Element Masters - 1st Edition Draft 1.2 (1982)
Element Masters - 1st Edition Draft 1.2 (1982)
Element Masters - 1st Edition Draft 1.2 (1982)
First Edition
Draft 1.2
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September 1982
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Kenneth D. Burritl&e
'Robert Finkbeine -c:::-======�
Edited by
Edward W Smyter
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Credits
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or
transmitted, in any form or by any means electronic, mechanical, photocopying, recording, or otherwise,
without prior written permission.
Patents Pending
Table of Contents
1. Hi story and Background 1
2. Char acter Creation 3
2.1 . Race 3
2.2. Prime Requisites 5
2.2. 1. Natural Bonuses 13
2.3. Previous Experience 14
2.3. 1 . Character Death in the Militia 14
2.3.2. Knowl�ge 15
2.3.3. Artistic Ability 16
2.3.4. Perception/Deception 17
2.3.5. Manipulation 18
2.3.6. Sneaking 19
2.4. Increasing skills 19
2.5. ESP Spells 20
7. 1 . Treasure Factor 80
8. 1. Gambling 81
8.2. Cheating 81
8.3. Divine Intervention 81
8. 4. Character Death and Henchman Replacements 82
8.5. Poison 82
8.6. Transporters 83
In the beginning, before the worlds were made, there was a Finally, after sixty years of terror, the aid promised by the
time when distance was measured by the flight of the gods and gods finally arrives. A handful of special children are born to
time by the lives of stars. As the gods matured they began each race, each with an odd birthmark in the sign of one of the
following their natural tendencies of Law and Chaos, creating a four elements· earth, water, fire, and air.
schism in the heaven�. To avoid conflict, the gods formed the
Last Agreement, which entailed the right of each individual god Element Masters is set in this time period. It is the destiny of
to create his own W()(lds, and to populate them with beings of the characters to regain the powers of Element Magic, and to
his own design. use them to close the gates of Chaos.
overran their worlds. They made more and more worlds, but the
beasts were so numerous and of such diverse character that
they soon were overcrowded again. The creatures were so
driven with greedy desires that the gods gave them a free hand
in governing their habitat and went about other business. The
Lawful gods, however, created very ordered and structured
worlds with several civilizations all governed by a central
kingdom.
�
The Council of Twelve realized that they were una le to close
the gate without help. They combined all their magic and power
to request aid from their gods. The power put into the request
drained the council of their powers, and upset the balance they
had worked into their city. The magic capitol collapsed, and
with it the entire government. The council scoured the land for
someone who still had the powers of Element Magic, but to no
avail.
Riverheart Pass
CHARACTER CREATION 3
The gods have selected those who will quest to close the Elves Before Play Bonuaes
gate. These individuals, each with a birth-mark representing the +30% night vision
element he will eventually control, will regain· the lost arts of +20% move quietly
Element Magic. + 10% missile weapons
+1 DEX
+1 CON
+1 APP
2.1 . Race
.
Human 21 90 +1 DEX
Most character abilities are determined b y rolling five four-sided dice (5d4). Th is will produce a more average character
which may be develo� according to the player's desires.
Strength (STR)
Strength reflects the character's ability to carry heavy loads, use heavy weapons, and do damage above and beyond that
normally inflicted with a particular weapon.
The maximum weight capacity (STR factor + CON factor) X character's weight determines the amount of weight a
character can carry without being encumbered.
Size (SIZ)
1 0-12 0-9
2 13-23 10-19
3 24-29 20-29
4 30-35 30-39
5 36-42 40-49
6 43-48 50-59
Size is the actual height and weight of a character. It 7 49-51 60-69
determines the amount of damage a character can. absorb, and 8 52-54 70-79
the weight he can carry without being encumbered. Unlike the 9 55-57 80-99
other prime requisites, SIZ is obtained by rolling the appropriate 10 58-60 100- 1 1 9
variance for a race, then adding or subtracting from the average 11 61-62 120-139
size. 12 63-64 140-159
13 65-66 160-179
Race Average Variation
14 67-68 180-199
SIZ
15 69-70 200- 219
16 71-72 220-239
Dwarves 7 ±1
17 73-74 240-259
Hobblts 6 ±1
18 75-76 260-279
Bves 13 n-78
19
±1 280-299
16 300-319
20
Humans ±2
79·80
Haff-Elves 14 ±2
81-:82 320-339
21
Haff-Trons 22 ±3
340-359
22 83-84
23 85-86 360-379
24 87-88 380-399
Variation
25 89-90 400- 419
91 -92 420-439
( 1 d4) ±1 (1d6) ±2 (1d8) ±3 26
27 93-94 440-459
1 -1 1 -2 1
28 95-96 460-479
-3
97-98 480-499
2 avg 2 -1 2 -2 29
30 99-100 500- 519
3 avg 3 avg 3 -1
4 +1 4 avg 4 avg
5 +1 5 avg
6 +2 6 +1
7 +2
8 +3
CHARACTER CREATION 7
Constitution (CON)
constitution resurrection 1
CON Description factor survival
Dexterity (DEX)
Dexterity is the characteristic that reflects the ability of the
character to handle weapons and tools with speed and
accuracy. This ability is important in battle because the quicker
combatant will be more likely to land the first blow.
DEX Description
Torpid
�
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5
6 Maladroit I '
7 Inept
8 Uncoordinated
9 Clumsy
10 Awkward
11 Below Average
12 Average
13 Average
14 Above Average
15 Limber
16 Agile
17 Nimble
18 Dextrous
19 Spry
20 Adroit
extremely adroit
1 resurrection can be accomplished only with �e aid of certain magical items or divine intervention H the percentage is made, and a magical item was used, the
character loses 5 points of constitution permanently. H the percentage 1s not made, the character is dead and gone forever.
8 ELEMENT MASTERS
Intelligence (INT)
The intelligence score measures the power of the mind to think, to reason, and to understand and retain new material. It is
useful to analyze and learn new combat techniques.
Wisdom (WIS)
Wisdom is the ability to make good decisions based on accumulated facts and experience (i.e. good common 98N8).
understand intelligence
WIS Description detect illusion mechanism minimums
21he number the character may learn, not wtiat Is already known
CHARACTER CREATION 9
MPT Description
5 Non-Existent
6 Insignificant
7 Minute
8 Meager
9 Insufficient
10 Lacking
11 Below Average
12 Average
13 Average
14 Above Average
15 Satisfactory
16 Sufficient
17 More Than Adequate
18 Ample
19 Plentiful
20 Abundant
Appearance (APP)
The appearance of a character influences the reactions of
others and determines the number of followers or henchmen he
may have.
maximum#
APP Description of henchmen
1 Circus Freak · +1
2 Grotesque -1
3 Hideous 0
4 Repulsive 0
5 Frightful 1
6 Unsightly 1
7 Ugly 2
8 Homely 2
9 Drab 3
10 Plain 3
11 Ordinary 4
12 Average 5
13 Average 5
14 Fair 8
15 Good-Looking 7
16 Attractive 8
17 Handsome 9
18 Gorgeous 10 grotesque
19 Striking 15
20 Stunning 25
10 ELEMENT MASTERS
Luck (LUK)
LUK Description
5 Walking Curse
6 Unfortunate
7 Unlucky
8 Unfavored
9 Ill-Starred
10 Inauspicious
11 Below Average
12 Average
13 Average
14 Above Average
15 Auspicious
16 Born Under a Lucky Star
17 Favored
18 Lucky
19 Fortunate
20 Blessed lucky
�·
luaty knock-kneed greedy
CHARACTER CREATION 11
Proficiency ( 1 d100)
These percentages Are added or subtracted from the basic (30/30) ATT and PARRY in the weapons learned in the militia, as
well as affecting the basic chances for all other weapons.
STR -5 +5 +5
INT -10 -5 +5 +10 +5
D�X -10 -5 +5 +10 +5
LUK -5 +5 +5
SIZ Bonus
This does not affect the character's physical �ize, but is used in the following charts to alter the damage withstood and the
·
damage bonus.
CON or LUK
05-07 08-13 14-17 18-21
CON -1 +1 +2
LUK -1 +1 +2
Hit Points
SIZ
01·04 05-11 12-14 15-17 18-20 21·23 Each +3add
Chest 3 4 5 6 7 8 +1
Legs 2 3 4 5 6 7 +1
·Abdomen 2 3 4 5 6 7 +1
Head 2 3 4 5 6 7 +1
Arms 2 3 4 5 6 +1
Damage Bonus
The average of SIZ and STR determine the amount of bonus damage a character adds to the basic weapon damage (add
1/2 for missile weapons)
DEX, MPT, or the same characteristic twice. LUK 18( + 5%), CON
= = 18( + 5%), MPT 11 ( + 0%)
=
(1d100) increase
01-05 +4
06·15 +3
16-35 +2
36-65 +1
66-00 +O
Knowledge 140
Perception/Deception 120
Artistic Ability 120
Manipulation 140
Sneaking 80
CHARACTER CREATION 15
2.3.2. Knowledge
The character will probably have less information than the player, who has read the manual. These skills determine what the
character knows, basic facts or skills. Initially, he has 20 points to add in each skill, although he may specialize at his own
discretion.
Language
Ability
When determining if successful communication has been established (thought being conveyed is identical
to what the receiver understands) at the lowest level add the percentages together and roll that % on a
'd100.
k now legends ( 1 0)
Each character has grown up with tales of the world outside his village. While some of this is false, the
greater portion is at least based in fact. Knowing some childhood fairy-tale may help a character determine
what to do in a situation.
ident ify (20) This is the ability to identify any type of rock, compound or animal. To be successful, one must have a
language ability equal to his identify. This can come in handy when determining which types of stones are
valuable when cut and polished, or to identify the hungry-looking monster. 1.f an object is broken or
changed , this skill also allows the character to know what its use was.
57
- 8-9 10-13 14-17 18-21 each +4 add
DEX -05 +05
INT -10 -05 +05 +10 +05
WIS -10 -05 +05 +10 +05
LUK -05 +05 +05
map making (1 O) The talent to make a map which can be used to navigate through the same area again without getting lost.
s ing song (10) The expertise of an adventurer to sing on key any known tune or song.
tell joke ( 1 0) The knack of delivering a good punch line to any joke or humorous tale. H percentage is not made, the
character will only receive confused looks and polite smiles from listeners.
tell sto ry (15) The flair to keep listeners interested in even the most boring, drawn-out tale ever heard .
"There were these two elves walking down the street, see ... "
CHARACTER CREATJON 17
2 . 3 . 4 . Pe rception/Deception
These abilities allow the character to detect and disguise by the use of the senses and knowledge of human nature.
detect lie/lie (1 O)
This is the ability of a character to lie well and also to detect a lie being told to him by understanding human
nature. The base chance to lie is 50%, modified by the difference between the listener and the liar.
Exa m ple : Lautrec the Liar (80%) is telling an outlandish lie to Gorgo the Gullible (30%)
Lautrec has a 50% + (80%-30%) = 100% chance of making·Gorgo believe him. Gorgo,
conversely, has a 50% + (30%-80%) = 00% chance of lying to Lautrec, and will be successful only
·
on a roll of (01).
listen (30) The ability to hear through doors, eavesdropping, or determine the direction and distance of a sound.
t racking ( 5) The skill to follow the movement of a group or individual over normal terrain. The chance of success Is
reduced by more rugged terrain_
Immediate Per
Terrain Reduction Hour
rock 60% 5%
marsh 80% 20%
jungle 25% 10%
sand 0% 20%
snow 20% 10%
town 50% °"'
....: z. :
Q ..c� ,.
.
11,
It' '
I
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18 ELEMENT MASTERS '
balance (70) The gift of keeping a sure footing when pushed, such as when the sneaky little hobbit helps you off the
bridge.
c l i m bing (20 ) The ability to scale embankments, steep slopes, ropes, etc, but not smooth vertical surfaces.
jumping (15) The ability to jump up to a maximum vertical distance of 1.5 X the character's height. Note: The
character will not jump to a ledge 1.5 X his height and land_ on his feet. Rather, he will just be able to grab
onto the ledge with his arms. Round Down.
riding (10) This is the skill to be able to fight using any weapon while riding on a horse or other mount. If a character
is just riding and concentrating on maintaining balance and control of the mount, percentage to ride is
doubled. Note: While riding, a character's chance to attack or parry will never be higher than his riding
ability.
pick locks (5 ) The ability to open locks without having the key. A successful roll means that the attempt was successful.
A character can only make one attempt to open any lock, but may try again once he has gained more
experience.
s w imming (15) The ability to move through water in a desired direction. This does not allow a character to swim with
armor on, unless it is magical. A person can swim with only 10% of his weight in extra baggage. Note: Roll
LUK X 5 for removal of armor, or sink.
To attefTlpt swimming, the character must roll a number equal to or less than his swimming percentage on a
percentile die. Drowning occurs in one turn after swimming percentage is not made. It is not necessary to
roll percentage again if character is wearing no armor and is carrying less than 25% of carrying capacity. If
wearing up to three pieces of metal armor and/or more than 25% but less than 50% of carrying capacity,
roll again after every turn. If wearing more than three pieces of metal armor, or carrying 50% or more of
carrying capacity, character will sink without chance of swimming.
6. Equipment
6 . 1. Money Sy stem
copper 10 = 1 CR 20 = 1 lb
silver crown (CR) 10 = 1 RC 20 = 1 lb
gold royal crown (RC) 10 = 1 lb
Each coin has a different design and is itself a work of art. All the coinage was produ ced by element magic, so no money
has been minted since the collapse of the capitol.
A rm o r We i g hts
% of character's weight
head arms abdomen legs chest full suit
leather 01 02 03 04 05 15
hard leath er 03 05 06 07 09 30
chain 06 11 12 16 20 65
plate 08 13 14 18 22 75
44 ELEMENT MASTERS
6 . 2 . D a m a g e A b so rption ( D A )
The amount of damage the protective device can absorb before passing through to hurt the character
leather 1
hard leather 3
chain 5
plate 6
• If leather armor is worn under metal armor for extra protection, the leather armor weight is tripled due to enc u mbrance, and
movement is cut by 25%.
• Characters can sell used armor for 1 /2 the price of new - if damaged, considerably less .
.
a rms
leather 15 1
hard leather 35 3
chain 80 11 - 1 5%
plate 200 15 - 10%
abdomen
leather 15 1
hard leather 35 2
chain 80 8 - 1 5%
plate 250 12 - 10%
legs
leather 25
hard leather 50 4
chain 120 15 - 20%
plate 300 20 - 15%
chest
leather 20
hard leather 40 4
chain 150 25 - 1 5%
plate 375 30 - 10%
f u l l suit
leather 1 00 10
hard leather 250 20
chain 600 90 - 70%
plate 1500 1 20 - 50%
• When wearing metal armor one's percentage to move q uietly is red uced by each piece worn. Effects are cumulative. This
will affect surprise %! Also. armor must fit exactly to be worn.
BASIC COMBAT 21
3 . Basic C o m ba t
Example : Semas the Sickly with his Battle Axe (V) versus Amar the Ardent with a Great Hammer (Ill).
Amar gets to attack first since his attack category is the lower. He swings a critical hit (02); Semas makes a wild attempt
to parry the blow (80), and takes 1 1 points to the head (19). He has 1 point leather armor, and takes only 2 points in his
head , so he is knocked unconscious ( - 8), and will die from internal bleeding in a few rounds unless healed.
If a weapon is not in the hand, add 2 to the attack category to allow for preparation (e.g. To ready a great sword (Ill) will make
an effective attack category of (V) ).
It is suggested that for simplicity, the AC's are disregarded except in certain instances. First the characters attack, then
monsters, unless one surprised the other. If a character or monster has been wounded enough to cause a limb to become
useless, then the AC should be considered to determine which blow was landed first (after the fact). Thus the victim may have
a chance to change the outcome by defeating his attacker.
3.2. Weapons
t ron· ki ller
The tron-killer is a weapon designed by the dwarves specifically to kill trons. It is an extra-heavy crossbow, which requires a
STA of 15 and a DEX of 1 3 to operate. Damage is 5d4. with a fire-rate of 1 /5 rounds. The weapon is extremely rare and
training by a master can only be acquired in the dwarf territories. The cost of such a weapon, if found for sale, should be no
less than 500 CR, and the special bolts required cost twice as much as ordinary bolts. It weighs 25 lbs.
22 ELEMENT MASTERS
Weapon•
I
i.
halberd pole axe great axe battle axe
q
I'
'
,,
1'
r
,,
,\ ;\
I
· . ;t
'i
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BASIC COMBAT 23
weapons
all spells
• composite bow 2/1 1d8 13 12 5 12 175 10
* light bow • 2/1 1 d6 11 11 3 10 100 8
• light crossbow 1 12 2d6 9 10 10 8 100 10
• hi:!avy cr9ssbow 1 /4 2d8 13 11 20 15 250 15
• Iron-killer 1 /5 5d4 15 13 25 23 500 25
• javelin 1/1 1d10 11 11 6 1 30 15
sling 2/1 1d6 12 1 1 12 5
rock 2/1 1d4 1
(20) arrows 5 1 20
(30) bolts 6 2 30
II
flai l 2H 2d6 10 11 11 -1 8 5 1 50 20
• halberd 2H 1d12 13 9 13 15 5 50 20
• 1ance 1H 1d10 12 9 7 20 1 40 25
quarterstaff 2H 1d8 11 11 11 7 1 10 20
• spear 2H 1d10 11 9 11 7 30 20
Ill
great hammer 2H 1d12 11 11 7 18 5 1 25 20
great sword 1H 2d8 17 16 19 25 9 225 25
great sword 2H 2d8 15 15 17 25 9 225 25
pole axe 2H 2d6 12 11 7 20 3 175 15
IV
• bastard sword 1H 1d10 13 10 11 15 5 175 20
bastard sword 2H 1d10 10 10 10 15 5 175 20
great axe 2H 2d6 13 11 7 18 2 100 20
* long sword 1H 1d8 11 9 9 10 3 75 20
morning star 1H 1d10 13 9 7 15 5 1 25 20
v
battle axe 1H 1d10 13 9 5 15 2 100 20
battle axe 2H 1d10 9 9 5 15 2 100 20
flail 1H 1d8 t3 10 5 15 4 1 25 15
heavy mace 1H 1d10 13 9 6 15 3 75 15
heavy mace 2H 1d10 10 7 6 15 3 75 15
light mace 1H 1d8 9 9 5 10 2 60 20
• short sword 1H 1 d6 5 5 2 60 20
war hammer 1H 1 d8 13 11 6 15 5 1 25 25
VI
* dagger 1 d4 2 40 15
fist 1d3
kick 1 d6
torch 1 d4 1/2
• can impale
if firing missiles at 2/round, the first is at attack category (I), the second at (VI)
one can parry with a bow, but it will probably break with the first blow.
24 ELEMENT MASTERS
M i s s i l e We apon Ranges
Characters then have the choice of advancing through �xperience or paying for further training. Once a character has
reached (25/25) in a weapon, he may further increasP. his ability by learning from experience. If he lands a blow on an
opponent or parries successfully in a combat situation, he is then entitled to make one INT roll (1d100), as with MPT, to see if
he will gain a 5% increase to attack or parry with that weapon. One may try to gain from experience once per day ·in every skill
that was used successfully.
When_ reaching (100/100) attack and parry, one is a mai;ter, and acquires the following abilities:
• Attacks and parries may be split to engage two opponents in the same round , with ATT and PARRY percents cut in
half.or
• Instead of rolling random hit locations, the master may, by reducing his ATT percentage by 50%, hit any desired
location on his opponents body.
armor is worn; damage is passed directly to the body with no ATT% 5% 15% 5%
absorption. However, magical protection such as an armor spell
will still subtract from the damage. 05 01 02 95-00
10 01 02 96-00
A critical hit can only be parried by rolling the same or lower 15 01 02-03 96-00
number as the attacker. Monster claw and bite attacks can 20 01 02-03 96-00
critically hit. 25 01 02·04 96-00
30 01 02-05 ·97-00
35 01 02-06 97-00
40 01 -02 03-06 97·00
3 . 5 . I m paling Blow 45 01 -02 03-06 97-00
An impale is 15% of the character' s chance to land a blow. 50 01 -02 03-08 98-00
Damage received is standard damage for the weapon rolled 55 01 -02 03-09 98-00
twice p l u s any bonus damage. 60 01 -03 04-09 98-00
65 01-03 04-10 98-00
An impale may be parried normally, but the double damage is 70 01-03 04-1 1 99-00
apt to go through a shield or break a weapon. Monsters (such 75 01-03 04-1 2 99-00
as dragons) with a SIZ of 50 + can impale with a claw or bite 80 01 -04 05-1 2 99-00
attack. 85 01 -04 05-13 99-00
90 01 -04 05·1 4 99-00
95 01 -04 05· 15 99-00
00 01 -05 06- 15 00
BASIC COMBAT 25
3 . 6 . Fum ble
Best described as a lapse of muscular control attributed to the natural clumsiness that is inherent in all creatures.
fum ble t a b le
•
if within same 10 ft. hex
note: monsters will fumble only on a (00) if they do not use weapons
3. 7 . Movement
Terrain adjustments
no armor 12"
leather 9"
metal 6" if 3 or more separate pieces are being wom.
3.8. Time
Vinyan nme
3.9. Combat
A character in melee may do three actions per round in any logical sequence. Only one parry may be attempted, and only
one attack or spell per round. This attack may consist of a weapon attack or one offensive spell.
Actions
• ready weapon
• change weapons
• shoot one arrow (2/rd maximum)
• parry
• attack with hand-held weapon (1 /rd against actively defending opponent)
• cast spell (1 /rd maximum)
• move 1 13
• mount a riding beast
• search
• blow horn, etc.
• non-fighting skills
3 .9 . 1 . Bash
An attacker may attempt to knock his opponent to the ground instead of hitting with a weapon, thus giving him the
advantage in future rounds. The base chance for a successful bash is
H a bash has occurred, the creature attacked must roll his balance percentage less the attackers bash percentage to remain on
his feet.
Warhorses bash only on rear and plunge, but some large monsters, such as dragons, have a percent to bash on every
attack. H there is a 300 lb difference (SIZ difference of 1 5), first roll to see if a bash has occurred, then roll on the following
table to determine the outcome.
{1 d 1 0) Bash Result
attacker defend•
standing + 1 /4 att normal pMy
on ground -.1 12 att normal pany
A mounted attacker has a 10% ATT and PARRY advantage against an opponent on foot, as well as a - 1 to his attack
category. The attacker on foot has normal percentages. If the creature on the ground is within 5 points of the mount's size, the
rider gets no advantage.
Dismounted Rider
'l,
If a rider does not succeed in rolling his LUK X 5 then he is pinned and crushed. The damage bonus of mount goes to two
locations and he is knocked out for 1d4 rounds. Note thsi armor reduces damage by cushioning the fall.
Since 135 is between 2 andl 3 times his LUK he is th;own 20' and breaks a leg .
3 . 1 0 . M issile We a pons
To shoot over the head of another creature on level ground, the archer must be at least 3 points larger, unless the creature is
kneeling.
Accuracy is reduced by 1/2 if the target is weaving and dodging to avoid being hit (the target's effective movement is also
halved).
28 ELEMENT MASTERS
Arrows and thrown bolts( spears and javelins) can only be parried by a shield.
A creature can parry all missile weapons, including ghost arrows, fired at it from a single individual . each bolt must be rolled
for separately. If a weapon is being used one-handed, one can still parry missiles with a shield.
- 10 in the head,ctiest or abdomen is instant death. Below 0, but not below - 10, has the following effects.
arm anything held in hand will drop. can fight with other limb
abdomen fall, legs useless. Will bleed to death in 10 rounds if not stopped. Can heal self, but can't fight until bleeding
is stopped and HP's are raised above zero.
chest fall bleed to death in 10 rounds, in shock can not heal self
The character will heal at one point per day in each damaged location.
If a weapon parries more points of damage than it takes itself, it breaks. Shields d o not break in this manner.
If a weapon is learned 2-handed and it is used 1 -handed (e.g. if one arm is brought to 0 HP, or a shield is used) ATT and
PARRY is reduced by 50%. If a weapon is used off-handed, attack and parry are reduced by 50%.
3 humans can attack abreast using short weapons of attack category (V) or more in a 10' corridor.
3 . 1 1 . 1 . Night Fighting
I f a creature i s trying to attack or parry at night o r i n the dark, all percentages to attack and parry should b£- reduced b y 50%.
This disadvantage will be reduced for demi-humans by their night vision percent. A Night Sight spell will totally cancel out this
disadvantage.
If combat is taking place within 20 ft. of a light source (e.g. campfire, torches, etc.) this d isadvantage can be ignored.
4 . Co mmon Viny a n M a g i c
Magic is a flexible source of energy that exists in varying intensity everywhere i n the u niverse. Magic is taught to everyone,
and a teacher can be found in every major city.
Whenever magic is cast or is in effect it causes the area to glow with a faint light and to radiate a small amount of heat.
4 . 1 Casting Spel l s
.
Common Magic spells are cast simultaneously with missile fire (Attack Category I), and will always be completed before any
weapon hits.
There is a 50% base chance that an offensive spell will overcome the defenses of an opponent, modified by 5% per point of
difference in MPT between the attacking and defending character.
Exa mple : Hugo the mystic (MPT = 18) versus Wirt the Worthless (MPT 9). =
If Hugo casts a Cell Blast Ill at Wirt he has a 50% + ( 1 8-9)x5% 95% chance of success, but if Wirt tries to target any
=
spell on Hugo he only. has a 50%·(1 8·9)x5% 05% chance of the spell working.
=
It is possible to have a 100% chance of success, but a roll of (00) is always a failure. Conversely, a roll of (01) always means
success if within range of the spell. If the roll is more .than the success percentage, the spell does not work, although the
caster still loses the magic points. Spells backfire on a roll of (00), and they may be reflected by Spell Repel.
spell s u ccess c h a rt
-10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 + 10
01 05 10 15 20 25 30 35 . 40 45 50 55 60 65 70 75 80 85 90 95 100
Compare the MPT score of the two opponents. Subtract the smaller from the larger.
Even when a creature is unconscious, his magic will still ward off magic attacks.
In Element Masters, no one has a corner on the magic market. Some races have spells that the others do not, sometimes
giving them great advantages. These spells will be explained in the appropriate playing modules to keep curious players from
obtaining advanced knowledge.
When a variable point spell is being cast, the caster does not have to cast it at his maximum ability.
Exa mple : If a Healing X is known but the wound only needs 3 points, a Healing Ill can be used instead, which only uses
3 MPT points.
30 ELEMENT MASTERS
1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3 3
2 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6
3 2 2 3 3 3 4 4 5 5 5 6 6 6 7 7 8 8 8 9 9 9
4 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13
5 3 4 4 5 6 6 7 8 8 8 9 10 11 11 12 13 13 14 14 15 16
6 4 5 5 6 7 8 8 9 10 11 11 12 13 14 14 15 16 17 17 18 19
7 4 5 6 7 8 9 10 11 11 12 13 14 15 16 17 18 18 19 20 21 22
8 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
4 . 3 . Spell Packing
The technique used t o get through a Magic Shield Spell i s called spell packing. I t can be used by a n individual o r b y a group .
I f an individual knows that h i s target has a Magic Shield Spell protecting him, to get through the protection spell h e must add
additional points of MPT. The additional points do not add extra damage.
Example : The Avenger from the Distant Mountains of the Rising Sun versus Waggart the Supreme Elder with his Magic
Shield activated.
The Avenger sees his comrades being decimated by the stronger Dragonkind leader, their spells having no effect, and
their weapons bouncing of his thick hide. He decides to use desperate measures to defeat the beast. The Avenger
elects to use a Fumble spell which costs him 4 magic points plus an extra 3 points to ensure that his spell will get
through even the toughest Magic Shield, which is 6 points. The Avenger's Fumble spell gets through; the Eider's magic
points do not defend successfully against the attacl<. The Supreme Elder ends up hitting himself for maximum damage
in the head which instantly kills him, and turns the tide of the battle. Incredible, is it not?
Group Spell Packing is accomplished by the use of a special spell called Magic I nterlock (see spell list).
Spells (unless otherwise noted) can not be cast through obstructions. As a rule of thumb, if a breeze can pass through (e.g.
bushes, fences, etc.), so will a spell.
This spell causes thousands of cells in a random hit location to The creature affected will not know where he is, what is
'
explode causing 1d3 points of damage for a 1 point spell or 2d3 happening, or who are his friends or enemies. But he wil l
points for a 3 point spell. defend himself, and once he has been attacked h e will assume
that this is an enemy and so are that person's allies.
COMMON V I NYAN MAG IC 31
This spell makes any wooden bolt burn and continue to burn This invocation causes the recipient to feel that he is in a futile
until it is totally consumed. Damage is normal for the bolt. plus situation which he can not possibly win. All attacks will be at
an additional d6 for flame. 1 / 2 normal, but all parries will be full percentage.
If the defender's power is overcome, he experiences a lapse of This spell .allows many creatures to combine their magic power
muscular control, and must then roll on the Fumble Table. to cast a single spell, usually to break through a Magic Shield
spell. Only one creature actually casts the targeted spell;
Ghost A r row everyone else is basically passing him power. Everyone except
the caster casts a Magic Interlock ; each contributing 2 points of
power. 1 point is used to pass the power to the caster; the other
1 point is added to the caster's spell. A spell of this type was
used by the Council of Twelve to build the gates. The only
drawback of the spell is that Element Magic can not be
overcome by this means.
M u s c le Spasm
Range = Touch HEAD Head can't move, decrease ATT and PARRY 50%
Duration = One Combat Round CHEST Movement cut 25%, decrease ATT and PARRY 50%
Area = All creatures in the same 10 ft. ABDOMEN Movement cut 50%, decrease ATT and PARRY 50%
MPT Cost = Variable (1 -4) 1 point/arrow LEG Movement cut 75%, decrease ATT and PARRY 25%
ARM ATT and PARRY decreased by 75%
This spell creates a energy force in the shape of arrows or bolts, depending on handed ness and weapons used.
which follow directly behind the normal arrow. This has the
same effect as several arrows being tired in a single round . Pow e r A r row
Each Ghost Arrow must be rolled separately to see if it hits. The
target can try to parry every Ghost Arrow fired from a single Range = Touch
individual, but each must be rolled for separately. The caster Duration = Twenty combat rounds
can target the Ghost Arrows on anything that occupies the same Area = (1 - 4) arrow or bolt
10 ft. All Ghost Arrows are treated as if they were normal, which MPT Cost = Variable ( 1 -4) 1 /arrow or bolt
means they can critical or impale.
This spell increases the percent to hit by 10% and also causes 2
extra points of damage.
32 E LEMENT M ASTERS
Dispel Magic
�
s I
previously cast spell, and a 10% reducing modifier for every
point below the original spell.
-::>
J
L Example : To remove a 5 point spell
:::::> . l,i
j1
I
If a 3 point Dispel magic was used, there would be a
� 50% - (5 - 3) X 10% 30% chance of success. If a 7
=
_....:;.
Fi re Shield
Range = Touch
Duration = Twenty combat rounds or when attacked
Area = One item or creature
MPT Cost = Variable (1 -5)
This spell creates a force that will protect the recipient partially
from heat based attacks. Each point invested protects the
individ ual from one die of damage (d6), but each die of damage
reduces the shield by one point.
COMMON VINYAN MAGIC 33
A Heal I will stop bleeding, A Heal X will mend a severed limb A magic shield protects the caster from spells targeted at him,
providing all parts are available, up to the time limit stated in the including Heal. The protected individual can not cast spells
Stiff Limb Spell. A Heal spell is instantaneous. throug h the shield.
This spell creates a force that makes doors and other portals • If.incoming spell is 2 points less than the shield, the
stick as if they were securely locked; creatures must make their spell is destroyed and shield remains.
open stuck door percentage.
M ultiple Images
Holding
Range = 100 ft.
Range = 100 ft. Duration = Twenty combat rounds/special
Duration = Twenty combat rounds Area = 10 ft. radius around caster
Area = One creature MPT Cost = Variable (1 -6)
MPT Cost = 1
When this spell is cast, duplicates of the caster appear. When
This spell creates a force that will hinder the movements of a they are struc�. that particular image will disappear. If the
creature by 50% (effective movement cut to �).
Holding will not, caster is struck, damage is rolled normally; but on the following
however, reduce the attack and parry of the target. attacks his opponent will not know which one is the caster. A
random die roll is made to see which image of the caster is
lnvisi bility actually attacked.
Quiet
Range = Touch
Duration = Twenty combat rounds
Area = One creature
MPT Cost = 1
This spell enables the caster to absorb magic points of spells Riinge = Touch
that are targeted at him that fail to overcome his MPT score, up Duration = Twenty combat rounds
to his maximum MPT score. The spell of absorption will remain Area = One object
even if a spell does work on him. MPT Cost = 1
Spell Repel When this spell is invoked the light radiated from magic devices
or spells will be masked so that they will appear normal.
Range = Touch
Duration = Twenty combat rounds Detect Spella
Area = One creature
MPT Cost = 5 Range = 100 ft.
Duration = One combat round
If a spell targeted on the caster does not overcome his MPT, Area = Beam 10 ft. wide
then the spell is reflected back at the attacker at full force. MPT Cost = 1
A detect spell will enable the caster to help locate certain items;
each type of Detect spell must be learned individually. The
specific type or number will not be known
1 . Gems
2. Hidden Passage
3. Invisible Object or Creature
4. Life
5. Magic
6. Metals
7. Poison
8. Surveillance
9. Trap
10. True North
Dexterity Mend
This spell will temporarily increase the creature's d exterity score This spell can repair broken items (swords, armor, etc.). It will
by one point for each point that is invested , possible giving not, however, bring back the magic that might have been lost
bonuses in attack, parry, artistic. ability, manipulation, and when the object was broken.
sneaking . .
M i n d Message
Energ y Light
Range = 100 ft.
Range = 100 ft. Duration = Special
Duration = 60 combat rounds or 3 turns Area = One creature
Area = 25 ft. radius MPT Cost = 1
MPT Cost = 2
This spell causes the targeted creature to hear a silent message
This spell creates a spherical light source as bright as a lantern, from the caster; the length of the message is the longest
which can move as fast as the caster's movement rate out to the sentence that can be said in a single breath. Communication is
maximum range of the spell. only one way and the message must be in a language that the
receiver can understand .
Hawksight
Night Sight
Range = Touch
Duration = Twenty combat rounds . Range = Touch
Area = One creature Duration = Twenty combat rounds
[,i
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I
I
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Tron Woods
ELEMENT MAGIC 37
5 . Element M a g i c
Element Magic is the magic of the gods. It enables the user to manipulate the elements that compose the world; earth , fire,
air, and water. The character's Element Magic falls considerably short of the gods' powers, for the character can manipulate
only a small amount of one particular element; but even a small amount of Element Magic properly controlled is sufficient to
devastate a small army.
Element Magic is a gift from the gods and must be earned . The characters, through their continued struggle versus the evil
that has ta�en control over most of their world will have started to earn this trust and faith. But they must also be able to use it;
the test is their abilities in both combat and non-fighting skills. Before a character can even attempt to learn Element Magic he
must have:
To learn how to use Element Magic, one must spend one week in solitude on on the twin-peaks getting in touch with the
element. The spell learned is of the player's choice; players must spend one week for each volume to be manipulated. The 6
different actions below are learned in one week total. Each specialty spell is learned individually and takes or>e week (e.g.,
Make Waves.)
5 . 1 . Element Binds
Activate When an element is activated, a small sphere of the concentrated element appears in front of the caster.
This sphere has two purposes.
• While the caster is concentrating, the sphere serves as a shield. It will parry one blow per
combat round at 99% by placing itself between the caster and the weapon, and always choses
the blow that would have hit and done the most damage. The sphert> ;,viii be disapated if it
absorbs more than 15 points of damage in one blow.
• The sphere acts as a focus for his element magic, and all spells will form around it. The caster
can move the sphere in any direction out to his maximum range.
Create Matter for use in a spell appears around the focus. While it is not actually created from nothing, no one
has found where the element is taken from.
Hold Once the matter has been created, Hold allows the caster to shape it into any form he desires, then h ave it
keep that shape.
Separate This enables the caster to break up existing matter into a form suitable for removal.
Remove Once matter has been separated, it can be removed. As in Create, it just disappears, and no one knows
..
where it goes. Note that if a fluid (i.e. air or water) is Removed , any remaining will flow into the space
created.
Move Matter that has been Held may be moved at 500 ft/combat round. This matter has a 99% chance of hitting
the desired target.
Element Magic spells are created from combinations of these actions. As an example, after Activating, large quantities of
earth can be Created , Held into a large sphere, then Moved over the Dwarf and dropped on his head.
Round 2 Create costs 4 MPT's. The character is now being protected by focus, and 1400 pounds of earth are
forming around focus.
38 ELEMENT M ASTE R S
Round 3 Hold costs 6 MPT's. The 1400 pounds o f earth i s now in the shape o f a sphere 4 feet i n diameter.
Round 4 Move costs 8 MPT. The sphere hits the Dwarf in the head and gives him a 10cl6head-ache, as well as a
crushed chest and a broken leg.
When element magic is used against targets of a size of 50 + , damage is never in more than one location. Also, when large
volumes of earth or water are being used there is a good chance that the target will be bashed.
in combat, if someone uses full element magic or destruction as in the above example all friendly troops gain an extra (05)
ATT for one turn thereafter (20 rounds). Enemies will be unaffected except for a feeling of inadequacy.
5 . 2 . A i r Spells
Spell small medium large This spell causes the area affected to become almost
u nbreath a ble, because of a high carbon dioxide content. All
Activate 1 creatures in the area will feel as if they are being smothered.
Create 2 � Which will reduce all % by 25%. Creatures with claustrophobia
Separate 2 3 will pass out.
Hold 2 3
Remove 2 3 Ext i n g u i s h Fi re
Move 2 3
Range = 60 ft
Duration = One combat round
Sphe re Area = Special
MPT cost = Variable (3,6,9)
Siz.e 3 ft diam 4 ft diam 5 ft diam
Weight N/A N/A N/A This spell causes the air around intense heat to become trapped
Damage 2d6 3d6 4d6 which smothers the flame almost immediately.
# locations 2 3
Area affected MPT
Wall 2
1 1 2 ft 3 Humans and Demihumans
2
270 ft 6 Humans only
2 2 2
Area 1 1 2 ft 270 ft 1 x700 tt2 700 ft 9 Humans only
W9ight N/A N/A N/A
Feathe r Float
Wall of Air One action segment to go through one foot.
Also missile range will be reduced 10% per Range = 60 ft
foot traveled through. Duration = 20 combat rounds
Area = One creature or object
Sphere of Air Damage is caused by mini wind vortexes MPT cost = 3
and pressure changes.
This spell increases the air density, which lowers the terminal
Bad A i r velocity of a falling person to a harmless rate. Creatures will
float down any vertical height at a rate of 100 ft/minute. The
Range = 60 ft
spell terminates after 20 combat rounds (500 ft) and the creature
Duration = 20 combat rounds
3 starts to fall (See falling).
Area = 100 x 60 x 1 0 ft
MPT cost = 3 points
ELEMENT MAGIC 39
Range = 60 ft S p h e re
Duration = Special
Area = Special Diameter 2.5 ft. 3 ft 3.5 ft
MPT cost = Variable (3,6,9) Weight 650 900 1 1 50
Damage 4d6 6d6 8d6
This spell causes a certain volume of air to become trapped # Locations 1 2 3
under the water which is suitable for breathi ng. The area and
duration depends upon the volume used and the number of
Wall
creatures using it.
Resting 515 1335 1 combat round/foot to get through. Missiles effective range
Brisk Walk 70 175 450 is red uced 25%/foot; ghost arrows won't go through at all.
Fighting 55 130 330 Arrows after 1 00% will pass through but just drop uselessly.
Resting 5 45 100 VO
Brisk Walk 5 15 35 90
Fighting 5 10 30 65
MPT Cost 3 6 9
Wind
Range = 60 ft
Duration = 20 combat rounds
Area = 100 X 60 X 10 tt3
MPT Cost = 3
Range = 60 ft
Duration = 1 turn
Area = 60 ft radius
MPT = 2
This spell will either make or reduce the size of waves by 6 ft.
40 ELEMENT MASTERS
Flotation Every foot of lire causes 1d6 damage. One loot of lire causes
missiles to be flaming arrows; and more incinerates them. Ghost
Range = 60 ft arrows are unaffected.
Duration = 1 turn
Area = one creature, or 10 ft2 object Flame Spheres
MPT = 2
Pa rt Water
Range = 60 ft
Duration = 1 turn
Area = 60 x 10 ft2
MPT = .1
Range = 60 ft
Duration = 1 turn
5 . 4 . Fi re Spells Area = one creature
MPT = 3
small medium large
The caster can cause the temperature to rise very rapidly in any
Activate 1 1
single metal object on a creature. The object will become
Create 2 3
unbearable at the end of 3 rounds. Alter that time the creature
Separate 1 2 3
will become functionally incapacitated ii the metal is not
Hold 2 3
removed . This is normally used on weapons as armor is
Remove 1 2 3
unaffected because padding and large pieces of metal transfer
Move 1 2 3
heat easily. Armor will be very uncomfortable but bearable in
combat situations, while weapons will be too hot to handle.
Sphere
Ig n i t e
Diameter 3 ft 4 ft 5.5 ft
Range 60 ft
Weight NIA NIA NIA
=
Duration = 1 tum
Damage 3d6 4d6 6d6
Area = 1 creature
# Locations 1 2 3
MPT = 3
Wall The caster can cause any combustible 1tems to burst into
flames, including arrows, bone, hair, and clothing. The creature
�rea 1 1 2 lt2 270 ft2 700 tt2 would become functionally incapacitated iR 3 rounds. Damage
Weight NIA NIA NIA is 1d31rd for 3 rounds.
ELEMENT MAG IC 41
Activate 1
Create 2 4
Separate 1 2 4
Hold 2 4 6
Remove 1 3 5
Move 3 5 8
Sphere
Diameter 2.5 ft 3 ft 4 ft
Weight 800 1bs 1000 1bs 1400 lbs
Damage 5d6 7d6 10d6
# Locations 2 3
Wall
...
Soft Earth
Range = 60 ft
Duration = permanent
Area = 10 x 60 ft2
MPT = 1
This spell makes the ground v�ry soft, and all creatures that
weigh over 100 lbs will sink sli.Qhtly, slowing their movement by
50%. This spell is normally used to slow charging opponents to
allow time for escape, or to bl)y time.
EQU IPMENT 43
6 . Eq u i p m e n t
6 . 1 . Money Sy stem
copper 10 = 1 CR 20 = 1 lb
silver crown (CR) 10 = 1 RC 20 = 1 lb
gold royal crown (RC) 10 = 1 lb
Each coin has a different design and is itself a work of art. All the. coinage was produced by element magic, so no money
has been minted since the collapse of the capitol.
A rm o r Weights
% of character's weight
head arms abdomen legs chest full suit
leather 01 02 03 04 05 15
hard leather 03 05 06 07 . 09 30
chain 06 11 12 16 20 65
plate 08 13 14 18 22 75
44 ELEMENT MASTERS
6 . 2 . D a m a g e A b s o rption ( D A )
The amount of damage the protective device can absorb before passing through to hurt the character
leather 1
hard leather 3
chain 5
plate 6
• If leather armor is worn under metal armor for extra protection, the leather armor weight is tripled due to encumbrance, and
movement is cut by 25%.
• Characters can sell used armor for 1 /2 the price of new - if damaged, considerably less.
•·
a rms
leather 15 1
hard leather 35 3
chain 80 11 - 15%
plate 200 15 - 1 0%
abdomen
leather 15 1
hard leather 35 2
chain 80 8 - 1 5%
plate 250 12 - 10%
legs
leather 25
hard leather 50 4
chain 1 20 15 - 20%
plate 300 20 - 1 5%
chest
leather 20
hard leather 40 4
chain 150 25 - 1 5%
plate 375 30 - 10%
f u l l suit
leather 1 00 10
hard leather 250 20
chain 600 90 - 70%
plate 1500 1 20 - 50%
• When wearing metal armor one's percentage to move quietly is red uced by each piece worn. Effects are cumulative. This
will affect surprise %! Also, armor must fit exactly to be worn.
EQU IPMENT 45
6 . 3 . Magic Ite m s
Magic items on Vinya are very rare, s o it is doubtful that each character will possess even one. Cursed items do exist and the
intelligent adventurer should always keep this in mind . These items will be explained more fully in the playing modules.
6 . 3 . 1 . Spell Sp h e re s
.·
Spells are encased i n these small glass-like spheres. They hook together and are a symbol of status and power and are
worth no less than 500 SP eac h . They were made for generations during the time of powerful magic, and were used when a
person's MPT's were low, or by someone who didn't know the particular spell. They emit a faint light; colors vary to whatever
color smoke is inside. There were thousands in the magic treasury when the capitol collapsed, but most were stolen. The
spells vary greatly; they may be identified only by matching colors and power intensity. Any sphere can be used only once, as it
must be shattered to invoke the spell, which operates for 20 combat rounds.
6 . 3 . 2 . Ge m s of Pow e r
These large gemstones or crystals are found in igneous rock, usually deep in the dwarven mines. They seem to come from
the very source of magic. Their magic is very potent, and of a permanent nature. Their powers differ greatly, and may combine
more than one power in one gem.
'
This list is only to give the gamemaster an idea of the relative powers and assorted types that exist. Power gems have a •.
6 . 3 . 3 . Com m u n ic at i o n C ry st a ls
These crystals when broken allow either audio or visual communication all)ong the parts. The size of the pieces determines
the maximum distance.
6 . 3 . 4 . Golden He ro A rm or a n d Weapons
During the battle at Heroes Plunge, 1 000 Golden Warriors died. Their remains and equipment simply vanishes, but in recent
years some golden weapons have been found on the banks of the Great River. They are very rare and prized possessions
worth at least 1 000 CR each.
7 . Mons te r s
The monsters of Vinya are many and varied . While early A q u aloi d s (chaotic)
Vinya had been relatively safe, the opening of the gate brought a
diverse influx of hungry and malevolent creatures.
These are but a few of the more common ones. Each monster
is presented in the following format, which represents the norms
for an average adult creature.
HIT LOCATIONS
19-20 Head (2) 7
17-18 Chest (2) 8
1 5-16 Abdomen (2) 7
1 2-14 Right Arm (2) 6
09-1 1 Left Arm (2) 6
05-08 Right Leg (2) 7
01 -04 Left Leg (2) 7
Avata r (chaotic)
SPELLS Avatar also has limited powers of divination, and knows that
Edsel! is destined to teach the characters Element Magic. This
Offensive Defensive Miscellaneous would threaten his hold on power, and he will stop at nothing to
defeat their goals. Luckily, his many attem pts on Edself's life
Dumbfound Dexterity Energy Light have failed, but Edsel! is growing old and feeble, and Avatar may
Holding Magic Shield Spring try again soon.
Sharpness Pseudo Sound Night Sight
Fumble Multiple Image Mana Search
Spell Absorption Fire Shield Detect
Muscle Spasm Stiff Limb Mend
Ghost Arrow Spell Repel Cover Magic
Power Arrow Invisibility Heal
Quiet
Armor
Dispel Magic
Speed
MONSTERS 49
Avatar's Helmet
ARMOR IV
STR Ill
Health Ill
Teleport 2/day
MPT Store 1 2 points
Continuous
Armor II
Strength I Avatar
Health I
Teleportation (sight only, once per day)
A v a t a r ' s da rk w a rrio rs
SIZ 18
STR 18
TF 35
A TT 80
ARMOR 8 points N i ve k
MO VE 6' or teleport
SPELLS 15 points
STR 1d4 2
SIZ 1d4 2
CON 2d4 5
MPR
1'F 4
STR 5d4 12
SIZ 5d4 12 A TTACK bite (30) 1 point
CON 5d4 12 ARMOR none
DEX 5d4 12 MO VE crawl 2"
INT 4d4 10
WIS 4d4 10 HIT LOPA TIONS
MPT 5d4 12 15·20 Head 2
LUK 5d4 12 01 -14 Body 6
TF 17
These creatures, resembling over-sized maggots with beaks,
SPELLS 2d4 points are found mostly in swampy areas. They are scavengers, living
on carrion, but will eat anything slow enough for them to catch.
ATTACK any weapon (65/65)
ARMOR any
MO VE 12"
STR 5d4 12
SIZ 5d4 + 4 16
CON 5d4 12
DEX 5d4 12
INT 5d4 12
WIS 5d4 12
MPT 5d4 12
APP 5d4 12
L UK 5d4 12
.
TF 10
HIT LOCATIONS
19-20 Head 5
17-18 Chest 6
15-16 Abdomen 5
•
The Birdmen will return money and sacred items to the Black saps are actually large colonies of microscopic
nearest Vinyan town, keeping only a small portion for organisms. The communal intelligence of the combined nuclei
themselves. In battle they ·will generally use sword and allows simple activities such as moving and attacking but falls
composite bows, and keep fighting until they receive a wound short of actual reasoning ability. The creature attacks by
they can not heal totally in a single round. If they can not heal lashing out with snake-like pseudopods. The appendage then
their wound they will fly away, leaving their companions to adheres to its victim and the acidic digestive juices take effect.
continue the fight. They have a healing ointment that can heal 5 Bare skin is immediately damaged but cloth or armor is
points immediately and then 1 point per hour for 5 hours. They destroyed or seeped through in one round .
carry enough for 3 applications.
Black saps usually inhabit trees, against which they do not ·
Birdmen do not enjoy fighting on the ground. They are great use their digestive juices.· Their best attack is to drop upon their
scouts, and have fantastic eyesight (treat as permanent victims. They can only be harmed by intense heat; torches do
hawksight). minimal damage.
52 ELEMENT MASTERS
Bow m en of Zod (neutral) treated as a flame arrow + 1d6. At close range, they will use the
bow as a heavy mace doing 1 d 1 0 + 1 d6 shock plus bonus
damage, but they try to avoid situations where they can be hit.
The shield is generally used to parry although the bow will take
20 points of damage before it is broken.
STR 4d4 + 4 14
SIZ 5d4 12
CON 5d4 12 The Zod bow will also help to ward off magic attacks against
DEX 4d4 + 4 14 the owner, adding 5 points to bowman's MPR. The bow can
INT 5d4 12 also cure the owner at 2 points per round, but will not put lost
WIS 5d4 12 limbs back.
MPR 5d4 + 5 17
APP 5d4 12
LUK 5d4 12
TF 15
Tfieir only weapons are the Zod bow and shield. The bow is
magical and can only be handled by the maker; anyone else who
touches it will receive an energy discharge doing 1d6 damage.
The Zod bow has a range equal to the Vinyan light crossbow,
but can be fired as a composite bow twice per round. Arrows
shot from the bow also have the energy blast, and should be
MONSTERS 53
HIT LOCATIONS
19-20 Head (3) 10
16· 1 8 Forequarters (3) 11 SIZ 2d4 5
13- 1 5 Hindquarters (3) 10 TF 6
10· 1 2 Right Claw (3) 10
07·09 Left Claw (3) 10 A TTACK 4d4 darts (50) 1d3
05·06 Right Leg (3) 9
03.04 Left Leg (3) 9 HIT LOCATIONS
01-02 Tail (3) 9 01 ·20 Body 15
These creatures, a true marvel of natural selection, are able to The unobtrusive little plants have a deadly defense
utilize the INT and MPT of their prey. They uses their mandibles mechanism. Unfamiliar vibrations will trigger hundreds of tiny
to decapitate their victims, then eat the head. A specialized poisoned darts, which can .cause sickness, sleep, or even
stomach sorts out the vital material of the brain , which is instant death. Small patches are usually found growing wild in
absorbed into a hollow above the spine. The monsters use each woodland areas, but the more deadly varieties are cultivated for
INT point of their victims to te�porarily increase their attack defensive purposes. One very rare type produces a pleasant
( + 5), and each point of MPT to increase their MPR by one point. form of false euphoria, and is often grown illegally by wayward
youths.
The brain case is actually covered by a hard membrane which
can be penetrated, but doesn't seem to affect the brain shriver's Dart plants are usually not much of a threat to armored
abilities. individuals, as the darts will not penetrate even thin leather
armor, but there is always a chance that a critical hit or impale
could find its mark.
54 ELEMENT MASTERS
Dragons are the single most powerful creatu res in the known
u niverse, and have been on Vinya since the beginning of history.
Attacking a dragon without the use of high-powered magic and
a large army is a very effective way to commit suicide.
The d ragons of Vinya are terribly old . They while away the
years, collecting treasure and knowledge. They are so eager to
learn new facts that they will often spare the life of an individual
if he can give the dragon some new information.
If it flies for 20 " , it may then not fly for 1 round u ntil it fills back Vinyan dragons despise the Dragonkind race because the
up with air. If attack is successful, it has attached itself, and all Dragonkind claim to be related to them .
further attacks are at (95). Damage will be in the same location.
To pull it off, one must roll to bend bars. These creatures must They are also known t o act quite childish and silly i f presented
be cumed before they are killed. with a challenging riddle.
���
Death disks have u ncanny ability to hit the head, hitting the
chest or abdomen 25% of the time.
MONSTERS 55
Rr
STR 57 52 48
SIZ 57 52 48
CON 18 19 19
DEX 17 17 18
INT 22 24 21
WIS 19 21 22
MPT 23 24 22
APP 13 14 16
LUK 15 17 17
A TTACK bite (85) 6d4 + 7d6 (95) 6d4 + 6d6 (1 20) 6d4 + 6d6
claw (75) 5d4 + 7d6 (70) 5d4 + 6d6 (90) 5d4 + 6d6
ARMOR 15 points 15 points 15 points
MOVE run 15" /fly 30" run 15" /fly 30" ru n 15" /fly 30"
TF 870 750 550
BASIC MAGIC KNO WN Heal Ill Heal IV Heal IV
Hopelessness Fumble Cell Blast
Power Search Detect Magic Detect Life
LOCATION Natural Bridge Limtil Mt. The Beach
Their green blood is based on copper, and as they get older, STR 3d4 7
their skin gets as hard as plate. Since their body temperature is SIZ 3d4 7
almost the same as the air temperature, they are very hard to CON 5d4 12
see with infravision. They do not wear armor, but they will carry DEX 5d 4 12
shields. Their life-span is well over 200 years. Only the weft. INT 5d4 12
seasoned males of the species seem to be coming through the WIS 4d4 10
gate to invade Vinya. They have trained slave-beasts, flying and MPT 4d4 10
running , which do seem to resemble themselves. LUK 5d4 12
TF 11
They are very adept in common magic. They even have some
spells not known to the Vinyans. ATTACK any weapon (35/35) - 1d2
ARMOR 2 point skin
MO VE 8"
AGE 50
SPELLS any 6 points
MONSTERS 57
A d u lt Elde r
STR 6d4 + 1 2 27
SIZ 6d4 + 1 2 27
CON 5d4 12
OEX 5d4 12
MPR 5d4 12
TF 21
Pack beasts are strong and efficient, but make terrible pets.
They will tolerate only the dragonkind , and then only to a point.
They are unreliable in battle, attacking only at whim. If in the
STR 8d4 + 4 24 midst of a melee, they will join in the fight (75%) and attack
SIZ 8d4 + 4 24 anything that gets in its way.
CON '1ld4 + 1 16
DEX 4d4 + 4 14
INT 5d4 12
WIS 5d4 + 4 16
MPT 7d4 18
LUK 5d4 12
TF 38
D ragon kind Rid i ng Bea sts (chaotic) D ragonkind Flying Mou nts (chaotic)
STR 6d4 + 9 24
SIZ 6d4 + 9 24
CON 5cl4 12
DEX 5cl4 12
INT 3d4 7
MPR 5cl4 12 STR 6d4 + 1 2 27
SIZ 6d4 + 1 2 27
TF 21
CON 5cl4 12
DEX 5cl4 12
A TTACK 2 claws{45) 1 d 1 0 + 2d6
INT 3d4 7
bite (50) 1d8 + 2d6
MPR 5cl4 12
ARMOR 2 point skin
TF 21
MOVE 10"
STR 3d4 8
SIZ 1d4 2
CON 5cl3 12
DEX 4d4 + 4 14 STR 4d4 10
INT 3d4 7 SIZ 5cl4 12
MPR 5cl4 12 CON 5cl4 12
LUK 5cl4 + 4 16 DEX 5cl4 + 1 13
TF 5 INT 5cl4 + 1 13
WIS 5cl4 + 1 13
ATTACK bite (50) 1d4 - 1 MPT 10d4 25
claw (30) 1d2 - 1 LUK 5cl4 12
ARMOR 1 point scales
MO VE run 6" /fly 24" ATTACK magic only
ARMOR 1 point robes
HIT LOCA TIONS MOVE 12"
20 Head 2 TF 25
18-19 Chest 3 SPELL fOINTS 15
1 6 - 1 7 Abdomen 2
13-15 Right Wing 6 HIT LOCA TIONS
1 0 - 1 2 Left Wing 6 19-20 Head (1 ) 4
08-09 Right Hind Leg 2 1 7 - 18 Chest (1 ) 5
06-07 Left Hind Leg 2 15- 1 6 Abdomen (1 ) 4
04-05 Right Fore Leg 1 2- 1 4 Right Arm (1 ) 3
02-03 Right Hind Leg 09- 1 1 Left Arm (1 ) 3
01 Tail 05-08 Right Leg (1 ) 4
01 -04 Left Leg (1 ) 4
Dragon lizards are very friendly with hobbits and vice versa. The Drazzi are sworn to silence, communicating only by
The dragon lizard will be his companion for life if he raises it telepathy. They use no weapons or armor, relying instead on
from its hatching. They are very intelligent and understand magic. Since they have direct ties to the Time Keeper, they get
common tongue at 30%. full MPT's back every hour. They can can cast both an offensive
and a defensive spell in the same round .
They are always doing research on new spells, and any quest
they place on another person will involve a spell sphere or
power gem, or some esoteric bit of knowledge useful to their
magic. Only a full-blooded Drazzi can learn and use improved
spells.
MONSTER S 61
range = 15'
duration = 1 combat round
area = 1 creature STR 15
MPT = 2 SIZ 15
DAM = 2d4 in a random location CON 14
DEX 14
The Drazzi have been able to increase the range and damage of INT 19
this spell. WIS 19
MPT 25
Imp roved A rmor Spell APP 13
LUK 18
range = touch AGE 75
duration = 20 combat rounds SPELLS all basic magic
area = 1 creature MAGIC ITEMS two 2.5" communication crystals
MPT = variable (1 -5)
ATTACK quarterstaff {75) 1d8 + 1d4
This spell has demonstrated that the Drazzi are masters of composite bow (75) 1d8 + 1d2
magic and puts them almost in the same league as Element ARMOR 1 point robes
Magic. This spell has some randomness but is still an incredible MO VE 1 2"
feat.
HIT LOCA TIONS
MPT's used DAM Absorbed 19-20 Head (1) 5
1 7- 1 8 Chest (1) 6
1 1d4 + 1 15-16 Abdomen (1) 5
2 1d6 + 2 1 2-14 Right Arm (1) 4
3 1d8 + 3 09- 1 1 Lett Arm (1) 4
4 1d10 + 4 05-08 Right Leg (1) 5
5 1d12 + 5 01 -04 Lett Leg (1) 5
Imp roved Heal Edself i s the son of Traykor, most powerful o f the Council of
Twelve. When Edself was very young, he showed great
Range = touch promise, and it was believed that he would be able to control the
duration = permanent elements. As Edself grew up he was taught every known Basic
area = one hit location Magic spell by his father, and he understood Element Magic as
MPT = variable (1 -5) well as any member of the council. But it seems that the gods
had another destiny for Edself; he is only able to use Basic
Each point will heal 2 points of damage; an Improved Heal V will Magic, He will guide the new leaders of Vinya in the restoration
re-attach limbs of the half-destroyed world, as only he can teach them Element
Magic.
Gatekeeper (chaotic)
HIT LOCATIONS
1 9-20 Head 3
17-18 Chest 4
15-16 Abdomen 3
10-14 Right Leg 3
05.09 Left Leg 3
03.04 Right Arm 2
01 -02 Left Arm 2
despicable. They despise all beauty and will go out of their way
to defile it. They do not get along with any other race, even
different factions of their own kind. They are inferior to the
other races of Vinya, but are still a dangerous adversary, for
what they lack in physical attributes they make up in sheer battle
lust. Their weapons and armor are crudely made, and often
poisoned . The Gudds introduced the use of poison to Vinya.
64 ELEMENT MASTERS
STR 6d4 + 15 30
STR 10d4 + 2 27 SIZ 6d4 + 15 30
27 CON 5d4 12
Sil 10d4 + 2
INT 2d4 5
CON 5d4 12
MPR 2d4 5
MPR 5d4 12
TF 21
TF none
ATTACK horn (35) 1 d 1 0 + 3d6
ATTACK bite (65) 2d4 + 2d6 + paralyze
ARMOR none
ARMOR 2 point fur
MO VE 8"
MO VE 7"
HIT LOCATIONS
HIT LOCATIONS
19-20 Head 10
20 Head (2) 8
1 5 - 1 8 Forequarters 11
1 7-19 Abdomen (2) 1 0
1 1 - 1 4 Hindquarters 10
1 5 - 1 6 Left Leg (2) 6
08- 10 Right Front Leg 9
13-16 Left Leg (2) 6
05-07 Left Front Leg 9
1 1 - 1 2 Left Leg (2) 6
03-04 Right Hind Leg 9
09- 10 Left Leg (2) 6
01 -02 Left Hind Leg 9
07-08 Right Leg (2) 6
05-06 Right Leg (2) 6
Homers are semi-intelligent creatures that have the capacity of
03-04 Right Leg (2) 6
speech. They are mostly used for pulling heavy loads even ·
There is a base 50% chance for the poison to paralyze the • I don't like him; can I horn him?
victim. The percentage is altered in 5% increments for every • When do we eat?
point of d ifference between the spider's CON and the victim's • Time for a nap?
CON. • You think I can do that?
• How come?
• Why is there air?
• What is that?
• Why do elves have funny eyes?
• I think you're making it upl
MONSTERS 65
H o rse (neutral)
STR 1 1 d4 27
SIZ 1 1d4 27
CON 5d4 13
DEX 4d4 10
INT 3d4 8
MPR 4d4 10
LUK 5d4 12
TF 18
ARMOR 1 point skin
A TTACK bite + kick
trample
rear + plunge
HIT LOCATIONS
19-20 Head {1) 9
17- 1 8 Forequarters (1) 10
15-16 Hindquarters (1) 9
On Vinya, a character's best friend is his mount. The 1 1 - 1 4 Right Front Leg (1) 8
differences between an average horse and a fine mount can 07- 1 0 Left Front Leg (1 ) 8
decide the outcome of many battle situations. Horses have 04-06 Right Hind Leg (1) 8
been bred for many different purposes. Warhorses are fairly 01 -03 Left Hind Leg (1) 8
rare and worth at least their weight in silver. They are indeed
prized possessions.
bite {15) 1 d 1 0 + 2d6 (25) 1 d 1 0 + 2d6 (25) 1 d 1 2 + 2d6 {25) 1d1 2 + 3d6
kick (15) 1d8 + 2d6 (25) 1 d 8 + 2d6 (25) 1 d 1 0 + 2d6 (25) 1d 1 0 + 3d6
trample 1 (15) 4d8 (25) 4d8 (25) 4d 1 0 (25) 4d 1 0 + 4
rear + plunge (1 0) 2d8 + 2d6 (25) 2d8 + 2d6 (25) 2d 1 0 + 2d6 (25) 2d 1 0 + 2 + 3d6
The quality of a horse determines how well he can perform in Warhorses have been trained for battle, and are not spooked by
various situations. old nags are totally worthless in battle, and the noise. They can increase their attack by experience rolls in
must be forced to even carry a rider. riding horses are just that; the same manner as character's. They will maneuver so that
they run away from battle noise 75% of the time. their rider may strike better. The attack bonus listed applies
o n l y to warhorses, and is in addition to the + 1 0 (att) of a
mounted versus non-mounted opponent.
(1d1 00) rider speed travel horse quality
attack bonus bonus mount characteristics (1d10)
01 old nag
02-05 fairly good riding horse 1 stubborn 6 lazy
06-89 average dependable mount 2 dull 7 self-centered
90-95 + 1" + 1 0 mi. above average 3 show-off 8 hates strangers
96-97 + 05 + 2" + 20 mi. fine mount 4 friendly 9 has a sense of humor
98-99 + 10 + 3" + 30 mi. excellent mount 5 good-natured 10 valiant
()() + 20 + 5" + 50 mi. exceptional mount
str 3d4 7
siz 4d4 + 1 11
con 4d4 + 1 11
dex 4d4 10
int 4d4 + 1 11
wis 4d4 10
STR 3d4 7
mpr 4d4 + 1 11
SIZ 1d4 3
tf 0
CON 5d4 12
DEX 5d4 12
attack 2 claws (30) 1d6 INT 5
2d4
arm or 1 point skin MPR 1d 4 2
mo ve 8" TF 4
HIT LOCATIONS
ATTACK bite (45) 1d3
human
ARMOR none
MO VE 12"
Despite their appearance, and their fondness for grubs and
insects, the lugnigs are an intelligent race. They have a well HIT LOCA TIONS
developed sense of smell, and have been enslaved by the trons, 19-20 Head 2
who use them as trackers. They walk upright and use their long 1 7-18 Chest 2
snouts to pick up the scent. They will be grateful to anyone who 1 5- 1 6 Abdomen 2
can release them, then serving the rescuers. 1 0- 1 4 Right Leg 4
05.09 Left Leg 4
Metaloid S po r es (chaotic) 03-04 Right Arm
01 -02 Left Arm
This chaotic plant is not directly harmful to its ,victim, but it
can cause a substantial amount of damage to v.:eapons and Mips are small vegetarians that live in the forest and
armor. The minute pale amber spores travel aimle5sly about on grasslands. They are quite tasty and are considered a delicacy.
air currents until they land on some metallic object. They then Mips are also very curious and like to collect shiny objects.
release an adhesive fluid which bonds it to the object. Once Their nests sometimes contain valuable items. They will try to
attached , the spore rapidly produces a small mushroom, which run away from any encounter, but will bite if cornered.
in turn produces more spores, the entire process taking only a
few hours. If left alone overnight, the spores can take over an
entire suit of armor and all nearby equipment. If there are any
other metallic objects within 20' during the spore phase, there is
a 20% chance that a spore will land on it. A weapon loses 1
HP/day; armor loses 1 DA/week
STR 28
SIZ 18
CON 17
DEX 15
INT �
WIS 20
MPT 48
APP 6
L UK 10
TF 60
ATTACK special
ARMOR none
MO VE 15"
HIT LOCATIONS
Human
STR 4d4 10
SIZ 4d4 10
CON 5d4 12
DEX 5d4 12
INT 3d4 7
MPR 3d4 7
TF 10
1 2: 1 4 Right Hind Leg 3 the day in hollow trees or nests built out of rocks in mountainous
09- 1 1 Right Fore Leg 3 terrain. They have great adaptability and move freq uently to find
06-08 Left Hind Leg 3 a better food supply. They will attack anything that seems
03-05 Left Fore Leg 3 edible, even creatures larger than themselves. They attack in
01 -02 Tail 2 groups of as many 15. When attacking, they usually single out
an individual and then dive down again and again until he d rops.
They are large enough to carry a person away if more than one
They stay underground d u ring the day and come out to feed
helps. Their lifting capacity is equal to their own weight. They
at night. For their size, they are very aggressive, and when
will usually try to carry at least one victim back to eat at their
attacking in n umbers, can be very dangerous. Night beasts
travel in groups of 3d6, and they attack by surrounding their leisure.
prey and then charging simu ltaneously. The meat of the night
beast is actually quite tasty when roasted.
EQU I PMENT 45
6 . 3 . Magic Ite m s
Magic items on Vinya are very rare, so it is doubtful that each character will possess even one. Cursed items do exist and the
intelligent adventurer should always keep this in mind . These items will be explained more fully in the playing modules.
6 . 3 . 1 . Spell S p h e re s
Spells are encased i n these small g lass-like spheres. They hook together and are a symbol of status and power and are
worth no less than 500 SP each. They were made for generations during the time of powerful magic, and were used when a
person's MPT's were low, or by someone who didn't know the particular spell. They emit a faint light; colors vary to whatever
color smoke is inside. There were thousands in the magic treasury when the capitol collapsed, but most were stolen. The
spells vary greatly; they may be identified only by matching colors and power intensity. Any sphere can be used only once, as it
must be shattered to invoke the spell, which operates for 20 combat rounds.
6 . 3 . 2 . Gems of Pow e r
These large gemstones or crystals are found in igneous rock, usually deep in the dwarven mines. They seem to come from
the very source of magic. Their magic is very potent, and of a permanent nature. Their powers differ greatly, and may combine
more than one power in one gem.
"
This list is only to give the gamemaster an idea of the relative powers and as!'.lorted types that exist. Power gems have a ..
·
6 . 3 . 3 . Com m u n i c at i o n C ry stals
These crystals when broken allow either audio o r visual communication among t h e parts. The size o f the pieces determines
the maximum distance.
6 . 3 .4 . Golden H e ro A rm or a n d Weapons
During the battle at Heroes Plunge, 1000 Golden Warriors died. Their remains and equipment simply vanishes, but in recent
years some golden weapons have been found on the banks of the Great River. They are very rare and prized possessions
worth at least 1 000 CR each .
STR 4d4 + 1 14
SIZ 4d4 + 1 14
CON 5d4 12
DEX 4d4 10
INT 2d4 5
STR 8d4 + 4 24 MPR 2d4 5
SIZ 8d4 + 4 24 TF 9
INT 2d4 5
CON 6d4 15 ATTACK bite (60) 1d10
MPR 5d4 + 1 14 bash % when d'i\ting to attack
TF 19 ARMOR none
MO VE swim 12"/fly 9"
A TTACK bite (70) 1d1 2 + 2d6
ARMOR head & legs 3 points, body none HIT LOCA TIONS
MO VE 5" 18-20 Head 9
hide 90% 14-17 Chest 10
1 2-13 Abdomen 9
HIT LOCATIONS 09-1 1 Left Wing 13
19-20 Head (3) 8 06-08 Right Wing 13
13- 1 8 Body 12 04-05 Left Leg 9
1 1 - 1 2 Right Front Leg (3) 4 02-02 Right Leg 9
09-10 Right Leg (3) 4 Q1 Tall 8
07-08 Right Hind Leg (3) 4
05-06 Left Front Leg (3) 4
These creatures live in any body of water. They will jt8t
03-04 Left Leg (3) 4
almost anything_. Once the food supply starts to get low, they
01 -02 Left Hind Leg (3) 4
simply fly to_.a new location, and can survive up to 1 hour out of
water .. They have been known to migrate in large packs.
Pit worms make deep pits leading to their chambers. When
the vibrations of prey draw near, the creature lunges out and
pulls its victim into the pit, using sheer strength and weight. The
pit is at least 50' deep. Creatures do not take damage from
being pulled down into the pit.
72 ELEMENT MASTERS
STR 8d4 20
SIZ 8d4 20
STR 10d4 +4 29 CON 5d4 12
SIZ 10d4 +4 29 DEX 5d4 12
CON 5d4 12 INT 2d4 5
DEX 5d4 12 MPR 2d4 5
INT 3d4 7 TF 19
MPR 5d4 12
TF 0 ATTACK 2 claws(SO) 1d10 + 1d6
bite (30) 1d8 + 1d6
ATTACK 2 claws (55) 1d8 + 2d8 ARMOR 5 points
peck (60) 1 d 10 + 2d8 MOVE 10"
ARMOR 2 point feathers
MO VE run 5" /fly 50" HIT LOCATIONS
19-20 Head (5) 5
HIT LOCATIONS 17-18 Thorax (5) 5
18-20 Head (2) 9 15-16 Abdomen (5) 5
14-17 Chest (2) 10 1 2-14 Right Pincer (5) 5
1 2-13 Abdomen (2) 9 09-1 1 Left Pincer (5) 5
09-1 1 Left Wing (2) 13 08 Right Leg (5) 3
06-08 Right Wing (2) 13 07 Right Leg (5) 3
04-05 Left Leg (2) 9 06 Right Leg (5) 3
02-02 Right Leg (2) 9 05 Right Leg (5) 3
01 Tail (2) 8 04 Left Leg (5) 3
03 Left Leg (5) 3
02 Left Leg (5) 3
01 Left Leg (5) 3
Protectors appeared on Vinya shortly after large numbers of
chaotic creatures started coming through the gate. It is thought These giant insects look like scorpions but lack the poisonous
that the lawful gods sent them to help protect the people of tail. They are large and formidable foes; territorial creatures
Vinya. Presently, there is one in every major city. They do not which protect their domain to the death. They are mostly found
speak but somehow understand the meaning of any thought in the salty lake region, but are seen as far east as the chaotic
being conveyed to them. During . the day their eyes are black, forest. They are carnivorous and very fond of horse meat.
but at night they glow bright amber and cast a bright light up to
50'. H a pseudo-scorpion is successf ul with its claw attack, the
monster has captured its victim. On the following rounds the
bite is automatic, or it will squeeze the victim for double
damage. The only way to get a pseudo-scorpion to release its
grip is to cut the claw off or to kill the monster. Escape is
possible; roll percentage to open secret door.
MONSTERS 73
...__ �� ':· - . �
STR 8d4 + 1 21
SIZ 8d4 + 1 21
CON 4d4 + 1 11
MPR 4d4 + 1 11
TF 15
HIT LOCATIONS
Rock beasts are usually found by mountain trails, where they
19-20 Head 6
wait, perfectly motionless, for some unsuspecting animal to pass
17-18 Forequarters 7
by. They have the ability to change color and loo� like rocks,
1 5-16 Hindquarters 6
and are almost impossible to see. They must swallow their prey
12-14 Right Fore Leg 6
whole, and will have done so if they make their bash percent,
09- 1 1 Left Fore Leg 6
although they can not swallow anything over their own SIZ. To
05-08 Right Hind Leg 6
escape, one must roll 5 X DEX.
01 -04 Left Hind Leg 6
STR 60
WEIGHT 2800
SIZ 40
ATTACK
STR 5d4 12
SIZ 3d4 7
CON 5d4 12
DEX 5d4 12
INT 7d4 18
STR 1d4 + 1 4 WIS 7d4 18
SIZ 1d4 + 1 4 MPT 4d4 + 4 14
CON APP 2d4 6
4d4 + 1 11
LUK 5d4 12
MPR 3d4 7
TF TF 25
6
The spring snake is a dangerous creature. It attacks by possible attacks (save each versus Illusion)
coiling up and then springing at its target. Its head is extremely
hard and pointed, much like a crossbow bolt. Once the snake • each member of a party thinks that all the other
pierces the skin of its victim (either normal.impale, or critical) members are monsters.
the snake then twists while withdrawing to cause more bleeding. • The sublem appears as a hurt member of the
party to get healed.
• One member of the party looks like the sublem,
while he assumes the character's appearance
STR 1 1 d4 28
SIZ 1 1 d4 28
CON 5d4 12
DEX 4d4 10
INT 2d4 5
STR 6d4 + 4 24
WIS 1d4 2
SIZ 6d4 + 4 24
MPR 2d4 5
CON 5d4 12
TF 22
DEX 4d4 10
INT 2d4-1 4
ATTACK tendrils (70) 1d10 + 2d6
MPR 2d4 5
mouth (90) 3d6 + 2d6
ARMOR stalk 4 points, tendrils 2 poin1s
TF 24
STR 8d4 + 4 24
SIZ 8d4 + 4 24
CON 5d4 12
INT 2d4 5
MPR 2d4 5
TF 23
HIT LOCATIONS
19-20 Head (3) 8
15-18 Body (3) 17
STR 6d4 + 1 2 Zl
13-14 Right Front Leg (3) 8
SIZ 6d4 + 1 2 Zl
1 1 -1 2 Left Front Leg (3) 8
CON 6d4 + 2 17
08-09 Right Hind Leg (3) 8
DEX 5d4 12
05;07 Left Hind Leg (3) 8
INT 5d4 12
01-05 Tail (3) 8
WIS 5d4 12
MPR 5d4 + 4 16 Tunnellers are not native to Vinya. It is believed that they came
L UK 5d4 12 from the same world as the pseudo-scorpions, tiger beetles, and
TF 21 other large insects. They spend 75% of their time tunnelling;
they are capable of going through rock even dwarves can't
A TTACK any weapon (60 + 160 + ) + 2d6 penetrate. When provoked, tunnellers can become quite a
ARMOR 2 point skin lethal weapon. A captured tunneller can be worth 50Q. CR on
MOVE 9" the open market, while a tamed tunneller is worth 10 times that.
HIT LOCA TIONS
Human
They wear armor and can use any weapon . Just the mention
of a tron encounter makes the character feel the same as all the
other tron-conquered races - helpless.
78 ELEMENT MASTERS
Zorn bi es (dead)
STR var
'
SIZ var
CON 1d4 2
DEX 2d4 5
INT 1d4 2
WIS 1d4 2
MPR 0
APP 1d4 2
TF var
7 . 1. Treasu re Facto r
The wealth carried or owned by an individual or monster can be determined as follows : Monsters will not have treasures on
them; only in their lairs. The exception to this rule is any of the major races (gudds, nords, etc.), who may carry their wealth
with them.
Average Of Siz .And Str 01 -03 04.09 10-14 15-18 19-22 23-28 29.3 35.40
Treasure Factor 2 4 6 8 12 16 20 30
1 point for each stat (other than SIZ and STR) that is over 18
Note: There is only a 25% chance that non-Intelligent creatures (or of animal Intelligence 5 INT points or less) will have any
•
treasure.
MISCELLANEOUS GAME 81
8. Mis cel l a n eo u s G a m e
8 .1 Garn bling
.
Tryad is a popular Vinyan dice game. It is played in almost any bar or caaino.
All players cover the numbers on their pyramids with coins of the same denomination. The object of the game is to remove
all the coins from the pyramid. Simultaneously, they roll their dice, and each removes the coins from numbers that add up to
the roll of his die. If he can not do so , he must d rop out of the game, leaving the remaining coins on the table. The last
remaining player collects all the coins left on all the tryads.
If a player clears his tryad, all other players must pay double what is on their cards. If all the players miss their roll, the
winner is the one with the fewest covered triangles. In case of a tie, the stake goes to the one with the smaller numbers
covered, or to a roll-off, where the first person to roll a '4' is declared the winner.
8 . 2 . Cheating
During any game a person can try to cheat or detect cheating, but not both.
Some example of cheating are picking up coins in tryad off of numbers not rolled, or adding 10% to the d100 in high roll.
8 . 3 . Divine In te rvention
Since the characters are the chosen ones, the gods have given them the right to ask one favor each. Each favor or miracle
can be used to bring one person back from the dead or to get the party out of s0me hopeless situation. The miracle can not be
used to strike down an opponent or to change history or to see into the future. Divine intervention may not be granted for
various reasons; the gods may want a particular event to happen.
Half of the party is severely wounded, and a request is made 'Oh, god, please get us out of here and back home.' To the
astonishment of the party they are still facing this very serious situation. The gods may want the party to be captured as
it is the only way they will find the mystic stone of the ancients, or whatever their quest may be.
82 ELEMENT MASTERS
1. place the entire party in a different location; as is (dead or wounded or burnt to ashes)
2. Bring one creature or character back from the dead. He will be totally healed with full MPT and HP. Also all
fighting and nonfighting skills will be at twice normal for 20 combat rounds.
If all the element magic characters die, Edself will put himself into suspended animation for 50 years, and a new generation
of characters will be born.
• The first time this happens, evil will spread past Great River and Tennek and Twin City East will fall.
• The second time, the humans will be cut off from the other races by evil spreading to the capitol river. Trebor will
fall.
• There is no third time. Edself will unleash a doomsday device that will destroy all of Vinya and the gate with it.
t ,000 ,000 years later, on a similar planet in another galaxy, far, far, away, the situation is repeated - well, it wouldn't
be much fun if the game just ended would it?
•
Roll # 1 = � CON = 1 4
paralytic poison This type of poison causes the victim to
Roll # 2 = 52 CON = 13
become unable to move any voluntary
Roll # 3 = 18 aose but not quite, CON = 12
muscles. He will still be aware of any actions
Roll # 4 = 86 CON = 1 1
that can be seen from the position he was in
Roll # 5 = 63 CON = 10
when he became functionally incapacitated.
Roll # 6 = 42 CON = IS
Basic magic can still be used by someone in
Roll # 7 = 92 CON = 08 Slipping fast
this state because it only requires
Roll # 8 = 11 MADE IT I
concentration.
05 50 75 100
06 45 70 95
07 40 65 90
08 35 60 85
09 30 55 Bl
10 25 50 75
11 20 45 70
12 15 40 65
13 10 35 60
14 05 30 55
•
15 25 50
•
16 20 45
•
17 15 40
•
18 10 35 Before the gate of the wor1d was created, the elders
•
19 05 30 fabricated a vast network of mini-gates which connected all the
• •
20 25 major cities, to help further trade and commerce, and connect
all the people of Vinya to the capitol. But unfortunately the fall of
Note : (00) Always failure � magic capitol caused the transportation system to become
(01) Always iwccess almost totally inoperative. Presently less than half are fully
operational.
Time To Take Affect Chart
It is strongly recommended that the characters uae the
Intensity Time To Take Affect Duration system to save time and to help alleviate boring travel through
(Combat Rounds) (Tums) friendly territory. But there is some element of risk Involved; the
transporters will work as shown of the map only 96% of the time
Weak 5d4 1d4 •· All other times the characters will arrive at a random
Normal 3d4 3d4 destination determined by rolling of the Random Destination
Strong 1d4 5d4 Chart. There is one exception the capitol transporter which
• •
1 The Void
2 Temek
3 Birchwood
4 Dwarves
5 Old Capitol
6 Chaotic Forest
7 Ostland
8 Salty lake
9 Hobbits
10 Dragonkind
11 Bves
12 Avatar's Domain
13 Trebor
14 Tron Woods
15 Twin City West
16 The Beach
17 Faine
18 Northeast Ruins
19 Twin City East
20 Great River Station
The Void
A p pen d i x I
The Bi g Ex a m p l e
STR · 16
Ghent Silverfoot SIZ · 14
MPT - 18
4
353 Bastard Sword (50/50) 1d10 + 1d4 bonus damage
4 Composite Bow (50) 1d8 + 1d2 bonus damage
44 Medium Shield (40)
Armor Chain (5pts)
•
Move - 6"
Spells
Armor II
Healing II
Sharpness II
Hopelessness
STR 1 1
• STR 1 2
• STR 13 • STR 10
•
Longsword 1 H (4574o) 1d8 Poleaxe 2H (35/35) 2d6 Great Axe 2H (35/35) 2d6 Light Mace 1 H (40/35) 1d8
Medium Shield (40) 10 Light Bow (35) 1d6 Light Crossbow (35) 2d6 Medium Shield (35)
Chain (4j Hard Leather (2) Hard Leather (2) Hard Leather (2)
Ghent Silverfoot first heard the noises as he wash� from his forehead the last of the dried blood from the battle two days
ago. Both Tron and human blood mingled in the formerly crystal-clear water that formed a tributary to the Great River. He had
realized yesterday that he alone had survived the ambush. He had survived because he could nm. As his companions had
fallen like so many insignificant flies, so would he have fallen had he not taken flight. He was being chased, however, because
the information he carried back to Tennek was vital to their defense. He could not see or hear his pursuer yet, but he knew
they were not far behind. He had not bothered to hide his trail , hoping instead to outdistance his Tron pursuers.
The noises he now heard became more clearly definect. It sounded 8S though someone were clearing an area for a
campsite. The crash of an axe told him that not only were the campers armed but that they planned to stay a while. As he
continued on, he realized that the intruders in the forest were definitely getting closer. Curiosity and intense hunger drove him
to seek the campsite.
The scene was not very welcoming; four Nords stood around a makeshift clearing. Immediately, Ghent's mind reeled in
disgust and indignation. Nords were the curse of every wood-loving people. Now reflex actions took control of Ghent, and
reason was thrown aside. His composite bow is notched with a flame-red arrow, ready to let fly, when the Nords spot him.
86 ELE MENT MASTERS
Round 1
His first arrows whistled through the air, but then, as Fate would have it, they fell short of their target. His tree-sense
screamed at him as three arrows slam into the forest behind him, narro1.YIY missing his feathered cap. A giant wooden shield
now hurtles at him with a Nord behind it, cowering in fear of the flame-red death arrows. Ghent quickly decides that he will
slowly back up to hold the charging Nords at bay. One of them weaves erratically.
.
Combat A nalysis
Ghent : Fires two shots (84, 68) at archer 1. Both miss just in short range, he retreats 20 ft {1 /3 of 6")
Nord Leader : Moves 1 /3, moves 1 /3, and parries (not reali�ing he wasn't the target)
Support : Moves 1 /3, moves 1/3, moves 1 /3, weaving so his effective movement is cut in half (5"). rounding first up
then down. If Ghent had chosen him as his target, Ghent would have had only a 25% to hit.
Archer 1 : Fires two shots (60, 63) which both miss, and moves 1 /3. 150' is medium range for a light bow, so he needs
a 26 to hit instead of his base rate of 35 (see division table)
Archer 2: Fires light crossbow (70) which misses, and moves 213.
Round 2
Again Ghent's arrows fly, and this time the flame-red projectiles find their marks. A, Nord bow flies back, but only once, for
the bowman's right arm is pinned to his body only seconds before his heart is pierced . His spent arrow falls to the ground.
Undaunted, the charge continues, and there is still one Nord bowman left.
Combat A nalysis
Ghent : Fires two shots (33, 43) at archer 1 . The first arrow hits in the right arm (1 2) for 1d8 + 1 d 2 5 pts, of which
=
2 points are absorbed by the armor. The second arrow hits in the chest {17) for 8 points. Archer 1 is 4 in -
Archer 1 : Misses his first shot (92) and can't fire his second arrow since his arm became useless after the first arrow
hit.
Round 3
Ghent loses two more arrows, but now the fatigue of his long run catches up to him, and his indecision of a definite target
causes him to miss. The Nord bowman is not tired and his arrow strikes Ghent squarely in the chest. Not for the first time, our
warrior feels the warm trickle of his own blood. The charge continues. Fear strikes Ghent as he sees the Nord bowman switch
to a great axe as he nears.
Combat A nalysis
Ghent : Fires two shots (67, 52) which both miss archer 2, then retreats 1 /3.
Archer 2 : Fires his cross-bow (35) and hits Ghent in the chest {18) for 2d6 6 points, of which 1 point passes
THE BIG EXAMPLE 87
through the armor. Ghent thanks the gods that he spent his lunch money on chain mail, instead of wasting
it in Lustful Lotta's Hankey-Pankey Haberdashery and Adult Book Store. Archer 2 switches to his great axe
and moves 1 /3.
Round 4
Ghent hastily shoots an arrow, which goes wild. But now caution takes over and the red Death digs itself into the Nord's
guts. The Nord's raspy voice cu� the luck of the elf. His last sensation is the crunch of his bones as one of his comrades
uses hims as a stepping stone. Ghent now feels that the odds are more to his liking, so he drops his bow and unsheathes his
sword. The charge continues. However, the weaving Nord is now charging with ruthless abandon, and Ghent must fight
hand-to-hand.
Combat A nalysis
Ghent : Fires two shots (72, 44). The second hits archer two in the abdomen (15) for 7 points, which puts him down
to - 2. Archer two falls to the ground and Ghent switches to his bastard sword.
Archer 2 : Moves 113 and falls on the ground with an arrow in his stomach.
Round 5
Ghent's casts and armor spell, and now his superior swordsmanship immediately gains control of the battle as his sword
Ghinsu slices muscles and tendons in the Nord's left arm. His shield slips from his grasp and slides to the ground. THe Nord
somehow remains standing and swings his light mace at Ghent. It connects with his right arm only to glance harmlessly off the
warrior's now enchanted armor. Now, however Ghent was fighting two Nords as the second joined the battle. He already had
• .
Combat A nalysis
Ghent : Casts an Armor II spell on himself, increasing his armor's protection to 7 points, but reducing his MPT by 2.
He fails to parry (88), then attacks (42), hitting support in the left arm for 1 d 1 0 + 1 d4 6 points. His left arm
=
hangs useless by his side, but he can still parry with his mace.
Support : Moves 1 /3, Hits (32) Ghent in the right arm (13) for 7 points, which just bounces off. He tries to parry
Ghent's crippling blow, but misses (67).
Round 6
Ghent swings at the newcomer to the battle but the combatant neatly steps aside. There are tw'o weapons against his one; a
mace and a long sword. He chooses to parry the long sword. Whatever fatigue he felt was quickly forgotten as his head
rocked with the force of the light mace.
Combat A nalysis
Ghent : Misses the leader (51), misses his parry (73), and casts a Heal I on his chest to stop the bleed ing and bring
himself back to normal. His MPT is now down to 13.
Leader : Misses his attack (46), and misses his parry (57). He forfeits his last action, having nothing better to do.
Support : Hits (21 ) Ghent in the head (19). The 6 points of damage bounce off but leave his head ringing.
88 ELEMENT MASTERS
Round 7
Ghent suddenly strives upward and is most awe-inspiring in his gleaming armor. He swings at the Nord with the long sword,
and neatly slices the leg almost in twain. The screech of pain could be heard for miles. The long sword bounces off Ghent's
sword. The mace-wielding Nord fumbles with his mace as he is blinded by the warriors gleaming armor.
Combat Analysis
Ghent : Swings at the leader and hits (38) him in the left leg (4) for 14 points. He successfully parries (40), and
forfeits his last action.
Leader : Hisparry misses, so his left leg is at - 7, and he is on the ground. His attack hits (38), but Ghent parries.
Note that he attacks simultaneously because the Attack Categories are the same for his and Ghent's
weaoons.
Support : Fumbles (98) so he must roll on the fumble chart. He rolls an 8, and his vision is blocked for 2 combat
rounds and is now attacking at 30% instead of 40%. He also forfeits his other actions this round:
Round B
Ghent merely ends the confusion by sliding the blade of his bastard sword through the mace-wielding Nord's skull. The thrill
of triumph is short for Ghent as the whistle of a longsword recalls him to the battle at hand.
Combat Analysis
Ghent : Swing at the support, a critical hit (02) in the head (20). Since armor is ignored in a critical hit, all 13 points
go to the support's head, which kills him instantly ( - 10).
Leader : His attack (30) would normally hit,- but since he is on the ground he now needs a 23. Luckily, he doesn't
need his parry, which he misses.
Support : Tries to parry (47), misses, and dies. He doesn't get a chance to attack since his attack category is not as
good as Ghent's.
Round 9
Ghent quickly swings at the fallen Nord, but mi8ses in his haste. The Nord swings back at Ghent and hits the arrow lodged in
Ghent's chest, causing more blood to seep beneath the warrior's armor.
Combat Analysis
Ghent : Swings at the downed Nord leader with a 25% advantage, but misses (78). His parry (52) also misses, and
he forfeits his last action.
Leader : His attack (20) hits Ghent in the chest (17) for 8 points. The armor absorbs 7 points, and Ghent is down 1 .
Rovnd 10
Ghent now speaks the sacred words taught to him so long ago to staunch the flow of blood and swings again at the fallen
Nord. This time his sword plunges deeply into the Nord's abdomen and stays there as Ghent Silverfoot falls to his knees from
fatigue.
Combat Analysis
Ghent : Casts Heal I, hits (06) the Nord with an impaling blow for 2d 10 + 1d4 = 19 points of damage in the abdomen
( 1 6).
Leader : Misses his parry, and goes to - 1 2 in his abdomen; instant death.
SUG GESTED ORDER TO CRE A TE A N ADVENTURER 89
A p pend i x I I
S u g g e s t ed O rd e r to C re a te a n A d ven t u re r
race . . . . . . . . . . . . . . . . . . . . . . . . • . • . . . . . . . . . . . . . • . 3
age. . . . . . . . . . • . . . • . . . . . • . .·. . • . • • . . . . . • • • . . . . . . 3
sex (your choice)
roll prime requisites (STR, SIZ, CON,DEX, INT, WIS, MPT, APP, LUK) . . . . 5-10
militia training (possible increase in prime requisites) . . . . . . . . . . . . . . 14
character death in the militia . . . . . . . . . . . . . . . . • • . .
. . . • . . . . 14
fill in prime req uisite descriptions
STR adjustments und�r misc. on second page. . . . . . . . . . . • . . . . . • 5
SIZ adjustments to height and weight . . . • . . • . . . . . • . . . • • ·. . . . • 8
resurrection survival . . . . . • . . . • • . . . . . . • . . . . . . • . . . . • . • . 7
maximum weight capacify • . • . • • • . . . . • . ; . . . . . . . . . . • . . • • 5
INT adjustments . • • . . • .
. . . . . . . . . . . . • . . . . . . •
. . . • • • . . · 7
WIS adjustments . . • . . . . . . . . . . . . . . . . . • . . . . . . .
. . • . . . . 8
maximum number of henchmen when element magic is attained . . . . . . • 9
morals . . ,. . . . � . . . . . . . . . . . • . . . . . . . . . . . . . . . . . . . . . . 10
bravery . . . . . . . . • . . • . . . . . • . . • . . . . . . . . . . . . . . ·. . . . . 10
materialism . . . . . . • . . . . . . . . . . • . . • . . . . • . . . • . . . • . • . • 10
alignment . . . . . . . • • • • . . . . . . . . . . • . . . . . . . • . . • . . . • . . 11
phobia check . . . • • . . . • . . . . . . . • • • . • . . . • . .. . • . . •
• . . . • 11
background . . . . . • . . • . . . • . . . . . . • .
· . . . . . . . . . . . . • . . • • 11
handedness . . . . . • . . . . . . . . . . . • . . . . . . • . . . . . . .
• . . . • 11
element bind . . . . • . . . . . . • • . . . . • . . • . . . . . . . . . . .
. . . . ·• 11
interests . . . . . . . . • . .. . . . . . . . . . . . . . . . •
. . . . . . . • • . • . 12
professional skills . . . . . . . . . . . . . . . . . . . . . . . , . . . . . . . . . . 12
proficiency . . . . . . . . . . . . . . . . . . . . . . . . . . • . . . . . . . . . . . 12
attack and parry bonuses . . . . . . • . . . . . • . . . • . . . . . . . . ·. . . . • 13
hit points . . • . . . . • . . . . . . . . . . . . • . . . . . . • • . . •
. • • . • . . 13
damage . • : . . . . . . . • • . . • . . . . . . . . . . • . . • . . . . . . . • . . . . 13
weapon choices . . • . . . . . . . . • . • . • . . • . . • • . . . . . . . . • . . • 2.3
spell points known . . . . . . . . . . . . . . . . . . . . . . . . . . • . � . . • . • 14
pick spells. . . . . . . . . . • • . . . • . . . • . . . . . . . . . . . . . . • . . . . 30 +
weight and absorption of armor . . • . • . . . . . • • . . . . . . . . . . . . . . 43
knowledge skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
artistic skills . . . . . . .. . . . . . . . . . . . . . . . . . . . • . . . . . . . . . . . 18
perception and deception skills . . . . . . . . . . . . . . . . . . . . . . . . . 17
manipulation skills . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . ·. . . . . 18
sneaking skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
divine intervention . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
movement rate . . . . .' . . . . . . . . . . . . • . . . . . . . • . . . . . • . . . . 25
treasure factor . . . . . . . . . . . . . . . . . . . . . • . . . . . . . . • . . . . . 80
ELEMENT MASTERS
Avatar's Domain
DIVISION TABLES 91
A ppendix I l l
D i v i s i o n Ta b les
Movement
12 11 10 9 8 7 6 5 4 3 2 1
25 3 2§4 �
1·
�2 2 1§4 1 !2 1 !2 1 §4 l
2
l
2
33 4 3&3 3 �3 2 1 i3 1 !3 i l
�3 � 3 3
50 6 �2 5 4!2 4 �2 3 2i 2 1 2! 1 l
2
7! 4i3 4 3i 2 1l i
66 8
3 � 8 s; � 3
75 9 �2 71 5§4 8 �2 412 3§
4
3 �2 1 12 I
4
2
10U 12 11 10 9 8 7 6 5 4 3 2 1
Attack %
5 10 15 20 25 30 35 40 45 50 55 80 65 70 75 80 85 90 95
25 1 !2 �2 � 5 �2 7!
2 � 10 1 1 !2 1 �2 1314 15 1�2 1 112 1e>l4 20 21 12 �2 �
33 1i �3 5 �3 �3 10 1 1 i3 13i 15 1s&3 1 al 20 21 i3 �3 25 25i 29! 30 31 &3
3 3 3 3
100 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95
attack parry
STR impale critical
SIZ fumble damage ___
money
carried wt
spells known MP
RC
__ CR
__ c
__ gems
__ total (CR)
in bank
combat bonuses
know legends
identify attack
sneaking damage
hit point adj
hide
artistic ability
quiet movemont
describe unknbwn attack mode damage
pick pockets
map making
surprise
sing song bite
sketch kick
tel joke trample
miscellaneous
night vision
read own language 05-07 It ft'leg
detect illusions 03.04 rt hd leg
find hidden item
detect secret passage 01-02 It hd leg
tracking
under8tand mecllanlsm
cume total
.. burden list WT