gets a 6, which beats your Toughness of 3. His blade cuts into you, giving you a wound. (Scott takes one of his Effort dice and places it in his dice bag). Nab-te, you are up. Norm [Nab-te]: I have a Speed of 3. I want to move five hexes so I spend 2 Effort dice to move twice (he moves two Effort dice aside). Then I plant the back end of my spear in Chapter 2 - Intro to the Lost World Georgia [GD]: You hit him square in the chest, sending him tumbling down the stairs. Since you triggered your Mojo in the Stunt, you earn a Destiny point. Okay, the round is over, so Effort dice refresh. Simon has a Fitness of 4 so he refreshes all his remaining Effort dice. Nab-te has a Fitness of 3 so he refreshes 3 Effort dice. The other 2 remain spent. The Aztecs are Minor Characters so they do not have Effort dice. It's Simon's turn. file Simon has a STRENGTH of 2e and the cutlass has a Damage Dice (DD) of STRENGTH +2d, so Scott rolls 4 dice and decides to roll 1 Effort die. He gets 1, 3, 3, 3, and 6. He triggers his Mojo and gets a 2. This results in 3 successes. Scott [Simon]: I want to save something for defense, so I only roll one Effort die in the damage roll for my tentative swing. I got a 3. Scott [Simon]: I don't want to take any more damage, so I'm going to be fairly defensive and strike with a half-hearted attack, spending only 1 Effort die. Simon has a Blades of 3d so he rolls 3 dice plus 1 Effort dice and gets 1, 2, 2, 3. This roll's result is 0. I got a zero! Georgia [GD]: You fumble. With only a single 1, the fumble is fairly minor. So, what happens? Scott [Simon]: As I swing my cutlass, it slips from my sweaty grip and slides across the floor, hitting the wall here, just at the top of the stairs. Norm [Nab-te]: I spend an Effort die on Initiative, putting it at 5.4 Georgia [GD]: That puts you ahead of the Aztec, so you go next. What do you do? Norm [Nab-te]: I only have 2 Effort dice left, and I spend them both in an attack on the Aztec. I jab my spear at his torso, just making sure I get contact. Nab-te has a Heavy Weapons of 2d so Norm rolls 2 dice plus the 2 Effort dice and gets 4, 4, 5, and 5. This results in 4 successes. I got 4. Georgia [GD]: That is just enough. You nick him in the shoulder with the tip of your spear. Make a damage roll. 9 Game Terms Game Director (GD) - The Game Director creates the adventures, describes the scenes, controls the Non-Player Characters, and referees the game. Trait check - A trait check is similar to a skill check when there is no applicable skill. Major Characters roll between one and their trait level in Effort dice. Dice - Heirs to the Lost World uses regular, six-sided dice, often abbreviated d6 in other games. Each player will need five dice of one color (to be Effort dice), one die of another color (to be a Mojo die), and a handful of other dice of a third color. Success - In a skill check (or trait/reaction check), each die that rolls a 4 or higher is a success. The total number of successes is called the result of the roll. If the result is equal to or greater than the difficulty, the action is successful. Player Character (PC) - Player Characters are the characters in the game controlled by the players (other than the Game Director). All PCs are Major Characters and players should use a character sheet to record information such as traits and skills. PCs are often called Heroes because they should be the heroes of the story. Non-Player Character (NPC) - Non-Player Characters are all the characters controlled by the Game Director. NPCs can be Major Characters or Minor Characters. Trait - Each character has nine traits, measured in levels from 1e to 5e. In a skill or trait check, characters can roll between 1 and their trait level in Effort dice. Traits are listed with an "e" to remind you of the association with Effort dice. Difficulty - In a skill check (and trait or reaction checks), the Game Director sets the difficulty of the action. If the result is equal to or exceeds the difficulty, then the skill check is successful. Mojo Die - If at least one 6 is rolled in any skill check (or trait or reaction check), then the player may roll his Mojo die. This die's value is added to the result (thus adding anywhere from 1 to 6 additional successes). Scene - Scenes are the building blocks of an adventure just as they are for movies. All encounters occur in scenes. There is no specific amount of time for a scene - the beginning and end should be fairly clear. In action scenes, time is broken down into rounds and turns. Round - In action scenes (combat and other tactical situations), time is measured in rounds. Each round represents about 3-5 seconds. Effort dice "refresh" at the beginning of each round. ple Skill - Each trait is subdivided into skills. Skills are the character's particular areas of training or talent. A character's skill rank sets the base number of dice he rolls in related skill checks. Skill ranks are listed with a "d" to remind you of the association with regular dice. Result - The result of a skill, trait, or reaction check is the total number of successes. In other words it is the number of individual dice that rolled a 4 or higher. In addition, if at least one 6 was rolled, characters roll their Mojo die and adds its value (from 1 to 6) to the result. file Cast - The Cast is the group of all the participants in a game including the Game Director and the players. Sa m Effort Dice - Effort dice represent the focus the character puts toward an action. Starting Player Characters have 5 Effort dice. Effort dice are sometimes rolled in skill checks and are sometimes used (unrolled) for other purposes. Characters must roll at least one Effort die in skill and trait checks. The maximum number of Effort dice a character may roll is set by his trait. Turn - In every round, each character takes a turn in order of Initiative. Characters can move and/or take other actions in their turn. Major Characters - Major Characters are the main actors in the story. They include all the Player Characters, the major villain(s), and other important characters. Skill check - A skill check is a roll made to determine if an action is successful. Major Characters roll a base number of dice equal to their skill rank plus between 1 and their trait level of Effort dice. Rather than adding up all the dice rolled (as happens in most games), the roll's result is found by counting up the successes, instead. Minor Character - Minor Characters includes all of the supporting characters and Extras in the story. This may include a war band leader, a ship’s officers and crew, contacts, allies, and other less important individuals. Sometimes a player may control a Minor Character, but more often they are NPCs controlled by the Game Director. Reaction check - A reaction check is a roll asked for by the GD to see how a character reacts to something. In a reaction check, the character rolls a number of dice equal to the corresponding trait. Effort dice are not rolled in reaction checks. Extra - Extras are all the nameless Minor Characters in an adventure. Extras always have a FORTITUDE equal to 1. This means they can only take a single wound, so they are either up or down. Nab-te has a STRENGTH of 2e and the spear has a DD of STRENGTH +2d so he rolls 4 dice and gets 2, 3, 3, and 5. This results in 1 success. Norm [Nab-te]: I got 1 success, but I'm going to spend a Destiny point. (In exchange for a Destiny point, he rolls his Mojo die and gets a 5). I got a 5 so my final result is a 6. As my spear goes into his shoulder, I give it a little twist. 10 Georgia [GD]: That beats his Toughness. He crumples to the stone floor. Scott [Simon]: Thanks, Nab-te. I wasn't doing so well. I go over and pick up my cutlass. Now, what do we see in this room? Chapter 2 - Quick Start
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