BRP Magic World Quick Start Quide

Magic World
Quick-Start Rules
Interior Illustrations
Richard LeDuc and Friends
Cover Painting
Andy P. Timm
Editing & Production
Copy Reading
Meghan Mclean
The Fishsinger’s Daughter
Richard LeDuc
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Magic World Quick-Start Rules is copyright ©2013, 2014 by Chaosium Inc. All rights reserved.
The names of public personalities may be referred to, but any resemblance of a scenario character to persons living or
Except in this publication and associated advertising, all illustrations for Magic World remain the property of the artists,
This book is an introduction to the roleplaying game Magic World, available separately.
dead is strictly coincidental.
who otherwise reserve all rights.
Find more Chaosium titles at www.chaosium.com
Item #MWQS
ISBN10: 1568824327
ISBN13: 9781568824321
Created in California, Printed in the USA
CONTENTS
How to Play................................5
The Fishsinger’s Daughter.........13
Handouts...................................24
Characters..................................27
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Magic World Quick-Start
IF YOU’VE NEVER PLAYED A ROLEPLAYING
GAME BEFORE, READ THIS FIRST!
Don’t panic! Despite all the rules, charts, and arcane language, you already know how to play this game. It’s simply the same ‘let’s pretend’ games you played as a child. But in Magic World, and other roleplaying games, there are rules to describe how the world works, and how your characters in­teract with it. And to solve the perpetual “I got you!” “No, I got you rst!” problems.
Magic World has only a few core principles to keep in mind, and once you know these, you should be ne:
• Attributes are usually 3-18 (the higher the better), human average is 10-11. Make an attribute roll when there is no opposition and a resistance roll when there is an op­posed force that can be rated.
• e Resistance Table is based on equal forces having a 50/50 chance against one another. e more unequal the forces are, the greater the dierence. Both scores’
chances always add up to 100%.
• Skills have percentile ratings (the higher the better), and you want to roll low to suc­ceed. A roll of 99 and/or 00 is a fumble. A roll over your skill is a failure. A roll equal to or under your skill rating is a success. A roll of 1/5 your skill is a special success. A roll of 1/20 your skill is a critical success.
• Occasionally, skill ratings will be mod­ied by a value (usually within the range of ±20%) if some contributing factor makes things more dicult, or if something makes the skill attempt easier.
• When you run out of Hit Points, you die.
• Most spells use Magic Points for fuel. When these run out, you fall unconscious.
Everything else can be determined during the course of play, or explained as required. If knowledge of the rules is getting in the way of actually playing, better to play.
Remember, this is a game! Have fun with it.
How to Play
Magic World Quick-Start
How to Play
6
Storytelling is the most ancient art in which hu­manity still engages. From time inmemorial we have gathered in groups to engage in the myths and legends of our people. From the hearth fires of ancient tribes, to the glittering cineplexes down the street, stories help us to understand who we were, who we are, and who we wish to be.
Magic World is a set of rules to allow you and your friends to tell astounding stories of fantasy and myth. The rules codify what ac­tions are available within the game, while re­maining intuitive so that they do not get in the way of your enjoyment of the stories.
The rules to Magic World are easily remem- bered. Most tasks can be resolved with a single roll of the dice. Character creation is quick and intuitive, with numerous options as to character race, skills, etc.
But don’t take our word for it. Grab some dice and friends and forge the stuff of legends!
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Fantasy Roleplaying is a form of social gam­ing, akin to acting out a novel. There are two sorts of players. Most players act out the prima­ry roles in a game, the heroes around whom the tales revolve. They might be swaggering war­riors in plate armor, sly beggars whose weapons are the deformities with which they earn their living, or decadent Sorcerers of noble birth. One other player becomes the Chronicler, who devises and presents the adventures in which the rest of the players participate. The Chroni­cler describes the world in which the Adventur­ers roam, and how that world is affected by the
players’ actions. While a player acts out only one role, or perhaps two if playing two Adventurers, the Chronicler presents the entire fantasy world in which the game is set, with its people, places, monsters, and gods.
Play is mostly conversation: the Chronicler outlines some situation or encounter, then the players say what they, in the guise of the Adventurers, propose to do. Relying on the rules to keep everything consistent and fair, the Chronicler then tells them how to do what they proposed or, if impossible, what hap­pens instead. Dice rolls, the results of which are unpredictable, keep everyone honest and provide surprises, triumphs, dismal defeats, and hairs-breadth escapes.
Success in roleplaying comes not from play­ers eliminating each other, as in chess or Risk, but in memorably adopting the personas of characters quite different from themselves, and in reacting as those people would to other­worldly scenes and creatures.
Part of the pleasure in roleplaying is the in­teraction and cooperation between players: a novel gives solitary pleasure, but roleplaying gives the satisfaction of theater. Cooperation among players is important in successfully completing the task or quest the scenario set forth, and in granting their own pleasure in the game—you are not only the actors, but the audience as well.
Many of the game’s details are glossed over here but since Magic World is a game of fantasy and wonder, this will not the atmosphere of imagi­nation necessary for a good fantasy game.
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7
Pre-Generated Characters
This adventure pack includes several pre-generated characters to use for the adventure at the back of this QuickStart PDF. It is suggested to use these charac­ters for this adventure to allow new Magic World or Basic Roleplaying players to begin their game right away. If your group would like to create their own
characters, feel free to do so.
Once you’ve played a game or two, you will probably want to take a look at the full rules for Magic World, which are available from any good game store, most large bookstores, or di­rectly from us at www.chaosium.com. To cre­ate your character, you will only need three ordinary six-sided dice. To play the game, you should invest in a full set of polyhedral dice. At least one of 4, 6, 8, 10 and 20-sided dice are needed to play the game.
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To play Magic World you need a character. Characters in the game are called “Adventurers” because they primarily spend their play time exploring and adventuring in the regions and dungeons of Magic World. It will be helpful for you to have a piece of scratch paper handy, or ideally a Magic World character sheet. There is one located at the end of this PDF or you can download one for free at www.chaosium.com. Click on “Free Downloads” then “Character Sheets, Keeper Forms, and more.”
e Primary Attributes
To begin, a Magic World character has seven primary attributes:
Strength (STR) Strength measures an Adven­turer’s muscle power. It shows how much some­one can lift, push or pull, or how tightly he can hold on. Strength decides if an Adventurer can wield the heaviest hand weapons at full ability. It is also a component in figuring the damage bonus which may increase the effect of hand­to-hand attacks.
Magic World Quick-Start
Human STR cannot naturally exceed 21. An Adventurer reduced to zero Strength is an in­valid, unable to leave bed.
STRx5 is the Effort roll. Additionally, STR influences Damage Bonus and Physical skills.
Constitution (CON) Constitution summarizes the health, vigor, and vitality of an Adventurer. Constitution helps calculate how well an Ad­venturer resists drowning and suffocation, poi­sons, diseases, and magic—which makes him harder to kill.
If Constitution points are ever reduced to zero, the Adventurer dies.
The Stamina roll is equal to CONx5. CON influences Hit Points and Perception skills.
Dexterity (DEX) Higher Dexterity makes for a quicker and more nimble Adventurer who has potential for more activity in a round. A suc­cessful DEX roll may prevent a fall, let an Ad­venturer stand in a high wind, do a delicate task, or take something without being noticed.
The multiplier DEXx5 is called the Agility roll. DEX also influences an Adventurer’s reac­tion speed in combat, and Manipulation skills.
Human DEX cannot normally exceed 21. An Adventurer with zero DEX points is un­able to accomplish any physical task without also a successful Luck roll.
Example: Jeromyn the Thief needs to make an Agility roll to ensure that he will be able to slide under the closing door in time. His player, Krista, wishes that she will roll below Jeromyn’s Agility of 75%. She rolls a 52 on her percentile dice. Jero­myn slides under the door safely.
Size (SIZ) The characteristic of Size repre­sents the average of an Adventurer’s height and weight. Can an Adventurer can see over some­thing, or squeeze through a small opening, or be seen in tall grass? This characteristic also helps calculate the Adventurer’s Hit Points and Damage Bonus. To show loss of one or more limbs, decrease SIZ and DEX.
Human SIZ cannot be higher than 21. If starving, loss of half or more of SIZ causes
How to Play
Magic World Quick-Start
8
death. If an Adventurer somehow loses all SIZ he withers to a husk, or disappears entirely!
SIZ influences an Adventurer’s Hit Points,
and Damage Bonus.
Intelligence (INT) This characteristic repre­sents how well an Adventurer learns, remem­bers, and analyzes. INT equals the number of spells and other magic that an Adventurer can know and have ready to use. Much depends upon the INT characteristic.
Human Intelligence can rise indefinitely. Reaching zero INT reduces the Adventurer to a babbling idiotic state. The Idea roll is INTx5. INT influences Knowledge skills.
Example: Eoghain the Sorceror has an INT of
18. This allows him to have a maximum of nine levels of spells. Eoghain’s player, Jeff, chooses his spells and writes them down on his charac­ter sheet: Contribute to Truth, Heal, Moonrise, Muddle, and Witch Sight.
Power (POW)
has, the greater is his or her force of will, confi­dence, and capacity for magic. (Power does not correspond to leadership: that is earned by ro-
The more Power an Adventurer
leplaying.) To cast magic, an Adventurer must have POW 16 or higher. The amount of Power equals the Adventurer’s maximum Magic Points.
POWx5 is a convenient multiplier called the Luck roll. Power can rise indefinitely. An Adventurer without POW lacks will and be­haves like a zombie. POW influences an Ad­venturer’s Magic Points.
Appearance (APP) Appearance shows relative agreeableness, eloquence, gracefulness, dyna­mism, and physical attractiveness. It calibrates first impressions, and also indexes the eagerness of people to associate with the Adventurer. Low APP could indicate ugliness, or perpetual dis­agreeableness. High APP need not mean beauty or handsomeness so much as a memorable face or the ability to make a good impression.
A handy multiplier, APPx5, is called the Charisma roll. APP influences Communica­tion skills.
Human APP cannot naturally exceed 21. An Adventurer with zero APP points provokes disgust everywhere.
How to Play
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Magic World Quick-Start
e Secondary Attributes
There are a number of attributes which are de­termined after you have figured the attributes above. These are your adventurer’s Damage Bo­nus, Magic Points, and Hit Points.
Damage Bonus (DB) is how much extra dam­age your investigator does with a successful close-combat attack. Add your STR and SIZ and consult the Damage Bonus Table to find your damage bonus.
Example: Ruairi the Mercenary has STR 15 and SIZ 10. His player, Meghan, combines Ruairi’s STR and SIZ to determine his damage bonus: +1D4. Ruairi is a strong fighter.
Magic Points (MP) are equal to your POW. MPs fluctuate up and down as you cast spells. If your adventurer’s MPs ever fall below 0, he or she is rendered unconscious.
Hit Points (HP) are determined by adding SIZ and CON together, then dividing the total by two and rounding up. As your adventurer takes damage from combat or other events, your HPs will drop. If you drop to only 2 HPs, your inves­tigator is rendered unconscious. If he hits -2 or lower, he or she is dead.
Occupation and Skills
Choice of occupation will influence the se­lection of skills for your character. The Magic World rulesbook contains a fuller explanation of occupations and occupation skills.
Final Touches
Look over the character sheet and taking one last look at all the skills, attributes, etc.
From looking over all this material, you will
begin to get an idea of who this character is.
You might want to fill out some notes on
your adventurer’s background and personality.
Who is he or she really? Where did she grow up? What is his family like? The more time you spend thinking about your character, the more he develops a personality.
T G S
Playing the Game
In a roleplaying game, there is no winner or loser. You all win if everyone has fun telling a good, moving tale. You lose if no one has fun. To keep things moving along during the course of the game, and to add that spice of risk and improbability, you occasionally will be called on to roll dice to determine the outcome of critical events. Generally, Skill Checks may be called for by the Chronicler in stressful situa­tions. Walking through a field on a pleasant evening is not a stressful situation. Fighting a group of orcs that has ambushed your party in the middle of the night is.
The following section outlines the basics of playing a game of Magic World.
Dice Rolling & Skill Checks
Different types of polyhedral dice are used to determine the outcome of events in a Magic World session. You should be able to purchase a set of these dice in any good game store. You will want at least one each of 4-, 6-, 8-, 10-, and 20-sided die. You will also want to pick up dice referred to as “percentage” dice. These dice will have ten sides numbered “10, 20, 30, etc.” Dice notation in the game is simple. You will always know what type and number of dice to roll when you see something like “1D6” or “3D10.” The first number is the quantity of dice to roll. The second number (after the “D”) tells you what type. So, “1D6” means to roll a single 6-sided die. “3D10” tells you to roll 3 ten-sided dice and add the values. If you ever see some­thing like “2D6+6” that means to roll 2 six-sid­ed dice, add them together, and then add six to that sum.
For the most part, dice are rolled normally: roll the dice called for in the rules, and read the uppermost number. One of the most com­mon rolls you will make is a “percentile” roll. All skills, as well as Idea, Know, and Luck rolls start with a percentile roll. To do this, roll a
How to Play
Magic World Quick-Start
percentile die as described above, and a reg­ular ten-sided die. Then simply add the two numbers together. If the number you rolled is less than or equal to the skill listed on your character sheet, you have succeeded.
Example: Kris is rolling to see if her character spots an elf sneaking up on her in a field of high grass. She has a “Sense” skill of 45%. She rolls the two dice, getting a 60 on the percentile die, and 3 on the ten-sided die. Adding them together, she gets a total of 63, well over her skill of 45%. She never sees the elf coming.
Generally, the Chronicler for your game tells you when you can attempt a skill roll.
Additionally, when you successfully roll a given skill, put a check mark in the box next to it on your sheet. You can only get one check per skill per game session. At the end of the evening’s session your Chronicler generally will tell you to “roll for skill increases”. At this time, roll percentile dice against any checked skills. If you roll over the value of the skill, you can add 1D6 points to the skill’s value. In other words, the more you know about some­thing, the harder it is to learn anything new, or get any better.
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something else. If the attack succeeds, the de­fending player rolls for any interposing armor.
The rules for combat in Magic World are simple. When a combat occurs, all adventurers, as well as characters and monsters controlled by the Chronicler, act in order of their DEX scores. The highest DEX goes first, followed by the rest in descending order.
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Fights occur in combat rounds. The Chronicler begins marking game time in combat rounds whenever he thinks that a physical encounter may start. Each combat round lasts about a few seconds of game time, enough time for partici­pants to start or complete at least one action. When the combat round ends, the next one be­gins. When an encounter concludes, marking time in combat rounds stops. Within a com­bat round, the Chronicler calls out the passing DEX- ranks, the players roll the dice, and the combatants wield their weapons. If attacking, the player rolls D100 to see if the attack hit. Defending, the player might decide to parry or dodge, or hope that his Adventurer’s armor blocks any attack while the Adventurer does
How to Play
Statement of Intent
The Chronicler and players tell each other what their characters generally intend to do in the round. The player needs no statement of intent to let an Adventurer parry, Dodge, or prepare a weapon during the round. Actions always can be canceled, and targets can be changed. Limit intent to that which is logical — for instance, if a player misses a skill roll which would have de­tected an ambush, the Adventurer will not then prepare for an ambush.
Magic
Play begins. Spells cast in the previous round take effect first. Start new spells only in this phase. Characters use magic in the order of
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Magic World Quick-Start
their INT, starting with the highest necessary and working down until everyone has had a chance. A character may delay casting magic until a later INT-rank. INT- rank 1 is the last INT-rank. Roll D100 if ties are a problem on a particular INT-rank.
Mark off Magic Points as they are sacrificed. An Adventurer can begin one spell in a round. All the spells in this book require exactly one full combat round of concentration to cast and take effect.
Example: Dúnhere casts Sorcerer’s Razor on his INT-rank in the magic phase of round one. The spell takes effect on his INT-rank in round two. If he wishes, he can cast new magic on his INT-rank or later in round two.
Actions
Adventurers not engaged in hand-to-hand combat from the previous round or other- wise committed may move to their maximums. Those not moving, or using half or less of their MOV may use other skills in this round, before or after movement.
Use DEX-rank to order attacks, parries, and dodges, starting with the highest rank useful and working down. For instance, in a given round a DEX 17 fighter attacks before a DEX 16 opponent. DEX-rank 1 is the last rank in the round. An action may be delayed until a later DEX-rank in the same round. Within a particular DEX-rank, opponents armed with missile weapons have the opportunity to attack first, followed by those with long-length weap­ons, and then by those with medium and short hand-to-hand weapons. The weapon tables de­fine weapon lengths. Roll D100 to break ties.
Parries and attack-related Dodges occur in the same DEX-rank as the attack.
If the Adventurer performs more than one action in a round, then separate the actions by at least five DEX-ranks, excepting parries and Dodges. Begin at his or her DEX, then at DEX minus five, then at DEX minus ten, etc., until no more ranks remain in the round.
Resolution
Everybody checks their Adventurer sheets to make sure that Hit Points, Magic Points, magic in memory, etc., are current. The next round begins.
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Weapon s
Broadsword, Cutlass, Scimitar, Rapier - They are roughly a yard long or less, have one or two sharp edges, are usually one-handed weapons, and have sharp points for skewering opponents. This is the broadest weapon class; Chroniclers wishing for more authentic treatment of medi­eval weaponry may wish to place the rapier in its own class.
Battle Axe, Great Axe - Heavy cleaving blades mounted on long wooden or metal-clad han­dles. Designs vary: one sort has one cleaving blade topped by a metal spike for puncturing armor. Another might feature a hook as a sec­ond blade, for pulling down cavalrymen.
Dagger - There is not much difference be­tween a long dagger and a shortsword. The use­fulness of this weapon class, however, is in its lightness and compactness as a second weapon and, if equipped with a cross-guard, as a parry­ing weapon.
Hunting Bow - Various sorts of bows occur throughout history. The recurved bow is short­er than the others, for ease of use from horse-
How to Play
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