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Website by Dustin Evermore with artwork by Sandy Spilker. Individual submissions copyright
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browser.
Dawn of Legends is a fantasy roleplaying game designed with the
Fuzion game system. Here you'll find information on the upcoming
campaign book and a freely distributed version of the game


This game is Fuzion Ready!

All library material is presented in PDF form. Please use Adobe
Acrobat (freeware) or compatible viewer to see this material.
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Purchasing Stuff
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Starting Characters may begin with Cash (see the Talents section).
By spending Option Points on Cash, the Character receives 100
silver coins per Option Point. Levels of Wealth (see the Talents
section) can multiply this amount. The Dawn of Legends system
also uses gold coins. You can convert silver coins to gold coins
at a rate of 20 silver to 1 gold coin if you prefer to deal with
smaller numbers.
In general, the rules for weapons are unchanged from those described
in Wildblades.
The following lists of Weapons and Armor replaces those found
in the Wildblades rules. Costs are given in silver coins (sc)
and gold coins (gc).
|
Weapon |
AV |
DAM |
MIN |
COST |
Notes |
|
Battle Axe |
-1 |
5d6 |
4 |
400 sc (20 g.) |
|
|
Club |
+0 |
3d6 |
2 |
0 |
|
|
Dagger |
+0 |
1d6 |
1 |
30 sc (1.5 gc) |
Throw |
|
Francesca |
+0 |
4d6 |
4 |
300 sc (15 gc) |
Throw |
|
Javelin |
+0 |
3d6 |
3 |
75 sc (3.75 gc) |
Throw |
|
Mace |
-1 |
4d6 |
4 |
250 sc (12.5 gc) |
Medium |
|
Mug/Chair Leg |
-2 |
2d6 |
1 |
0 |
|
|
Light Lance |
+0 |
3d6 |
3 |
200 sc (10 gc) |
Long, Charge |
|
Heavy Lance |
+0 |
4d6 |
4 |
280 sc (14 gc) |
Long, Charge (No use dismounted) |
|
Quarterstaff |
+1 |
4d6 |
4 |
20 sc (1 gc) |
Medium, 2-H, Stun |
|
Saxon Sword |
+1 |
3d6 |
3 |
500 sc (25 gc) |
|
|
Seax |
+1 |
1d6 |
2 |
70 sc (3.5 gc) |
|
|
Short Sword |
+0 |
2d6 |
2 |
200 sc (10 gc) |
|
|
Spatha (Celtic sword) |
+0 |
3d6 |
3 |
400 sc ( 20gc) |
|
|
Spear |
-1 |
4d6 |
3 |
100 sc (5 gc) |
Medium, Set |
|
War Hammer |
-1 |
3d6 |
4 |
300 sc (15 gc) |
Stun |
Notes
2-H: This weapon requires both hands to use.
Charge: The Character may use this weapon to perform a special maneuver
called a Charge. The Character must be mounted upon a horse or
other riding beast to perform a Charge. When charging the Character
suffers a -1 to his Attack Roll and a -2 to all his Evades. If
the charging mount moved up to his MOVE in m/yds this Round, the
attacker gains +1d6 to the Damage. If the mount moved up to his
Run in m/yds this Round, the attacker gains +2d6 to the Damage.
In either case, the attack is of such devastating power that all
Armor values are divided by two (round up) for the purpose of
determining the Damage.
Long: This very long weapon grants the user +2 to his DV in Melee or
Hand to Hand.
Medium: This long weapon grants the user +1 to his DV in Melee or Hand
to Hand.
Set: This weapon may be braced against a Charge. The Character gains
+1d6 to his damage for every 10 m/yds the Charging Character moved.
Stun: This weapon has a stunning effect. Add +1 Knockout Damage (Bashing)
for every die of damage rolled. This is figured on top of the
normal damage done by the weapon.
|
Ranged Weapon |
AV |
DAM |
MIN |
Cost |
Notes |
|
Bow |
+0 |
3d6 |
3 |
150 sc (72.5 gc) |
1/2 Reload, R=60 m/yds |
|
Composite Short Bow |
+1 |
3d6 |
4 |
200 sc (10 gc) |
1/2 Reload, R=80 m/yds |
|
Crossbow (Picts only) |
+1 |
3d6 |
4 |
400 sc (20 gc) |
1 Reload, R=200 m/yds, AP |
|
Dart |
+0 |
2d6 |
1 |
50 sc (2.5 gc) |
1/2 Reload, Rx10 |
|
Short Bow |
+0 |
2d6 |
2 |
100 sc (5 gc) |
1/2 Reload, R=40 m/yds |
|
Sling |
-1 |
2d6 |
3 |
20 sc (1 gc) |
1/2 Reload, R=60 m/yds |
Notes
AP: This weapon is Armor Piercing. Divide all Armor values by 2 before
applying Damage.
1/2 Reload: This weapon can be reloaded and fired in one Round.
1 Reload: This weapon takes one Round to load and one Round to fire.
Rx#: The Range of this weapon is calculated by multiplying the Characters
PHY times the listed amount.
R=#: This weapon has a set range.
|
Armor Type |
Armor |
Cost |
Notes |
|
Heavy Cloth |
2 |
100 sc (5 gc) |
|
|
Boiled Leather |
4 |
400 sc (20 gc) |
|
|
Studded Leather |
6 |
500 sc (25 gc) |
|
|
Ring Mail |
8 |
2,000 sc (100 gc) |
Vuln. to Crush |
|
Metal Scale |
10 |
3,000 sc (150 gc) |
Vuln. to Upward Thrusts |
|
Chain Mail |
12 |
7,500 sc (375 gc) |
Vuln. to Crush |
Notes
Vuln. to Crush: This armor has a vulnerability to Crushing attacks. Apply only
half the Armor value against blunt weapons.
Vuln. to Upward Thrusts: This armor has a vulnerability to thrusts from below, i.e a spearman
attacking a mounted assailant would gain an advantage against
this armor. Apply only half the Armor value against sharp, pointy
weapons that can slip between the scales from below.
|
Shield Size |
DV+ |
Cost |
|
Small Round |
+1 |
120 sc (5 gc) |
|
Medium Round |
+2 |
160 sc (8 gc) |
|
Large Round |
+3 |
180 sc (9 gc) |
Last But Not Least!
In Wildblades, Characters start with pretty much all the equipment
they need. This is true for Instant Dawn of Legends as well, with
one important exception: horses. Horses are very expensive in
this setting and are kept not only for utility but as a sign of
wealth. The following are two generic examples.
|
Horse |
Cost |
|
Riding |
2,500 sc (125 gc) |
|
War |
8,000 sc (400 gc) |
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Option: Weapon Mastery
These rules may be used in your Instant Dawn of Legends games
to gain more of the Dawn of Legends flavor. Ask your GM if these
rules will be used. Unless noted otherwise, abilities within the
same Weapon Master group may be used together. Thus, it is possible
for a master axe man to Slice and Behead an opponent. Or a master
lancer may Charge and Shishkabob his victims. To use Weapon Mastery,
purchase the package you want your character to have in addition
to purchasing the appropriate melee or hand to hand fighting skill.
Your character may perform all maneuvers in a package up to the
level of skill the character has. For instance, if your character
put five points in Hand to Hand, she may purchase the Brawling
package and perform any maneuver up to Level 5.
Name, Associated Weapons [Cost in Option Points]
Master Axeman, Axes [8]
Level 3: Bash.
Level 5: Destroy Shield.
Level 7: Slice.
Level 9: Behead.
Brawler, Hand to Hand [5]
Level 3: Body Slam.
Level 4: Arm/Hand Lock.
Level 5: Head Butt.
Level 7: Throw.
Hammerer, Hammers & Maces [5]
Level 3: Destroy Shield.
Level 5: Break Weapon.
Level 7: Shatter Joint.
Master Lancer, Lance [8]
Level 3: Charge.
Level 5: Bash.
Level 7: Shishkabob.
Spears [8]
Level 3: Bash.
Level 5: Armed Leg Sweep.
Level 7: Skewer.
Master of Blades, Small Blades [5]
Level 3: Extra Attack.
Level 5: Free Parry.
Level 7: Gut.
Master of the Staff, Staves [5]
Level 3: Bash.
Level 5: Armed Leg Sweep.
Level 7: Free Parry.
Master Swordsman, Swords [8]
Level 3: Free Parry.
Level 5: Skewer.
Level 7: Gut.
Arm/Hand Lock. This is an advanced type of Grab maneuver (-2 to Attack Value).
Instead of grabbing the victim, the attacker grabs and twists
an arm, elbow or hand into a painful position. If the grab is
successful, the defender may try to break free, but must use Hand
to Hand + Reflexes (or Combat in Instant Dawn of Legends) + 3D6
versus the attackers Hand to Hand + Reflexes (Combat) + 3D6.
On the attackers subsequent actions, he may apply Strength to
do a like amount of Knockout Damage in D6s. In addition, the attacker
may force his victim to move in a direction of the attackers
choosing at half the attackers movement rate.
Bash. This is simply the ability to do Knockout Damage (affecting Stun)
with a weapon normally used to do Lethal Damage (affecting Stun
and Hits). Weapons granting Bash have a blunt side or haft that
can be used to strike a victim.
Behead. This weapon is capable of inflicting such trauma that a skilled
wielder may be capable of completely severing the head of the
intended victim. Targeting the head at -6 to the Characters Attack
Value (AV), a Character delivers Lethal Damage which is doubled
after accounting for Armor. If the victim drops and is dead or
dying, then his head is considered to have been sliced clean off
his shoulders! This gives +5D6 to add to the Characters Presence
for an immediate Presence Attack versus any allies of the fallen
warrior that were able to witness the blow. Fanatics or unintelligent
foes may ignore this, however.
Body Slam. This unarmed combat maneuver allows the character to move up
to his full Run and then attack the target. This normally consists
of running and jumping on the opponent, jumping out of trees onto
someone, etc. The attacker is at a -2 to AV but gains +3D6 Knockout
damage to his attack. Since the attacker is using her entire body
as a weapon, she will sustain half the damage done in the attack.
After the maneuver is executed, it is assumed that the attacker
is on the ground or off balance (-5 DV and -2 to Initiative).
However, if the attack was successful, the defender is also at
a similar penalty.
Break Weapon. Some weapons are able to to deliver quite a wallop to a small
area. Targeting someones weapon is a good way to either break
the weapon or deliver a blow of such force that the shock knocks
it from the victims hand. To attempt this, the Character makes
an Attack Roll, applying -4 to his total. If the attack is successful,
roll 1D6 and compare it to the Strength Minimum of the weapon.
If it equals or exceeds the Strength Minimum, the weapon is either
knocked from the victims hand (weapons made almost entirely of
metal) or broken (weapons made mostly of wood).
Charge. This Action can only be executed from horseback (or other fast-moving
mount). The momentum of the rider and mount is such that it provides
massive penetrating power. Divide the Armor of the intended victim
by 2 before applying damage. In addition, the Character may add
+2D6 damage. This may even exceed the maximum damage rating of
the weapon (which is twice the rating Damage Class). However,
doing so will automatically break the weapon, rendering it useless
after the initial attack. A Charge may only be performed when
moving to enter combat. This Action adds +3 to the Characters
Offensive X. This rule can be used in place of the normal Mounted
Charge rules.
Destroy Shield. Weapons capable of Destroying Shields allow their wielders to
deliver damage that can slice through or shatter wood. The Character
may declare she is targeting a shield at the following penalties
to her Attack Value: -1 to hit a Large Shield, -2 to hit a Medium
Shield, and -3 to hit a Small Shield. Each successful attack reduces
the Defensive Bonus granted by the shield by 1. When the Shield
is reduced to 0, it is considered destroyed. Note that the defender,
in this case, will not receive the shields bonus to evade this
attack.
Extra Attack. If the wielder uses two small bladed weapons (dagger, knife,
seax, short sword), the off hand attack is not penalized, but
the character may not walk (at her MOVE rate), run or sprint.
Acrobatic leaps and flips are allowed, within a couple m/yds of
the intended target. Attacks may be directed against the same
or different foes, so long as both foes are within reach. Using
this mastery costs the Character a penalty of -2 to DV. This rule
can supercede the Attacking with Two Weapons rules.
Free Parry. The Weapon Master gains a free Block maneuver with the off hand,
without sacrificing his normal Action. A Character with the Extra
Attack may not both gain the extra Attack and free Block during
the same Phase. The Character must choose which Weapon Mastery
ability she will use.
Gut. This is a vicious maneuver that results in psychological as well
as physical attack. To perform the Gut Action, the Character must
successfully target the stomach area of her opponent (-5 to her
Attack Value, causing 1.5 times the damage that exceeds the Armor
rating of the victim). If the victim is hit and drops because
due to loss of Hits, Stun or Death, the Character has Gutted her
victim. The gruesome result and horrendous pain associated with
such an attack can horrify allies of the fallen warrior. The Character
gains +3D6 to add to the number of dice provided by her Presence
Characteristic which she then uses as an immediate Presence Attack
versus the closest remaining allies of the fallen warrior. The
Game Masters discretion must be used to determine who might have
witnessed the bloody demise of the warrior. Fanatics or unintelligent
foes may ignore this, however.
Head Butt. Normally, when a Character has been Grabbed or Arm/Hand Locked,
he she may not make an attack. However, if she knows the Head
Butt maneuver, instead of trying to break out she may attempt
to slam her forhead head into her opponents face. An aggressor,
also knowing this maneuver and attempting and having Grabbed or
Arm/Hand Locked someone may also use this maneuver instead of
applying Strength damage. This special maneuver, which targets
the head, applies only a -2 to the AV. The Character may then
apply her Strength in Knockout Damage to her opponents head,
taking half the damage to her own head.
Armed Leg Sweep. A sweeping strike to the legs is executed with this Action. This
ability is usually only available to long weapons, as sweeping
for legs with medium sized or short weapons tends to expose the
foolish warriors head and neck. A successful attack targeting
the legs (-2 to the Attack Value for Characters with this ability)
causes Knockout Damage and causes the victim to fall. The victim
must spend an Action to get on his feet. While the victim is on
the ground she suffers a -5 to DV and a -2 to Initiative.
Shatter Joint. In this attack, the attacker must specifically target the victims
joint, be it elbow, knee, wrist, etc. This is essentially a called
shot to a particular location (apply the usual penalties). However,
due to the immense debilitating pain that can be inflicted, all
Stun taken past armor is doubled. Normally, a blow to an arm or
leg results in half damage after armor. This still applies to
Hits, it is only the Stun that is figured differently.
Shishkabob. This wicked attack allows the Character to actually attack multiple
targets, so long as they are in line along the direction of the
Characters attack. Use only the initial total rolled by attacking
the first opponent. If this is successful, subtract 2 from the
total and compare it with the Defense Value of the second opponent.
If this is successful, subtract 2 again from the total and compare
it with the Defense Value of the third opponent. Then roll the
damage and total it up. This will apply to all opponents who were
struck. Shishkabob, available only to master lancers, allows a
Light Lance to skewer up to 2 victims and a Heavy Lance 3 victims.
This ability is unusual in that it may only be used if in conjunction
with a Charge.
Skewer. Executing a Skewer means the Character is recklessly throwing
her full weight into a thrust with the intent of slicing through
armor. A successful attack made by a Character using Skewer will
halve the Armor rating of the intended victim for Leather, Ring,
Bone, and Chain Mail Armors. The Skewering Character will suffer
-2 to her Defense Value since she will be off-balance. If your
Character can perform this Action, you must add +2 to the Characters
Offensive X rating!
Slice. This result is achieved by the Character grabbing her weapon
with both hands and and power-swinging the weapon into the target.
The Character is not concentrating on protecting herself, and
thus receives a -2 penalty to her Defense Value until her next
Action. If the Character successfully hits her target, the victims
Armor is then divided by 2 before applying damage. When using
this ability in conjunction with Destroy Shield, double the usual
effect. In other words, a small or medium shield would be destroyed,
and a large shield would be reduced by 2 in its bonus to the users
Defensive Value. Add +3 to the Characters Offensive X rating
for the use of this ability.
Throw. This maneuver is performed following a successful Block maneuver.
The Character may then take his opportunity to throw his opponent
on the ground using a normal attack roll. Doing so inflicts D6
in Strength Knockout damage and forces his opponent to spend his
next action to get up. The victim is at -5 DV and -2 Initiative
until she is back on her feet.
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