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The sun peeked over the horizon and through the pine trees to illuminate the partially obscured

form of a man lying in the snow. An onlooker would have viewed the scene as peaceful or serene
as he lay amidst the bank with one arm tucked under his head as if he were sleeping. However
upon closer inspection they would see that his short cut blue hair was tussled and that his
clothes bore bloody gashes in both the right shoulder and the left hip. His skin had taken on a
slightly blue tint as well, which would not be surprising considering that the temperature on the
mountainside at night dropped well below zero in the winter months. Whoever this stranger
was, his life must have been a tragic one for him to end up here. Occasionally his lips would
move as if he was trying to speak, and his chest rose and fell in short gasping efforts. With a
cautiously slow movement, his eyes opened and he took another deep rasping breath before
rolling onto one side, grimacing in pain. Not from the wounds evident on his body, but clutching
instead as his chest as if it emanated from deep within. He considered sitting up for a moment,
and then wondered why he should even bother. To survive the night on the mountain had been
a surprise, he had thought that the cold weather would finish him off long before the dawn
would come. But by some strange twist of fate he had somehow held out against the night and
lived to see the start of a new day. Not that it mattered, he was still going to die. The poison
within his system had worked its way through his body, expressing itself in ever more painful
ways that made him sweat despite the cold. It would be in its final stages by now he realised
with grim determination, soon he would be just another body upon the mountainside. Some
people would tell him to have faith, or that a better life awaited him across the veil, but he was
not a religious man. Deep within his heart he knew that all that awaited him was darkness and
oblivion. There would be no afterlife for him, he had done nothing to earn it. That bastard Leto,
he mused, not able to find the strength to curse aloud. He planned this all along. Rising to his
knees and then using the solid bulk of a tree to pull himself all of the way up to his feet, he lent
against the bark and watched the sun rise over the snow-capped mountains. If he was to die
then he would do it as he had lived, he had never laid down for anybody and didn’t see why he
should start now. As the light glistened on the snow and the sun rose slowly in the sky, he
realised that if he were going to die anywhere then this were as good a sight as any he could
have wished. This world was filled with all kinds of evil, be it the Furies that spread throughout
the land or the more subtle evils that humans inflicted upon each other, but from this
vantagepoint it didn’t seem so bad. It shouldn’t end like this, he thought, Alone on a mountain
and miles from anyone who would care. He wondered how long it would be before anyone
noticed he was gone, and then cast his mind back to the series of unfortunate events that had
led him to this moment.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

WELCOME
Hello and welcome to the first edition rules of GOLDEN AGE, an epic pen and paper role playing
game (RPG) that takes place within a mythical world of sorcery and steam-punk technology.
GOLDEN AGE is a pen and paper Roleplaying game in the tradition of such legendary giants as
Dungeons and Dragons, and Vampire the Masquerade. And whilst it is not as well designed or as
wide spread, I hope that it will be enjoyable for you to play. May the stories you design be as
wide and open as your imagination can take you, and above all have fun. Please remember that
the GOLDEN AGE system is copyright to me, and whilst it is available for free download on the
net, legal action will be taken in the event of someone pinching it. Credit where credit’s due
guys. Ben Warren (Enker)

WHAT IS AN RPG?

GOLDEN AGE is not just a story telling game, but a role-playing game as well. You not only tell
stories, but also actually act through them by taking on the roles of its central characters. It’s a
lot like acting, only you make up all of the lines. Role-playing is equal parts improvised acting and
Cowboys and Indians, a set of rules laid out over a story that everyone in the game is involved in
telling. Think back to the games you played as a child; every time you imagined yourself as a
knight in shining armor, or a deadly assassin from some unknown land, you were roleplaying. It’s
something you've been doing all along and never even knew it. To role-play is to act out the role
of a character you have created in a vivid and distant world, to guide him or her safely through
any perils that the Games Master throws at you, and to bring them home safely at the end of it
all. In GOLDEN AGE you play out the scenes in a world of my creation, filled with magic, cat-
people, robots and many other wonderful and dangerous things.

THE STORYTELLER

When you sit down to play a game of GOLDEN AGE, it is essential to have a Games Master (GM).
Who is a player that does not create a character with the rest of you, but rather plays the part of
impartial judge, narrator, auditor, and all of the other characters you will meet along the way. It
is the duty of the GM to create the plot that the others will be playing in, and to keep it running
smoothly and with interest. The GM acts the part of your friends, casual acquaintances and
enemies throughout the game, and sets the scene. As there are no visual aids in a pen and paper
RPG, the GM must do this by explaining what a room looks like, and keeping the atmosphere
intense and interesting. FOR EXAMPLE: The players have just entered a small room. In the centre
there is an altar shaped like a human skull, and it is the only light source that can be found. The
GM would say "As you enter the room, the first thing you notice is the absence of any windows,
but yet the room is not plunged into darkness, for within its centre stands a great altar, shaped
as if it where a skull, that emits a strange glow." do you see the difference? It is also important
that the GM keep track of the rules, never letting a character do the impossible, and forcing
them to keep to their character limitations. It would be no exaggeration to say that the GM is the
most important player. In this system the GM is often referred to as the Storyteller.
GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

THE PLAYERS

It is the role of a player to create a character of their own design, and then to act that character
through the plot situations that the GM has prepared for them. A player NEVER knows what is
coming, and the GM keeps the characters in the dark until an event actually happens, as if you
where your character, and so you get the fun of acting your way through an intense plotline that
threatens to kill you, promisees untold riches, and allows you to further your character's history.

WINNERS AND LOSERS

There are no winners or losers in an RPG, you will have to work with your fellow players to
defeat whatever trials the GM throws at you, for shared victory points and treasure. Remember,
you are playing to live the plot-line, and not to try and undermine the characters around you. A
successful fellowship is the key to victory.

RULES

There are some IMPORTANT rules that you must take into account when playing an RPG, it is the
duty of the GM to enforce these, and keep the players on the straight and narrow. NO
TOUCHING: Period. All combat and physical interaction takes place within the game, and it
handled through the dice or other abstract systems. Players must never strike, grapple, or
otherwise touch anyone during the game. NO WEAPONS: Props are not necessary during play, it
is only pretend, so do not bring knives and such like to the table with you under any conditions.
PLAY IN A DESIGNATED AREA: Roleplaying is meant for the home. Do not play it in the streets,
and do not try to drag passers by into situations that you are roleplaying. A game can look
disturbing, even frightening to someone who does not know what you are talking about. Stay
inside. KNOW WHEN TO STOP: If a storyteller calls for a time out, then you stop immediately. IT'S
ONLY A GAME: Do not even presume to take factors from this game into real life, it is only a
game based in an imaginary world, and as such should not have any effect on your daily life.

RESOURCE MATERIAL

Whilst this book contains everything that you will need to get started playing a game of GOLDEN
AGE, additional supplements have been released to expand upon both the world setting and the
options for weapons, classes, races and skills. Sample campaigns will also be released containing
full-scale official adventures that can be played at length to increase the Golden Age experience.
Such releases are easily recognisable and clearly marked as to what they contain so as to avoid
confusion, but cannot be used without a knowledge of this book.
CONTINUITY

For the sake of continuity, adventures played in the GOLDEN AGE RPG take place after the Mana
Wars and before the events depicted in the Golden Age Radio Drama, from which this setting
was devised.

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OFFICIAL ROLEPLAYING GAME

TABLE OF CONTENTS The Chronicle of Deeds p p p p p p p

History of the Old World. Races Within the World. The Appearance of the Furies. Organisation of
the World. Languages. The Three Realms. A Short Farewell.

The Gaming System p p p p p p p p p p p p

Character Creation. The Character Sheet. Choosing a Calling. The Gaming System. The Combat
System. Arms & Armour. Status Ailments. Items (Healing and Otherwise). Dijinn and Magical
Spells. Character Skills and Abilities. Low-Level Monsters. Bonded Furies & Antech Devices.

Sample Campaign p p p p

About Campaigns. Introducing the Players. The Main Quest. Characters in the Scenario.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

THE CHRONICLE OF DEEDS

It has been over four hundred years since the end of the Mana Wars, and much that was once
common knowledge is now lost. Whole libraries filled with books of history have been burnt and
the CORE in all but the most backwater villages has deemed magic of any kind illegal. I myself am
perhaps the last remaining expert in the era before the war, and my resources have been
severely reduced in light of the revelation of the Furies. Perhaps it is simply the paranoia of an
old woman, but I feel the need to record what I have learnt here in this book in the light of
maybe preserving what was lost.

HISTORY OF THE OLD WORLD


There was once a time when Humanity and the Dijinn existed peacefully side by side. It was over
this period that a large portion of the known world was explored and colonised and that the
great noble households came into power over the land. However the mixture of mortal Humans
and transient elementals such as the Dijinn was never to last, and after a time had passed the
two sides became distrustful of each other. This enmity eventually grew into a full scale war that
lasted for fifty years, and destroyed much of the known world. Whole cities were levelled and
lost, and the conflict only came to a halt with the believed destruction of the Dijinn. This period
of conflict became known as the Mana Wars and they changed the shape of the world.

RACES WITHIN THE WORLD

The most obvious result of the Mana Wars was the destruction of many of the so-called ‘lesser
races’ and the rise to dominance of Humanity. When the war came to an end the CORE turned
on those other races that would not fight, purging many from the land altogether. Those that
remain are mostly sub-species of man that have in one way or another committed themselves to
servitude. HUMANS – Humanity is the most widespread of all the races, and the dominant
power within the world. Humans live in a mixture of individual towns, villages and cities that
have their own local officials, but are ultimately ruled over be the CORE. The world belongs to
Humanity, and they treat it as such. Whilst they have no innate powers or abilities of their own,
Humans more than make up for it by being solid and sturdier than any other race. ICARIANS – A
sub-species of Humanity that has developed fay-like wings that enable them to fly. Normally
thinner and slightly taller than the average Human by about an inch at most, they appear pallid
and tend towards albino features. Somewhat frail in comparison to the muscular layout of a
Human, their bones are hollow to allow them limited flight. In comparison to a Human, Icarians
live only a short while. Normally passing away in their mid sixties and eat only once every few
weeks. DIJINN – Elemental Spirits from the old-world. Thought to have been destroyed in the
Mana Wars, though some of them still frequent the lower recesses of the Catacombs. Originally
divided into three classes, based upon levels of power, the Mana Wars has left only a very few
low-level Dijinn, and though they have an innate connection with magic, they cannot survive in
this realm for long without bonding with a mortal host. Immaterial to the touch, they frequent
only areas that match their natural element by choice – though some stronger Dijinn are
rumoured to have been imprisoned within jars over the course of the war and hidden away.

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SHIFTERS – A rare species that can change their form into that of animals. Nobody knows what
they really look like, but many of them were hunted and killed in the aftermath of the war due to
their varying alliances. Those that survive take on only one form, be it animal or human to
survive undetected by the CORE in day to day life. Using their powers sparingly, and only in
seclusion. Any one Shifter never knows the whereabouts of any of his kin, and with no way to
find them they live out a solitary life. SHIN-RII – A sub-species of Humanity that is cat-like in
nature, soft fur and a tail, as well as yellow eyes mark them distinctly, even if they hide their cat’s
ears which are situated higher upon the head than those of a human. Faster, smaller, and
normally as strong as your average Human, they have been integrated into normal society as a
servant class to the wealthier humans. However they can buy their own freedom, and it does
leave them under the protection of the CORE.

THE APPEARANCE OF THE FURIES

In the aftermath of the Mana Wars, monsters began to appear in the more secluded areas of the
world. Unnoticed at first, and varying in size and shape it was twenty years before they reached
such numbers that they began to filter into populated areas. The CORE keeps the larger
settlements safe, and has situated a few outposts into local areas to protect people from them,
but no matter how many they kill, it seems impossible to permanently cleanse an area. Although
there have been several studies into the monsters collectively known as Furies, only about a
third of their assorted forms have been named and recorded. It wasn’t until one hundred years
ago, when a Phantom Brave of particular potency first bound a Fury to his service that the true
nature of them became apparent. The Furies are in fact the spirits of those people who have
died violent or terrible deaths, lingering in the mortal realm long after they should have passed
beyond the veil of death. Without the Dijinn it seems that some power has been unleashed, a
primal force that feeds upon the ill in the world and turns those who feed it into Furies. Though
nothing is known about this power, the CORE has placed a total ban on anything that predates
the Mana Wars in the hope that this entity will not grow in influence.

ORGANISATION OF THE WORLD

As things stand today, five noble households govern the land. Each of these potentially owns
everything within their jurisdiction, people and livestock included – but in practice they allow
those under them to do pretty much whatever they like as long as tithes are paid duly. These are
used to fund the petty political games that bounce constantly between the five households, as
each silently vies for more land or power whilst simultaneously attempting to shift any doubts
onto their fellows. The names of these families are as follows: VERAND: Kindest of the
households, those who live within the boundaries of the Verand family are well catered for with
pensions and dowries paid from the wealth of the house’s coppers. Settled on the flat lands
close to the sea they maintain their wealth through trade routes and fishing. Festivals held in the
area are commonly attended by members of the family and they are well loved by the people.
ESCUDO: Smallest of the houses but richer than the others put together, the lands of the Escudo
family are rich with gold that they have mined successfully for generations. Highly secretive, they
are elusive and condescending but trouble themselves little with the affairs of the other houses.
Their lands are largely mercantile, filled with trade and farming districts that are broadly
populated.
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OFFICIAL ROLEPLAYING GAME

MILLIUM: Possibly the only of the houses to have attempted a large coupe in the last century,
Millium is the plotter of the nobles. Their family resides over the capital and owns large portions
of land around it in an effort to ever expand into new territory. The most technologically
advanced of the houses, they do not hold onto the old ways, instead encouraging the use of
technology and alchemy. SERVANTUS: Whilst the other houses nicker amongst themselves,
house Servantus has always remained strangely neutral in all political arguments. Do not mistake
this for morality however, for they hold no love for their cousins, or the people who are born
into their service. Supporting the CORE’s efforts whole heatedly, they provide much of the land
used for key military installations. CALMA: Above all else, the house of Calma represents a
passion for the arts and splendour. The lands under their influence benefit from beautiful
statues and architecture, but are somewhat lacking in the ability to provide food for themselves.
Proud and self-glorifying, they expect worship from there subjects and live within a massively
lavish palace. It is the CORE then who actually run the land. Originally a military responsible to
the Households, they have grown in size and number since their formation in the Mana Wars
and now every town, village and city is occupied by a percentage of their number. Supplied with
barracks and lodging at the expense of the townspeople, they uphold law and order within the
cities whilst also keeping them safe from the Furies who roam the wild lands. Within the CORE
the organization is a simple matter of chain of command. Starting with your basic soldier and
running up through the ranks to the local Judge. The Judges themselves report only to a select
group of three generals known only as Monarchs, who are each responsible for a certain
element of the CORE. For most people, day to day life is a simple matter of going about their
daily routine. Work is plentiful and the CORE only intervenes subtly if at all. In many towns they
are welcomed as a source of protection and seen as a symbol of solidarity for the Human race.

LANGUAGES

Within our world there are many subtle languages, regional accents and hand gestures for the
hard of hearing. However the dominant language is called Uroni, or Basic as it is widely known.
Developed initially for trade between continents and races, it came into broader use when the
CORE assumed it as their regulation tongue. A good call in light of the fact that it brings together
all of the many fragments of man under the one flag, the ultimate goal for the dominant military
force in our world. Other than Uroni, each of the houses has its own ancestral tongue that is
widely spoken within their borders, named after the ruling family in question.

CURRENCY

Along with the implication of Basic as a commonly shared language, a singular currency called
simply ‘Coin’ was also successfully integrated by the CORE several hundred years ago. Coin is
simplicity itself in that one coin is worth one unit, and never more. Jewels and other rare metals
are worth varying amounts of coin and can be traded as such, as well as being a favourite of
merchants to prevent having to carry large bags of heavy coins. Coin is forged from silver and has
the CORE shield etched into one side, and the banner of the Noble House for which it was
smelted on the other. Fake currency is uncommon on the Continent, and the CORE would have
us believe that it would take a forger of some considerable skill to match the quality of a real
coin.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

THE THREE REALMS

The world exists in one of three spiritual realms that are clearly separated, though there are
those who can freely move between them. Those who exist in one realm cannot remain in
another for any length of time before they begin to become bound to it, and should they stay
too long they will be unable to ever return home again. The three realms are as follows: THE
MORTAL REALM: In which people are born, live their lives and die. Here the world is full of
nature, buildings and animals of all shapes and sizes. For many it is the only realm, and the place
where the adventure will play out. Destiny cannot be shaped in any realm but this one, and this
is the only realm of substance, and things that can be touched. THE REALM OF DEATH: Once a
person has died they will begin their journey to the afterlife here. Taking the form of a great
river, that draws them deeper and deeper down stream, past seven gates that take them further
from their mortal lives. Once the final gate has been passed a spirit enters the beyond and is
never seen again. Many have wondered what lies beyond that final gate, but since it is
impossible to return it is a secret that only the dead can keep. Monsters inhabit the river,
growing in power as the gates progress deeper, and for one not of the dead to enter is
dangerous to say the least. THE REALM OF DREAMS: A strange reflection of the mortal realm
where the Dijinn are thought to have originally come from. A place of vibrant colour and strange
physics, there is no land or sky to place boundaries upon where one would go or what they
would do. Areas of the mortal realm and the realm of dreams overlap in a few places, allowing
for denizens of the latter to take physical form for a limited amount of time in the world of man.
But unless welcomed or joint to a mortal’s will they cannot remain for more than a few minutes.

A SHORT FAREWELL

And so dear reader you have reached the extent of my knowledge to date, it is my fondest hope
that perhaps in the years to come I can continue my writing and record new teachings. Until that
time however I will placate myself with chronicling the adventures of those few unique
individuals who have stories of their own to tell. Who knows, perhaps the paths they tread will
prove as interesting as the history I so love? We are after all living in interesting times of our
own.

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OFFICIAL ROLEPLAYING GAME

CHARACTER CREATION

As a player in GOLDEN AGE, you will be required to create a character - an alter ego through
which you will interact with the gaming world and take your part in the story. Like a character in
a novel or a movie, this character becomes the protagonist of the stories the GM will tell. Rather
than make up a new character for each session, you create a single, richly detailed persona who
will assume the role of lead character every time that you play. As your plotline progresses, you
watch as your character grows and develops. Ultimately, your character and those with him
becomes as real as a famous hero (or villain) from any literary work. This chapter describes how
to create a character, beginning with a general concept and translating that concept onto the
character sheets that will be employed throughout the game. Though the process is relatively
simple, and players can undertake it on their own, it is best to do so under the Storytellers
supervision, so that he or she can answer questions and guide that character creation process
according to any restrictions he may have created for the story. THE CHARACTER CREATION
PROCESS p Step One: Filling in the Blanks. The first thing you will have to do is decide upon
the simple elements of your character; Sex, Name, etc. These will help to characterise you as an
individual, and aid greatly within the role-play itself. Remember, you are creating a person, he or
she will require a name and a gender before they can do anything else. It would also be prudent
to start thinking about how your character will look, talk and act at this early stage. p Step
Two: Persona. Choose the way in which your character acts in public, and in which the world
views him or her. For example, to choose the Persona type 'Rogue' you would be instantly
branded as an untrustworthy type until you had earned the trust of an individual. This would be
handy for dabbling in the underworld but less so in situations with the law. The way in which the
world sees you is important, because it defines you as a character to others. Do your best to act
like your Persona when interacting with others, or making important decisions. p Step Three:
Race. You have a choice of only four races as you start out (the rules for additional races will be
released separately later) and from these four you will choose one for your character. These are;
Human, Shifter, Icarian and Shin-Rii. Each of these choices has its own negative and positive
aspects, and you can read up on them in the 'Races within the World' section above. p Step
Four: Path. A character’s path defines both their virtue and the element that they will be able to
use when creating skills or magical abilities. There are seven in total, and each is described at
length in the ‘Virtues’ section below. A character’s path will also dictate their place of origin, so
think carefully before deciding which one you want.

GOLDEN AGE
OFFICIAL ROLEPLAYING GAME

p Step Five: Calling. A calling is not just what your character does for a living, it is what he is.
You will be a member of your particular profession for the duration of your life, and will remain
so until you eventually die. A calling will not only influence how people react to you, but how
you should act in some situations. You will have to possess certain Traits to undertake certain
callings, for example; a Freelancer requires 3 Social, 4 Mental, 2 Magic and any Physical. These
are the very base stats you can give him in any one area to create your character as a Freelancer.
You will also acquire certain advantages, and disadvantages through your chosen calling. p
Step Six: Traits. You will begin with 10 free points with which to split between the 4 main Traits.
Those are; Physical, Mental, Social, and Magic. 1 point equals the cost to buy 1 level per Trait. To
spend free points in this area later, you will have to spend 10 points per level. Or to buy up extra
levels during play it will cost you 5 times current level. Mark your final totals in each area down
onto your character sheet by shading in the boxes provided. p Step Seven: Spells and Skills.
Special attacks can be created later in play and added to the character sheet, but before that you
will have to make do with the basic ‘Class Skill’ of your chosen Calling. Each calling has at least
one skill that is added to your sheet for free during creation. Skills and Spells are directly linked
to the Magic trait, and so it is prudent to check what is required of a skill before using up any
free points that you may have. p Step Eight: Weapon of Choice. Your Calling may well specify
what type of weapon you are allowed to carry, but otherwise you will be free to pick a weapon
of choice in which to specialise. All attacking rolls will be based upon this weapon, and you will
also be given the chance to buy up to the next level of weapon in game. Write your choice into
the Possessions box provided. p Step Nine: Possessions. At the end of the creation process,
roll 2d10, and write down the total. This goes into your possessions box as the amount of coin
that you begin the game with. Anything else that you pick up in game also goes here. You will
receive a lot of items, coin and experience points in the course of the game. Relics and additional
weapons (when not equipped) will also be stored here. p Step Ten: Free Points. After all of the
above has been filled in. You will have 60 free points to spend as you see fit, try to use them to
personalise your character, and take him or her away from the standard Traits required for your
chosen calling. Remember that this is your character, you can do what you want with him. You
can sacrifice 1 permanent point of Fury to gain 10 extra free points. p Step Eleven: Abilities.
Abilities can only be purchased at the character creation stage. Unlike Skills or Spells they cannot
be created or attained through play, and so are much rarer. Purchasing abilities from the list with
Free Points adds additional special rules to your character. Those brought should be marked
down on the character sheet in the section provided.

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THE CHARACTER SHEET


The character sheet is an important part of the game system and essential to character creation.
Each player will have to fill out a character sheet (for more detail on how to do this see the
CHARACTER CREATION section) and a Storyteller may choose to make sheets for other Non
Player Characters (NPCs) that are interacted with throughout the campaign. A character sheet
can be downloaded and printed from the main GOLDEN AGE website in either colour or black
and white formats for ease of use, and can be found in the same file as that of this book. Below
is a breakdown of what a character sheet contains and where. In this case a basic character has
been created in order to show the player how a completed sheet should appear: A:

Player Name.

B:

Character Details.

C:

Basic Traits.

D:

Character Name.

E:

Health Chart.

F:

Possessions List.

G:

Abilities List.

H:

Skills/Spells List.
I:

Current Coin.

J:

Fury Bar.

K:

Equipped Relic.

L:

Total Mana.

CAB

IK

JL

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CHOOSING A CALLING

A calling is perhaps the most important thing that your character will have to do. Callings are not
just what one does; it is a definition of what you are. Each aspect of your character is set to
reflect this intimate relationship between Stats, Traits, and Calling. Below you will find a
complete listing of the professions available to you to date, along with all of the information you
will need to create and roleplay a character as one of them. p FREELANCERS "Great, I’ve only
been in the town for an hour and I’m already in jail." – Edge Keyonte. A Freelancer is a
professional adventurer who makes his or her fortune from raiding the Catacombs beneath the
world for treasures from ancient times. Though this does involve great risk, it can prove to be
quite lucrative. However in many places this profession is frowned upon and so Freelancers tend
to work outside of CORE jurisdiction, only entering towns for short times and normally not
owning property of their own. Freelancers are not an organised society – instead each works
individually and will seek out help only if the current raid requires skills that they are unable to
possess. APPEARANCE: Not easily distinguishable from the next person, they tend towards blue
shirts and leather apparel, often with additional belts and relics on prominent display. Scraps of
ancient armour from the Catacombs are sometimes worn. CHARACTER: Freelancers are generally
an adventure seeking lot, with a passion for the things that are dear to them, and a strong
driving point that makes them undertake perilous journeys. Keep this in mind when creating
your background. More often than not they will have a blatant disregard for CORE authority, but
don’t take this to mean that they are immoral, instead they live almost completely according to
the virtues of their character and use it as the basis for most decisions. BACKGROUND: Usually
born from relatively common stock, you do on occasion get a high-born treasure hunter who is
keen to buck the system, but mostly the common element is a keen sense of adventure. Always
on the move, a Freelancer makes his home where he chooses and rarely stays in any one place
long enough to make many permanent connections, their knowledge of the ruins beneath the
world is extensive and a highly sought after prize. Still, their persistence in digging up relics from
the Mana Wars and selling them on has led to a feeling of bad blood between themselves and
the CORE. REQUIREMENTS: 3 Social, 4 Mental, 2 Magic. Any race. ADVANTAGES: +1DP on rolls to
do with bartering or money, starting roll inclusive. DISADVANTAGES: -1DP on rolls involving the
CORE. CLASS SKILL: V-Slash. Double damage on the first attack of a battle. SKILL EVOLUTION:
Freelancers have no limitations on what types of skills they can learn. WEAPON(S): A Freelancer
generally specialises with the SWORD but other weapons are available.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p RONIN "You think a simple woman can’t beat five men? You’re underestimating me." – Mia
Hakujou. Knights of the Old World who hire out their considerable services to protect caravans
and trade routes. The only organisation outside of the CORE that is allowed to bare arms, they
were once a great order of warriors before the Mana Wars. Now however they have been
reduced to a handful of wondering swordsmen and women. Specialising in the use of the spear
and sword, they tend to bind themselves as bodyguards to noble families and reap the benefits
that such connections bring. Garbed in fine silken cloths with one silver shoulder guard, they are
easily recognised in the streets. APPEARANCE: Whilst they have been seen wearing monk-like
robes with wooden sandals, Ronins are best known for their use of full armour at most times.
Often built specifically for the user in question, the metal is a red hue in tone and covers the
whole body with the exception of the hands and face. CHARACTER: Ronins are lofty and often
cold in character, members of a selective order that only takes the best. However in the light of
modern times they have been reduced and sent to wander the world. Mostly of noble blood
they are well spoken and aloof for the most part, never speaking unless spoken to and fiercely
loyal to the job at hand. Ronin will co-operate with the local authorities if needs be, but most of
the time hold positions with powerful houses that place them outside the law. BACKGROUND:
Born to noble backgrounds and selected at an early age because of superior skill in combat, a
Ronin is considerably wealthy to start with. However further wealth and fame is achieved
through attaching ones self to a noble household and acting as bodyguard or master-at-arms.
Trained by an older Ronin until such time as they are considered ready, contact is kept through
regular letters with other members of the order. REQUIREMENTS: 2 Physical, 3 Mental, 3 Social,
1 Magic. Human or Shifter. ADVANTAGES: A regular income of coin every 5 days, as decided by
the GM. DISADVANTAGES: A Ronin cannot use Chain Skills. CLASS SKILL: Parry. Take no damage
from any 1 physical attack. SKILL EVOLUTION: A Ronin can only learn skills that involve the use of
their weapons. WEAPON(S): A Ronin is proficient in either the SPEAR or the SWORD.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p QUIVERS "The target is too close for this to be interesting, move it back by another 200
paces." – Umi Miory. Archers hold a special place in society because of their rare talent for
accuracy. This extends beyond simple arrow to-target manoeuvres and out into everyday tasks
such as catching moving objects and being able to describe the dimensions of a room perfectly
after only seeing it the once. Normally hired on a temporary basis both by the CORE and the
Households for a multitude of jobs, they hold a somewhat flippant attitude towards others and
like to play word-games. APPEARANCE: Baggy white shirts with broad cuffs and leather jackets
with trousers to match are the standard apparel for a Quiver. Good practical clothes for any
occasion. Any wayward hair is tied back to avoid getting in the way, whilst a large quiver of
arrows hangs on the hip. CHARACTER: Ever aware that their skills are in short supply, and always
trying to milk it for every last ounce of credit, a Quiver can sometimes come across as self
centred or shallow. This isn’t always the case of course, but they do have a lot of confidence in
their abilities and have a tendency to drink, eat and be merry that can lead to pub brawls or
arguments. As they get older they mature slightly into professionals who take great pride in their
work, but as youngsters they have a lot of pent-up energy. BACKGROUND: At some point in their
childhood a Quiver discovered a latent talent for hitting the mark. Some would have put this into
practice by loyally joining to CORE for a tour of duty, whilst others (and some would say the
greater part) immediately went onto the gambling circuit and made as much money out of it as
they possibly could. Since being a Quiver is down to natural talent and not any form of formal
training, each man is unique unto himself and likes it that way. Placing more than one Quiver in
any one location will almost certainly lead to a contest to see who is best. REQUIREMENTS: 1
Physical, 3 Mental, 5 Social. Shin-Rii, Icarian or Human. ADVANTAGES: +1DP on all rolls involving
catching or throwing. DISADVANTAGES: Cannot fight when disarmed. CLASS SKILL: Aim. Ensure 1
immediate success this turn. SKILL EVOLUTION: Quivers can only learn skills to do with throwing,
catching and aiming. WEAPON(S): A Quiver can only use ARROWS or THROWING KNIVES.
GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p PHANTOM BRAVES "It is sometimes hard to trust one who talks with the dead." – Lord
Verand. A Phantom Brave never travels alone, she is always accompanied by at least one
Phantom that has been purified and bound to her will. Gifted with the ability to commune with
the dead, a Brave is able to purify the heart of a Fury they encounter in battle and force it into
servitude. Though they can never keep more than three at any one time, a Braves mission is to
see the Furies sent across to the realm of the dead. Sometimes crossing the barrier between life
and death themselves to help another. APPEARANCE: On average a Phantom Brave will be
garbed in a long white cloak and a thick scarf that obscures the bottom half of the face. Always
wrapped up as if cold, even in the hottest of weather. On the left hand they have a distinctive
tattoo of a teardrop in black, and on the right a corresponding tattoo in white that symbolise life
and death. CHARACTER: Silent in most cases, with an air of mystery about them, a Brave is
considered by most people a thing to be feared. Travelling in the company of a Phantom that has
been bound to their will, and keeping their own council, it is easy to see why. Most would
mistake them for evil Necromancers who would raise the dead to do their bidding, but this could
not be further from the truth, for their very mission is to see to it that the dead pass over. On
those few occasions when they enter the realm of the dead themselves it is to save a life on the
cusp, not to bring back those long gone. BACKGROUND: At one point in their past a Brave has
visited the realm of the dead. Perhaps they have not died per say, but they have been close to
death and come back changed, able to see and commune with the dead. For many this would
have come as a shock, especially if it happened young or when they were a baby, and perhaps
they never fully recovered from the shock. Regardless, they see something in the Furies that
walk the land that others cannot, and have made it their personal mission to see every last one
sent to their final resting place. REQUIREMENTS: 4 Mental, 5 Magic. Shin-Rii, Icarian or Human
ADVANTAGES: Able to hold 1 Phantom for every 3 points in the Magic trait. DISADVANTAGES:
-1DP on all social rolls. CLASS SKILL: Bind. Bind a Fury to your service as a Phantom. SKILL
EVOLUTION: Phantom Braves can only learn skills that are related to the dead. They can however
use their class skill to enlist Furies from the battle field as additional team-mates. WEAPON(S): A
Phantom Brave can use STAFFS or CLIPS.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p CUT-PURSES "Funny, I could have sworn that I had my wallet when I left home." – General
Leto. A Cut-purse is a thief, expert in the ways of sneaking and entering undetected with the
intention of stealing anything from jewellery to Mana. Normally caught on the wrong side of the
CORE, they exist outside of the law and relish the challenge of living in highly populated areas
whilst remaining free of jail. Not just thieves, but also acrobats and showmen, it is possible for a
Cut-purse to live a completely honest life, but then to see so much good money going to waste
on other people is so very hard. On occasion the CORE has employed Cut-Purses as spies, but
never for longer than necessary. APPEARANCE: Depending on the social standing of the
character in question, clothing can range from fine cut designer suits to lower class baggy outfits.
But no matter what they are wearing they always manage to instil a sense of style and class.
CHARACTER: Talkative, and often boasting of pervious exploits of both the daring and sensual
nature, a Cut-purse can come from any walk of life, but enjoys the pleasures of high-society.
There is something wonderfully ironic about dinning with the gentleman whose house you have
broken into on multiple occasions in the past, and whose secrets you already know implicitly.
Swarve and sophisticated, they can fit into any environment with a minimum of effort.
BACKGROUND: Some time ago you discovered that a life of luxury was most easily attained when
people left expensive items lying in open view. Usually the first time you stole there was a sense
of worry that perhaps what you were doing was dishonest or immoral, but the thrill of doing it
far outweighed those thoughts and the next time you did it you found it much easier. Working
primarily for yourself, you are more than happy to pay up and become a member of the local
guilds, and now live in the style to which you have become accustomed. REQUIREMENTS: 4
Mental, 4 Social. Shifter, Shin-Rii or Human. ADVANTAGES: +2DP when attempting to lie or bluff.
+1DP when stealing. DISADVANTAGES: -1DP on non-combat related physical rolls. CLASS SKILL:
Pilfer. You can steal small items without being noticed. SKILL EVOLUTION: A Cut-purse can only
learn skills to aid their theatrics or thievery. WEAPON(S): A Cut-purse has no limitations on what
they can acquire.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p CORE SOLDIERS "There is no law but that which we serve. There are no punishments but
those that we dispense. We are the CORE, and that is our duty.” – Quote from ‘The Soldier’s
Oath’. Charged with keeping the peace and enforcing CORE law, a Soldier is both hated and loved
by the people, the only line of defence between the growing number of Furies and the innocent
people living out their lives within towns and villages. Treading heavily upon any trace of magic
and ensuring that the relics from the Catacombs remain buried, the duty of a Soldier is the
mission first. Privy to the best weapons and equipment money can buy, and heavily trained,
those who enrol could be employed as guards, intelligence, assassins or even tactical experts.
APPEARANCE: Almost always garbed in the blue and gold uniform of the CORE, they will
occasionally strip down to just the tunic and trousers without the regalia, but otherwise signs of
rank and awards are normally on prominent display. CHARACTER: Living by a rigid set of rules
laid down generations ago, most officers within the CORE are mild mannered and politically
minded in nature, whilst lower ranks are more down to earth than most would expect. In some
towns they are hailed as heroes and others despised militants who sponge off of the local
people. No matter the rank however, it is almost a certainty that they have seen more combat
than anyone else. First and last, CORE members are warriors. Most enlists are also heavily
against the use of magic, some even fear it. BACKGROUND: Enlisted at one of the barracks, a
years training is swiftly followed by assignment to the field. Normally that is where people stay,
working their way up through the ranks to positions of relative reverence such as Commander or
Sergeant. Some gifted few however are grabbed before they can leave the training halls and
stationed in more specialist areas. Following a strict chain of command the one certainty for a
CORE enlist is that they will receive orders and a station and have to submit verbal or written
reports on a regular basis. REQUIREMENTS: 2 Mental, 2 Social, 2 Mental. Human. ADVANTAGES:
Access to restricted CORE areas and equipment. DISADVANTAGES: Can only bond with Non-
Elemental Dijinn. CLASS SKILL: Braver. The ability to prevent others using skills or deal additional
damage. SKILL EVOLUTION: A CORE Soldier can follow any path except that of magic.
WEAPON(S): A Soldier has no restraints upon what weapon they might use.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p TECH-KNIGHTS "Let’s see what this does . . ." – Last words of Cornelio Hammersmith. Tech-
Knights are the most technically minded people in the world, they can strip down a mechanism
to its most primal elements, and build it up again to work better than it did before. Normally
found around city areas, and centres of learning, these men sell their services to the Houses and
the CORE for a great price. To be a ‘Techie’ is to be one of the elite, wielding the power of
technology like a fine magical art. The creation of Antech devices to help them in the field can
vary from small robots that light the way to larger mechs that can join the party and fight.
APPEARANCE: Normally garbed in a mixture of old and worn leather clothing, sometimes with
goggles strapped to their head like airship pilots. They are also associated with unkempt facial
hair and dirty patches on their person left by oil and grease from their projects. Much of the
time their clothing is worn away in patches like the knee, where they have been kneeling down
and working upon a specific area of their latest brainwave. CHARACTER: Normally cheerful and
happy, but they are extremely protective over their creations, favouring a father like tendency to
them. Techies are often regarded as the salt of the earth, just don't get them started on their
latest projects, or they could be talking all day. BACKGROUND: What is there to tell? Most
Techies simply loved machines as a child, grew up tinkering with them, and became obsessed
with the possibilities that could be reached with their creations. They tend to own little gadget
shops or airship hangers, where they can spend their time tinkering with ideas and fixing things.
The greatest Engineer of all time, Jacob Erant, created the first Airship prototype, and since that
time when man finally flew, they have deemed nothing impossible. REQUIREMENTS: 6 Mental, 2
Physical. Shin-Rii, Shifter or Human. ADVANTAGES: Can modify their own equipment and
weapons. Skill ‘Ambidextrous’ for free. DISADVANTAGES: -1DP on Magic rolls. CLASS SKILL: Build.
The user can assemble Antech devices. SKILL EVOLUTION: The building and maintenance of small
Antech devices. WEAPON(S): A Tech-Knight uses TOOLS or SWORDS.
GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p HEALERS "There are those who use their power to kill, other use it to heal. The latter is
more helpful" - Jabir Those who devote their lives to the simple arts of a Healer are often made
welcome everywhere. Those who find employment with the CORE work as field surgeons and
see regular action, whilst others set up a practice in prominent places and earn a quiet living.
Wandering Healers are a rarity, but some do choose the live their lives on the road. As well as
having considerable medical skills, they can also be depended upon to have a knack for the
synthesis of potions. APPEARANCE: Cloaked from head to foot within a white and yellow
trimmed cloak, little of their bodies except their face is visible to the naked eye. Healers are also
normally seen carrying a wooden staff as tall as they are. CHARACTER: Healers are quiet, yet
outgoing people. They talk little and keep their own business to themselves, but will happily talk
through your problems with you. They hold all life in this world sacred, and normally travel with
parties of heroes in order to protect them from harm. A Healer will never strike another with
more than their bare hands, and will never strike to kill. BACKGROUND: Healers come from all
walks of life, but most of them are from some rich family who sent their second born to learn
the trade whilst they groomed their firstborn to become heir with their passing. After spending
many years of learning they either leave of their own accord or are pulled away from their quiet
lifestyles by the CORE for important reasons. REQUIREMENTS: Mental 4, Magic 5, Persona
Outgoing. Shin-Rii, Icarian or Human. ADVANTAGES: +2DP when mixing potions of any kind.
DISADVANTAGES: -1 on all rolls involving physically attacking. CLASS SKILL: Heal. Restores health
to any one character. SKILL EVOLUTION: Healers can only learn skills to restore health and status
or protect others. WEAPON(S): STAFFS, WANDS and CLIPS are classically associated with Healers.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p BARDS "I believe in my heart that all great battles will turn to ash and fade away, and that
only great art can possibly last forever" - Philipe DeRoma (Street Poet and Bard) The life of a Bard
is the life of a wanderer. Forever roaming the lands in search of some new tale or a song that
they could sing. Many Bards have learnt to play or sing to accompany them on longer travels,
and some have even created their own forms of instrument. The duty of Bards is to walk in the
footsteps of great legendary warriors, following them on their travels and recording in song,
rhyme or ballad, their adventures. In short, a Bard is a form of historian, and keeps stories alive
in a land where few among the people can read and write. Amongst all of the mortals, Bards are
perhaps closest to their innate magical nature, possibly because of their longing for the old
stories. APPEARANCE: Bards are normally brightly dressed, and wear small feathered caps. Well
spoken, educated, and are neatly turned out. Most carry an instrument of some kind, and scrolls
upon their person with which they endeavour to record the tales they are told. However every
Bard is different and unique, and there is no real way to characterise them thus. CHARACTER:
Despite common beliefs, Bards are very brave people. Whilst they do not throw themselves into
mortal combat with the Furies, they do follow their chosen heroes through almost any peril. And
their songs are potent enough to lull money from the pockets of strangers, and to send even the
strongest of opponent's to sleep. Useful additions to a party, and able to act in both a defensive
and offensive manner, a Bard is one of the noblest professions available. BACKGROUND: There
are those born with a gift for song, and a mind that lends its self well to the construction of
ballads. Such people usually come from expansive families, who have taught them to read and
write. But most Bards leave their hometown at an early age, and set off into the world with just
a pack on their back and a song in their heart. Eager, not to make their mark, but to record the
mark of others, and earn their place in history as the greatest storyteller of all time.
REQUIREMENTS: Social 2, Mental 2, Persona Extrovert. Icarian or Shin-Rii. ADVANTAGES: Abilities
‘Pretty’ and ‘Read and Write’ for free. DISADVANTAGES: Cannot use magic above Level 1. CLASS
SKILL: Sing. Lulls an enemy to sleep. SKILL EVOLUTION: Bard skills evolve new songs that inflict
new status effects upon the enemy. WEAPON(S): Bards carry HARPS or other musical
instruments.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p NIGHTSIRES "Do not forget that the abyss stares back also" – Lord Verand. Those who have
given themselves wholly into the arms of the Fury lead a cursed half-life. More beast than man,
they retreat from the sunlight and their skin takes on a blue tint that reflects the slowing of the
bloods flow through the body. Icy to the touch, they cease to age but can no longer sleep or pass
for normal outside of the loosest use of the term. Still, with that curse comes power unlike
anything seen in the current world or that of the old. Not magic nor technology, this power is
wrapped in the purest evil and linked in an extraordinary way to the current Fury menace.
APPEARANCE: Skin tinted a light blue and eyes devoid of colour, the fingernails become sharper
and the hair darker than normally seen. A preference for cloaks and wide brimmed hats hides
most of these signs to the casual observer, and a porcelain beauty becomes them. CHARACTER:
Silent and brooding, with an ability to intimidate even the toughest street brawler simply by
standing there, a Nightsire is the definition of unnatural. They speak in cryptic tones and rarely
submit personal details to the group, but seem to keep secrets of their own. Normally they do
not suffer fools or simple mortal concerns lightly and prefer to be alone. BACKGROUND: A
Nightsire has no past, they retain only a small amount of knowledge of the ‘change’ but most of
their mortal memories are lost to them. When asked they will do everything possible to avoid
the subject, but beneath it all lies a deep sorrow that they have given up a part of themselves
that was more important than first assumed and that maybe the price wasn’t worth it.
REQUIREMENTS: Social 1, Mental 4, Lose 3 Fury (no free points awarded). Any Race.
ADVANTAGES: When fighting unarmed deal Cursed damage instead of regular damage.
DISADVANTAGES: Cannot bond to a Dijinn. CLASS SKILL: Call of the Beast. Learn a Fury’s special
attack. SKILL EVOLUTION: None, all skills are learnt from using the Class Skill. WEAPON(S):
Nightsires can use any weapon but prefer to be unnarmed.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p JEWEL SUMMONERS "Summoners? Met one once. Cute girl, she walked right past me
though." – Edge Keyonte. Wanted in every outpost, Jewel Summoners are the bane of the
CORE’s existence. Humans who have bonded completely with greater level Dijinn and who
actively work to bring magic back into the world by shattering ancient seals or destroying CORE
repositories for relics. Using powerful Relics they summon the residual spirits of Greater Dijinn to
do battle for them, who unlike their lesser kin they are capable of massive magical potential on a
scale unseen since the conclusion of the Mana Wars. Whilst the CORE want them stopped, any
of the Houses would gladly have one in their secret employ, but unfortunately the chances that
one would agree are slim indeed. APPEARANCE: Normally wearing bright and colourful clothes,
themed around the specific element of the character in question, they are always seen to be
wearing one large ornate gauntlet or pendant that is made of a blue steel like metal. The centre
of this item holds a single jewel. CHARACTER: Heroic and driven by a need to fulfil their goals,
they are not unlike the CORE Soldiers they hate so much. Mostly retaining a polite and outgoing
personality, they do tend to become focussed upon a single goal and give little thought to the
bigger picture. Within their heads, the voice of their Dijinn partner resides as a constant
companion. BACKGROUND: When the Mana Wars were at the height of their ferocity, a small
group of mortals still favoured the friendship of the Dijinn. Abandoning their own kin they fought
on the side of the immortals against their own kind but were ultimately defeated. The ranks of
the lesser Dijinn were shattered and went into hiding whilst those of medium power were wiped
out entirely. Most of the Greater Dijinn also perished or were caught and contained by the CORE,
those who escaped bonded themselves entirely to their mortal allies in the hope of one day
freeing their friends. Passed down the family line, the current Jewel Summoners are direct
descendants of those original men and women who have inherited the Gauntlet and quest of
their forefathers. REQUIREMENTS: Physical 2, Mental 3, Magic 5. Any Race. ADVANTAGES:
Abilities ‘Sense Magic’ and ‘Arcane’ for free. DISADVANTAGES: Cannot bond with another Dijinn.
Wanted by the CORE. CLASS SKILL: Call. Summon a Greater Dijinn to the battle field. SKILL
EVOLUTION: Additional Spells and Skills for the Dijinn in question. WEAPON(S): A Jewel
Summoner can use any weapon they wish.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p RISKBREAKERS "I have an offer for you, think carefully because I’m only going to ask once." –
General Leto. Sometimes situations are so dangerous that the CORE do not want to risk sending
men into a no-win situation. Suicide missions and hostage situations are handled instead by the
Riskbreakers, forcefully enlisted convicts who are promised freedom in exchange for their
services. Each mission completed slices a year from their sentence, but tight constraints placed
upon them by the CORE also ensure that any misbehaviour is punished by additional years
added. Those who survive their first few missions quickly become the most skilled and powerful
operatives. APPEARANCE: Forbidden to wear any armour that covers more than a quarter of
their body, Riskbreakers generally have gauntlets and elbow guards coupled with strappy leather
outfits that are considered most revealing. Normally well toned, with sun-tanned skin and a
barcode tattooed between the shoulder blades and on prominent display. CHARACTER: Gruff
and crude, the common trait of a Riskbreaker is the drive to survive. Normally this is backed by a
score to settle or revenge on someone for the situation that landed them in CORE custody in the
first place. Immensely overconfident, they shun companionship in most cases and prefer to work
alone, however loyalty once earned is never lightly cast aside. BACKGROUND: At some point in
the past a terrible crime was committed, this resulted in the CORE getting their hands on you
and a life sentence in the deepest cell of a penal colony somewhere where the chances of
escape are less than zero. Called into an office and given the choice, you decided that you had
nothing left to loose, and the next day your first mission arrived. Now you exist in a state of
purgatory, not a prisoner anymore but not a free man either. REQUIREMENTS: Physical 4, Mental
3, Persona Rogue. Shin-Rii, Human, Shifter. ADVANTAGES: Ability ‘Shell’ for free.
DISADVANTAGES: Constant surveillance, no personal freedom. No skill evolution. CLASS SKILL:
Limit. +1DP when attacking for every level of damage sustained. SKILL EVOLUTION: None,
Riskbreakers cannot learn additional skills. WEAPON(S): A Riskbreaker uses whatever weapon he
can get his hands on.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

THE GAMING SYSTEM

This section covers the basics of play, and will further explain some of the elements that where
touched upon during the Character Creation process. The GM will have to become familiar with
the following information if he or she is going to manage a game smoothly and efficiently. It may
be wise to keep a printout of these rules handy in case something unexpected comes up - you
can never second-guess every aspect of a game. p BASICS OF PLAY The below summaries are
for quick reference during play and are also particularly useful for answering some of the basic
questions that you may have whilst reading this book. If you have never before played a
Roleplaying Game then I suggest that you familiarise yourself with some of these definitions.
DICE POOLS: All rolls depend upon dice pools. A dice pool consists of a number of 10-sided dice
(called D10s) equal to every 2 points in the Trait you are rolling against. For example, if you were
rolling a Strength check with Strength 2, you would be rolling 1D10. However if you had Strength
3 you would be rolling 2D10 instead. On occasions where you are acting at a –1DP, subtract 1 die
from the total Dice Pool for the duration of that event or action. SUCCESSES: In order to
determine whether the roll means a success or not, total the number which roll between 7 and
10. Each D10 which reads this correlates to a single success. Total up the number of successes to
find out how well you succeed (or not). The Storyteller will then tell you of the outcome of the
roll. If you roll a 1 you have failed badly and must remove 1 success from your total. If this total
drops below zero then you have failed badly and must deal with whatever consequences the
Storyteller may wish. Rolls can be made easier or more difficult by the Storyteller by varying the
number required for a success depending on the situation at hand. PARTIES:

A term used to describe a group of players characters who are working together. Members of a
party can share Coin, Mana, food and look out for each other in combat. Teaming up is
sometimes the only way to defeat stronger opponents.

EATING:

Eating is a very important part of the day-to-day life of a character and essential for keeping up
their strength and stamina. If a character goes for an extended period without eating anything
then they must operate at a –1 Dice Pool. Similarly over-eating or being drunk incurs the same
penalty.

SLEEPING:

Healing mostly occurs with sleep, and a character can heal 1 level of damage every time that
they get a full six hours rest. This also counts meditation or prayer. Disturbed sleep such as
nightmares adds a penalty of an extra two hours before you total enough to heal.

DAMAGE:

There are two forms of damage in this game, normal damage and Cursed damage. Unless
otherwise stated it should always be assumed that any monster or attacker inflicts normal
damage. This is healed at the normal rate of 1 level of damage for every 1 level of healing.
However Cursed damage requires 2 levels of healing to remove 1 level of damage. Enchanted
objects or powerful spells can sometimes inflict Cursed damage upon their target. Normal
damage should be shaded onto the Character sheet into the boxes provided, whilst Cursed
damage should be marked with a X in order to identify the two.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p FURY Your characters inhabit a world where a strange force has begun to take grasp. Many
have already fallen to the evil lure that turns men and women alike into monstrous creatures,
and still little is known about the true nature of the Furies. There will be times when, in the face
of evil, you will be forced to test yourself against this pull. In such circumstances, roll a D10. If
you receive a 1 to 5, then you have failed, and loose one point of Fury. 6 to 10 is a success, and
you can continue on with the game unabated. If all of the Fury points on your sheet are lost and
your character dies, then the game is effectively over for your character, and they have fallen
entirely into the grasp of the these powers and become a Fury, effectively ending the game for
your character. Boxes can be gained back at the GM's discretion, through such actions as godly
intervention or another fitting excuse. As you gain Fury points, your character becomes more
sinister, and will begin to loose some of his or her allies and powers, whilst gaining others. A
more accurate list can be seen below: 1 Fury - No immediate effect. 2 Fury - Your sleeping and
eating patterns become irregular. 3 Fury - Within the realm of the dead you attract unwanted
attention. 4 Fury - Your will find it harder to keep your anger in check. 5 Fury - You can be sensed
and controlled to an extent by some enemies. 6 Fury - You become prone to flying into a violent
rage. 7 Fury - Dijinn refuse to help you. 8 Fury - Healing skills deal you harm. 9 Fury - Light
elemental spells deal double damage to you. 10 Fury - The CORE will kill you on sight, nobody
trusts you, and nobody will serve or sell to you. For those who have decided to go down this
dark path deliberately, or are easily tempted by the idea of power, there are certain
compensations for the disadvantaged above. Skills will be enhanced by the change, and the
more you give of yourself the higher the rewards you will be granted. These are as follows: 1
Fury - No immediate effect. 2 Fury - You require less sleep than others. 3 Fury - The River of the
Dead does not pull you so swiftly. 4 Fury - Your danger senses become sharper. 5 Fury - Your
mind can no longer be read by anyone with a lower level than yourself. 6 Fury - You gain a
natural immunity to Poison and Venom status effects. 7 Fury - You are now immune to the
Charmed and Zombie status effects. 8 Fury - Dark elemental spells heal you for three times the
damage dealt. 9 Fury - Creating skills becomes 3 points cheaper. 10 Fury - You operate on a +2DP
for any action involving the Physical Trait or attacking in combat. p HEALTH LEVELS Every time
an enemy in strikes you in combat, you receive a level of damage. When this happens, the player
who is hit should mark off one box on the Heath Scale, seen on the character sheet. Health
levels indicate how much damage your character has taken in combat, ranging from perfect
health to death. It should be remembered that the game does not end when your character's
Health Scale reaches dead status, because there are many Healers and Magics within the
worldsetting with the power to bring the soul back to the body. The game only truly ends when
the Fury points of a character are all used up. Different health levels indicate different
conditions, which are as follows:

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

Light - Your character has just been bashed around a bit, he is disorientated but nothing more.
He may have burns or bruising, but they will not impede his combat effectiveness. Medium - A
large gash or wound that slows you down a little, but is small enough for you to continue
fighting. When you rest it is advisable to heal because left unchecked it could become worse.
Serious - You are beaten and bleeding from numerous wounds, you can fight on but your Traits
are all at -1 point until such time as you have rested. Critical - You have blacked out, and cannot
continue to fight until healed by a third party. Terminal - You are effectively dead until revived by
a Healer or Mage within or outside your group. Because you have reached this state, take an
automatic Fury check. Your Storyteller may wish to actively roleplay your character in the Realm
of the Dead whilst you are incapacitated. Whether this is the case or not, that is where you will
have been sent. When you return to the living you must make a Fury role to see if the
experience has effected you. p PATH The path a character walks defines who he is deep down
inside, his code of honour and his natural element. At the dawn of time it is said that the gods of
the old world split magic into seven shards and scattered them throughout the world, there to
settle in the hearts of mortals. Those pieces that could not find homes grew lives of their own
and became the Dijinn, whose semblance of life leads them to flutter around mortality like
moths to a flame. Regardless, the path that your character chooses will decide the basic attitude
that your character lives by, and what form of elemental properties they can bind into special
attacks without the use of a Dijinn. The seven paths are as follows: PATH

DESCRIPTION

ELEMENT

Sincerity

A natural blond, you speak your mind and although this is not necessarily correct, it can often
lead to the point of an issue others have been avoiding. You’re pretty, and you know it,
sometimes getting others to do your share of the work for you. At heart, you’re an honest
person.

Water

Reliability

Solid as a rock, and just as immovable once you have reached a decision. Practical in nature, it is
not your inclination to think too far outside the box. When it comes to a fight, people want you
to watch their backs above any other.

Earth

Knowledge

The wizkid of the team, you are always looking for answers to questions that nobody else has
even thought to ask. Some of the others think that this is strange, but to you it is just natural
curiosity. When things go bad its often you who formulates a plan to deal with it.

Thunder

Friendship

A team player, your own motivation may not always be clear, but people rely on you and you rely
on them. Unsure of realms outside your own, you rely on Human interaction above that of Dijnn.
Often the one picked to speak for the team, you’ve got the gift of the gab.

Dark

Hope

Although you sometimes doubt yourself, others have faith in your abilities. Your unnaturally
strong bond with your partners can be the difference between victory or defeat. Others often
look to you for leadership when things get tough.

Light

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OFFICIAL ROLEPLAYING GAME

Love

Thinking not of yourself, but the welfare of others you are a solid member of any party. However
you depend upon the mutual adoration of others to help you get through the day. Your
comrades are more like members of the family to you than friends, and you treat them so.

Wind

Courage

You are a fearless, emotion driven character who is strong willed and often opinionated in
nature. Your natural place is at the head of the party, and you know it. Sporty, athletic and
strong, you’ve never been unpopular and don’t see why others might dislike you.

Fire

p TRAITS When you come across obstacles or do battle you will have to rely upon your
character's Traits, which are completely unique from one character to the next. Traits are split
into four main categories, those of Physical, Social, Mental and Magical. These all apply to very
different areas of expertise that your character can specialise in. When you have accumulated
enough Mana you can purchase an extra level in any Trait, this will help you to move away from
the stereotypes that your Calling brands you with to start with, and allows you to take your
character into a direction of your choice. You will need to acquire 10x the current level of points
currently already in a trait to purchase an new point. Whenever your character needs to be
tested against a certain problem, the Storyteller will decide which Trait that problem applies to
the most, and will have you roll a die in accordance with that Trait. For example: Whilst exploring
an empty tomb you accidentally trigger a trap, and a heavy block of stone begins to fall towards
where you are standing. The Storyteller would first apply Mental, to ensure that you have seen
the trap, and then Physical, to see if you can get out of the way quick enough. To do this the
Storyteller would first decide upon the difficulty of the test (a falling block would not be hard to
spot) then make you roll the same number of dice as you have points in that Trait, in this case
Mental. If you get over the specified amount of successful die rolls, then your character spots
the block. Then you do the same (but altered by the Storyteller once more to account for alien
factors such as how fast it is falling and from how far away) but this time use your Physical
points. Put simply, you have as many D10 to try and pass the test with as you do every batch of 2
points in that Trait, so the more points you have the better. Having between 1 and 2 points
entitles you to one 1D10, whilst having 3 to 4 gives you 2D10 (and so on) Below is an example of
what specific Traits can be applied to: PHYSICAL - This Trait dominates all actions taken that
involve the body. For example running, jumping, pushing, pulling, swimming, attacking, and so
on. The more points you gain in this area, the stronger your character will become, until
eventually there will be little or nobody who can best you in combat. Unarmed combat relies
purely upon this Trait whilst those with weapons add to the Dice Pool. MENTAL - This Trait is
based around the intelligence of your character. Tests such as puzzle solving, maths, trap finding,
reading, writing, noticing things out of the ordinary, observation skills, and so on will all be based
upon this area. The more points you have here, the smarter your character will be. This trait is
also important to decide the order of combat.

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OFFICIAL ROLEPLAYING GAME

SOCIAL - Social dominates how you interact with others, and what others think of you. You can
use social to barter, act, sing, lie, charm and gain allies, as well as much more besides. The
greater your Social scale, the more popular your character will become, and the more likely that
people will help you in some way. Low Social makes for bitter enemies. MAGIC - To create and
activate Skills or Magic greatly involves the use of the Magic Trait. You can only possess skills in a
number total to the level you have points in Magic, and the amount of points you have here
decides how well you can detect things of a magical nature, or in conjunction with mental, know
about magical lore. p DIJINN Believed extinct after the Mana Wars, some have however
survived the years between then and now and live in farflung areas such as the Catacombs or
ruined temples. No two Dijinn look alike, but for the most part they appear as animals or a highly
intelligent variety. More than capable of speaking and problem solving of their own accord, they
exist only sparingly in the Mortal Realm, but can become permanent residents if they bond
themselves to a mortal host. The bonding has positive effects for the mortal as well, because
each Dijinn possesses elemental properties of their own that can be employed to cast magical
spells. Though they can for the most part bond with any mortal, their elemental nature is of
importance because they are able to achieve great magical potency with someone whose path
matches their own. In a similar nature, should opposing elements become bonded the potency
will be greatly reduced and the bond easier to break. The more common elemental types are
listed below: ELEMENT

DESCRIPTION

STRONG PATH

WEAK PATH

Non-Elemental

This Dijinn is perhaps the most unique, as it closely resembles a warrior or a piece of armour but
on a small scale. Honour bound and reclusive, they gain layers of armour and weapons as they
evolve into more adult forms.

N/A

N/A

Earth

Your Dijinn enjoys a strange sense of humour, and encourages you to partake as well. Sometimes
this sarcasm is unwanted, but mostly you get along just fine. Earthy browns and greens in colour,
as this Dijinn evolves it becomes huge in size and develops armour.

Reliability

Love

Water

The cutest Dijinn on the team, it looks out for you like a parent. Often underestimated because
of its small stature, its colour scheme ranges from blue to pink and purple, sometimes with
flecks of white. As it evolves it maintains its visual beauty and tends to be the smallest evolution
in size.

Sincerity

Knowledge

Light

Your Dijinn has utter faith in you and understands exactly what you’re getting at. When things go
bad you and your partner act as one. Always white in colour, though sometimes with golden
highlights. As this Dijinn evolves it becomes more humanoid and streamlined.

Hope

Courage

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OFFICIAL ROLEPLAYING GAME

Wind

Your Dijinn cares immensely for you, never leaving your side. Should anything happen the first
thing it would do would be to look for you. Normally pink or light blue in colour, and feathered,
as it evolves it becomes larger and more bird-like in appearance.

Love

Friendship

Dark

Solitary and untalkative, your Dijinn only talks to or trusts you. Though this can lead the
misunderstandings within the group, it is a bond of total trust between the two of you. Normally
purple or black in colour, these Dijinn tend to wear scraps of clothing and become more
humanoid as they evolve.

Friendship

Hope

Thunder
As intellectual as yourself, he acts as a translator for your advanced terminology. Down to earth
and friendly, everybody likes your Dijinn. Normally yellow or green in colour, as it evolves it
becomes a larger, more capable and practical shape to suit its surroundings.

Knowledge

Reliability

Fire

Adventurous and strong, this Dijinn seeks the thrill of battle. Often not the most smart of the
party, but always backing you up. Coloured in shades of red and yellow, as a fire elemental Dijinn
levels up it becomes larger, more bulky and powerful in build.

Courage

Sincerity

Though Dijinn are for the most part peaceful or playful creatures, there are some who have been
turned to the dark side by contact with mortals. Feasting like parasites from their hosts, they
offer far stronger boons to those they possess but also take a heavier toll upon the one they are
bonded to. Eating a level of damage a turn every time their power is invoked and fleeing you
when you drop to critical status. Such Dijinn are refereed to as the ‘Fallen’ amongst themselves
and are seen as a cousin-race. It is almost impossible to tell a Dijinn from a Fallen, that is until
they have bonded to your character. It is the job of the Storyteller to play the role of each Dijinn,
and to make them come alive in the eyes of the players. Dijinn to not always agree with their
team-mates and are individuals in their own right, so try to make them as interesting and in-
depth as the characters around them. A Dijinn can only take up to five levels of damage before it
vanishes back into the Dream Realm. Should this happen it will simply disappear with a loud
popping noise and not turn up or be accessible in any way for anything between a day or a week
depending on the strength of the blow. p RACE What race your character is can be a
considerably hard choice. Does one take the reclusive and fragile Icarian, and so gain an extra
possible level in Mental? Or do they choose the Shin-Rii, and gain that extra level in Physical?
Perhaps the Human would be the simplest choice, with no distinct advantages of disadvantages
to the choice? When you decide upon a race from the four available: Human, Shifter, Icarian and
Shin-Rii, you are privy to certain special rules and extra skills that only come with that choice.

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HUMAN - Humans have no special rules to change their basic Traits, for better or worse. It is
probably best to consider them the safest option, because they are so plain and straightforward.
ICARIANS - An Icarian gains one extra box in the Social Trait, but looses two boxes in Physical.
This means that their highest possible stats in the two areas are Social 11, Physical 8. In this way
they are shown to be far more intelligent than your average human, but not capable of great
physical strength. Icarians also gain the Ability ‘Float’ which accounts for their beautiful wings.
SHIN-RII - A Shin-Rii gets an extra box in the Physical Trait, but looses two boxes Magic. Showing
that whilst they are capable of being the strongest of all the races, they are not skilled in the
subtle art of magic. Shin-Rii also gain the Ability ‘Night Vision’ to show the extraordinary eyesight
that allows them to exist underground. SHIFTERS - Shifters loose two boxes in the Social Trait
because of their reclusive nature, but gain the impressive ability to ‘shift’ into the form of any 1
animal of their choosing. Whilst in this form they are at a –1 Dice Pool for all rolls and cannot
communicate, but they can assume shapes that can fly as well as those that can breathe
underwater and climb trees, etc. Animals should be of proportionate size to the character in
question. To get a more complex picture of what the above races are like, go to the 'Races Within
The World' section, where a biography of each of these them can be found and studied. I
strongly advise that the Storyteller commit that section to memory. p MANA Mana is the last
vestige of old magic that is produced naturally by any living creature or plant that has not
expended the natural build-up of magic through the use of skills. Small and crystalline in nature,
each jewel on its own is of little importance, but when enough is stored in one place amazing
effects can occur. Your character will have a small box at the bottom of his or her sheet, this is
where you will keep a constant record of how much Mana your character has gained through
fighting enemies and completing tasks. Store this well, because it can be used to boost Traits as
well as the creation of Skills of various levels. COLOUR

EFFECT

RARITY

Clear

Worth 1 character point.

Common

Blue

Worth 2 character points.

Uncommon

Yellow
Worth 5 character points.

Rare

Mana is not elemental in nature, but it can be accidentally activated by fire and water, meaning
that it will go to waste should it become burnt or waterlogged. In light these occasions it may be
a good idea to bank them at one of the specialist ‘Mana Depositories’ in some towns or to store
them safely in a secure room or lodging. If you are low on coin then Mana can be sold, but
anything below Yellow is not worth a great deal of money. Mana can also be used to heal 1
health level per character point should you find yourself on the verge of death. For those of you
who have played RPGs before (or are familiar with how they work) then it is best to think of
Mana as Experience Points that can be used to improve yourself with through play.

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OFFICIAL ROLEPLAYING GAME OFFICIAL ROLEPLAYING GAME

p THE BASIC ELEMENTS Every living thing within the world of GOLDEN AGE has its basis in one
of the seven elements. Back when the world was young magic was commonplace, but now
things have changed dramatically. Still, the balance between the elements remains unchanged.
Each one unique unto itself but linked to its fellow in an ever-stable web. The elemental wheel
below shows what elements are good or bad to use against each other. The element on the left
of a name indicates what it is weak against, whilst that on the right the element it is strongest
against: EARTH Reliability

THUNDER Knowledge

WATER Sincerity

FIRE Courage

LIGHT Hope

DARK Friendship

WIND Love

In the event that you attack a monster with a spell it is strong against, it will gain levels of health
equal to that which it would have been dealt in damage was it not. However, if it is weak against
that particular element then an extra level of damage is added to the total of damage inflicted.
The above does not count at all should the spell miss. You will note that Virtues and Elements
are closely linked, to further aid the process they have also been marked upon the elemental
chart above. Characters who use their element take on in some small way a part of the
personality of that factor. p PERSONA Whilst the Path of a character dictates how they should
act and feel about certain subjects, a Persona is the face that you publicly display. It is best to
think of a characters Persona as who they really are, whilst the Path defines the moral standing
they should try to adhere to. The two may in some cases clash, and this is understandable,
especially in the case of characters designed with a specific history in mind. VALLIANT – You help
those in need and think of others first. ROGUE – You live outside the law and mix truth with lies
freely. HERO – You will fight for your morals. ARTIST – You believe that combat is an art form, and
should be done with flair. PENITANT – You have hidden guilt, sometimes it shines through.
FANATIC – You have strong, heartfelt convictions that may conflict with others. SINISTER – You
look out for number one, others think you are simply evil. LONER – You don’t rely on others to
get the job done. WOODSMAN – You feel ill at ease outside of forest areas. BARBARIC – You
believe in giving in to your base instincts. BUMBLING – You can’t seem to do anything right.
MAVERICK – You maintain cool exterior and joke about important matters. EMPATHIC – You see
everyone’s side of the argument. DWELLER – You feel ill at ease away from rural areas. RACIST –
Anyone not of your race is seen as inferior. MAGUS – Anyone who cannot use magic is worthless
in your eyes. REFLECTION – You mirror the emotions of others, never showing your own.
GROUNDED – You have a strong dislike of magic in any form. BLUE BLOODED – You fiercely
believe in the class system. LOYALIST – You are deeply committed to the morals of the CORE.

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OFFICIAL ROLEPLAYING GAME

MONSTER – You gain pleasure from the pain of others. STUDENT – You are always trying to learn
and grow through experiences. ANARCHIST – You want to make your message heard, no matter
what. THUG – You relish combat and are only alive when in battle. LAWFUL – You try to do things
by the book whenever you can. DELUSIONAL – You think you are better than you are. FOOL – You
play games when you should be serious, others see you as an idiot. HIDDEN – Your true identity
is a mystery to everyone. HONEST – You are a simple, normal person. Anybody can see that.
DREAMER – You tend to wander around in a world of your own. CUTIE – You rely on the fact that
others see you as cute to get by.

THE COMBAT SYSTEM

Combat flows in a turn based form, where you and your opponent take it in turns to strike at
each other until one of the two of you falls into a state of Death (or in your case
Unconsciousness). Whilst this sounds simplistic, there are a number of varying factors that can
jiggle the flow of combat in favour of yourself (or your enemies) as well as random elements set
in place to ensure that things are kept interesting for the players. The basic flow of combat goes
thus: 1.
Each character rolls a D10, and adds it to his or her Mental points to reach a total score. The
character or opponent with the highest score goes first, second highest after him, and so on until
the last person has finished his or her actions. Once everyone has had their turn, they will carry
out this stage again and continue until all of your characters fall into an unconscious state, or
when they have successfully killed all of the opposition.

2.

In order of who will be going first, each character declares his or her actions and their target for
this one turn. Once this is done they may not change their mind (unless to dodge or parry).

3.

To attack, roll a total of D10 equal to your Physical Trait plus the amount of D10 specified by your
current weapon, wanting a successful attack on a 7+, anything below this counts as a miss. Count
the amount of dice that are over that number. That total is how many successful attacks you
have made.

4.

A character or enemy who has been attacked has the opportunity to use their weapon to parry
the assault. To do so, roll your physical added to your weapon’s attack dice, on a score of 8+ you
manage to parry the blow. For every 1 successful parry, you block 1 of the opposition’s attack
die. If you have no weapon, you will be forced to dodge. When Parrying you continue to re-roll
every success, whilst removing failed dice from your DP, this continues until such time as you run
out of dice or manage to successfully parry all attacks. Should all attacks be parried, deal an
automatic point of damage to your opponent as a parting blow. To Dodge, roll D10 equal to your
Physical, and subtract 1 level of damage for each success. You do not get to re-roll dice whilst
dodging. Magic attacks must be dodged, but come down to a simple hot or miss scenario instead
of working out the subtraction of individual damage levels. In order to cause a point of damage
back to an opponent when Parrying, the character must have dodged a minimum of three
attacks to qualify.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

5.

If your action for this turn was to activate a skill instead of physically attacking, follow the rules
specified for that particular skill, after stating the level and name for everyone to understand,
and announcing a valid target. Other actions, such as movement, picking up of objects and
reloading also take a turn to do.

6.

Splitting your actions halves your total Dice Pool exactly between the amount of tasks required,
rounding up to the highest DP. Split actions (such as running and casting a spell at the same time)
are often less effective.

7.

Tally up the total number of die. Each one represents 1 level of damage. So if you where to roll
three successful dice in this turn then your total attack would be 3 levels worth of damage.
Ensure that nether of you have fallen to the KO mark. If you or your opponent are still alive, wait
for the others to roll their actions, then start again by rolling to see who goes first. If your
opponent’s have fallen, receive 1d10 worth of gold each (or more if stated) and receive Mana as
merited. If you have been knocked unconscious or killed, then you are effectively out of the
game until another party member, or the GM revives your character. You do not receive Mana or
Coin.

ARMS AND ARMOUR

Golden Age boosts a strong combat system that relies upon it’s simplicity and ingenuity to put
across the thrills of combat in an exciting and streamlined fashion – gone are the endless
collaborations of stats and die rolls. Instead your combat efficiency comes down to collaboration
between your current weapon and four main traits. As such, weapons are a very important part
of the process. This section will attempt to answer any questions you may have upon the subject
of weaponry and armour. p WEAPONS Weapons can be found in every village and town that
possesses a Blacksmith or Weapons Shop. They can also be discovered in dungeons and on other
tasks set by the Storyteller. When you choose your Calling, you will be presented with a number
of possible choices based around what that profession allows. Then from this list you will have to
choose one type of weapon to specialise in from the options provided below: Note: The Bow as
used by the Quiver (and optionally by other character types) does not become upgraded. Instead
the types of arrow change to better and more effective and deadly. When an enemy engages an
archer in close combat they are allowed to make use of a secondary weapon about their person.
However the Bow itself cannot be used in anything but long-range combat. Note: Each weapon
type is marked with a number of [] symbols. These indicate how many ‘slots’ each weapon has
for use in later customisation. Note: Characters start with only 1 of the starter weapons marked
in any 1 section below, even if they have the skill ‘ambidextrous’. The only exception to this rule
is the character class ‘Tech-Knight’ who has both a ‘primary’ and ‘secondary tool’ in his
possession at the start of the game.
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OFFICIAL ROLEPLAYING GAME OFFICIAL ROLEPLAYING GAME

[] [] []

p SWORDS WEAPON NAME

PROPERTIES

COST

Rapier

1 attack dice

Starter Weapon

Gladius

2 attack dice

50 Coin

Spatha

3 attack dice

100 Coin

Xiphos

3 attack dice

200 Coin

Great Sword

3 attack dice

300 Coin
Estoc

4 attack dice

400 Coin

Schiavona

4 attack dice

500 Coin

Claymore

4 attack dice

600 Coin

Epee

5 attack dice

700 Coin

Barong

5 attack dice

800 Coin

Saingeom

6 attack dice

900 Coin

Talibon

6 attack dice

1000 Coin
Kampilan

5 attack dice

1100 Coin

Sabre

4 attack dice

1200 Coin

Broad Sword

5 attack dice

1300 Coin

Jian

7 attack dice

1400 Coin

Epoch

8 attack dice

1500 Coin

[] [] [] [] []

p STAFFS Wooden Staff

1 attack dice

Starter Weapon

Quarterstaff

2 attack dice
50 Coin

Bo Staff

2 attack dice

100 Coin

Steel Rod

3 attack dice

200 Coin

Full Metal Staff

3 attack dice

300 Coin

Mage’s Staff

3 attack dice

400 Coin

Crystal Staff

4 attack dice

500 Coin

Runed Staff

4 attack dice

600 Coin

Aura Staff

4 attack dice
700 Coin

Golden Rod

5 attack dice

800 Coin

Honour Guard

6 attack dice

900 Coin

Parasol

7 attack dice

1000 Coin

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OFFICIAL ROLEPLAYING GAME

[] [] []

p HARPS Wooden Harp

1 attack dice

Starter Weapon

Bard’s Delight

2 attack dice

50 Coin

Sonnet

2 attack dice
100 Coin

Mythril Harp

3 attack dice

200 Coin

Perfect Note

3 attack dice

300 Coin

Fully Strung

4 attack dice

400 Coin

Golden Harp

4 attack dice

500 Coin

Glittering Harp

5 attack dice

600 Coin

Perfect Silence

5 attack dice

700 Coin

Diamond Note

6 attack dice
800 Coin

Fiddlers Three

6 attack dice

900 Coin

Epiphany

7 attack dice

1000 Coin

[]

p GLOVES Leather Golve

1 attack dice

Starter Weapon

Brass Knuckle

2 attack dice

50 Coin

Metal Claw

3 attack dice

100 Coin

Grand Hand

4 attack dice

200 Coin

Overdrive
4 attack dice

300 Coin

White Tiger

4 attack dice

400 Coin

Steel Fist

5 attack dice

500 Coin

Crystal Glove

5 attack dice

600 Coin

Practical Glove

6 attack dice

700 Coin

Long Claw

7 attack dice

800 Coin

Kaiser Knuckle

8 attack dice

900 Coin

Great Fist
9 attack dice

1000 Coin

God's Palm

9 attack dice

1100 Coin

Kings Touch

10 attack dice

1200 Coin

p SURIKENS (Also a throwing weapon)

[] []

Shuriken

1 attack dice

Starter Weapon

Boomerang

2 attack dice

50 Coin

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME OFFICIAL ROLEPLAYING GAME Four Point

3 attack dice

100 Coin

Pinwheel
4 attack dice

200 Coin

Metal Frisbee

4 attack dice

300 Coin

Twin Razor

5 attack dice

400 Coin

Maximum Cross

5 attack dice

500 Coin

Full Metal Boomerang

6 attack dice

600 Coin

Penance

6 attack dice

700 Coin

Master Stroke

7 attack dice

800 Coin

Shuriken Charge
7 attack dice

900 Coin

Golden Dart

9 attack dice

1000 Coin

[] [] []

p CLIPS Simple Clip

1 attack dice

Starter Weapon

Golden Comb

2 attack dice

50 Coin

Diamond Hairpin

2 attack dice

100 Coin

Transparent Clip

3 attack dice

200 Coin

Gods Comb

3 attack dice

300 Coin
Advanced Clip

4 attack dice

400 Coin

Great Hairpin

5 attack dice

500 Coin

Barrette

6 attack dice

600 Coin

Full Metal Clip

6 attack dice

700 Coin

Rainbow Comb

7 attack dice

800 Coin

Autoclip

8 attack dice

900 Coin

Pure Silence

8 attack dice

1000 Coin
Moonlight

10 attack dice

1200 Coin

[] []

p LANCES Spear

1 attack dice

Starter Weapon

Cavalry Lance

2 attack dice

50 Coin

Trident

3 attack dice

100 Coin

Halberd

4 attack dice

200 Coin

Pike

5 attack dice

300 Coin

Javelin

6 attack dice
400 Coin

Partisan

7 attack dice

500 Coin

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OFFICIAL ROLEPLAYING GAME

Arbir

8 attack dice

600 Coin

Naginata

8 attack dice

700 Coin

Pilum

9 attack dice

800 Coin

Kamayari

10 attack dice

900 Coin

[] []

p ARROWS Standard Arrow

1 attack dice
10 Coin

Piercing Tip

2 attack dice

50 Coin

Screamer

3 attack dice

100 Coin

Ember Arrow

4 attack dice

200 Coin

Frost Arrow

4 attack dice

300 Coin

Spark Arrow

4 attack dice

400 Coin

Icarian Arrow

5 attack dice

500 Coin

Poison Tipped

6 attack dice
600 Coin

p DAGGERS (Also a throwing weapon)

[]

Knife

1 attack dice

10 Coin

Dagger

2 attack dice

50 Coin

Dirk

3 attack dice

100 Coin

Short Sword

4 attack dice

200 Coin

p DARKBLADES (Can only be used with DARKBLADE Ability – cause Cursed Damage) Black
Sword

1 attack dice

Starter Weapon

Noir Saber

2 attack dice

50 Coin
Shadow Cutter

3 attack dice

100 Coin

Dark Foil

3 attack dice

200 Coin

Sacrifice

3 attack dice

300 Coin

Blood Sword

4 attack dice

400 Coin

Evil Blade

4 attack dice

500 Coin

Enchanted Runes

4 attack dice

600 Coin

Blackened Tip

5 attack dice

700 Coin
Viscous Saber

5 attack dice

800 Coin

Poisoned Edge

6 attack dice

900 Coin

Enhance

6 attack dice

1000 Coin

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

Night Sword

7 attack dice

1100 Coin

Hell’s Sunset

7 attack dice

1200 Coin

Apocalypse

8 attack dice

1300 Coin

Dai-Katana
8 attack dice

1400 Coin

All-Creation

9 attack dice

1500 Coin

p PRIMARY TOOLS

[] []

Wrench

1 attack dice

Starter Weapon

Ratchet

1 attack dice

50 Coin

Hammer

2 attack dice

100 Coin

Pick

3 attack dice

200 Coin

Mallet

3 attack dice
300 Coin

Stunner

4 attack dice

400 Coin

Bone Crusher

4 attack dice

500 Coin

Monkey Wrench

5 attack dice

600 Coin

Buzz Saw

5 attack dice

700 Coin

Chainsaw

6 attack dice

800 Coin

Steel Drill

6 attack dice

900 Coin

Lucky Seven

6 attack dice
1000 Coin

p SECONDARY TOOLS

[] []

Old Pistol

1 attack dice

Starter Weapon

Blunderbuss

1 attack dice

50 Coin

Maxi Shotgun

2 attack dice

100 Coin

Auto Revolve

2 attack dice

200 Coin

Nailgun

2 attack dice

300 Coin

Chain Attack

3 attack dice

400 Coin
Flareion

3 attack dice

500 Coin

Southern Cross

3 attack dice

600 Coin

Electric Charge

4 attack dice

700 Coin

Sparkler

4 attack dice

800 Coin

Steel-tool

4 attack dice

900 Coin

Tsunami

4 attack dice

1000 Coin

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

A weapon will stay with you until you either A: Find a new one somewhere that is better, or B:
Buy one from somewhere. Buying one is probably the more standard way of going about things
and for each weapon you trade in; you will get a stronger and better one. But there is a price.
You will have to collect the correct amount of money necessary to buy that weapon, and as well
as the payment, you will also have to trade in your old one for raw materials. The chart above
gives both skills and prices. An ‘Tech-Knight’ will not have to find a blacksmith to upgrade his
weapons, but he will still have to pay the money required to buy parts and upgrade the already
existing weapon – and so still loosing the original from his inventory. He can only do this for
‘Tool’ type weapons. p CUSTOMISATION Each weapon has a set amount of ‘Slots’ into which
can be set jewels and statistic boosting items to increase to power of the weapon in question.
Characters can do this themselves, and so do not need to seek out the aid of a Blacksmith, but in
most locations such people will stock a small range of items for this purpose that can be
purchased and added later. You cannot exceed the total Slots of a weapon, but you can carry
more items than necessary and swap them around as you see fit. (For a complete list of these
items, see the ITEMS section). Those items not removed from a weapon when it is sent to be
upgraded to the next level are counted as lost because they have been melted down with the
existing materials and used to build the new weapon. In most cases, properties of the stones are
automatically activated when the items are placed into the slots, however some require a 10 to
hit in order for their action to be used in combat. p RELICS (ARMOUR) A Relic is an artefact left
over from the Pre-Mana Wars period. Normally having been discovered in the depths of the
Catacombs or in a museum. The CORE frowns upon the use of such items, but turns a blind eye
for the most part in the light of how useful they can be, however large scale use is bound to
draw more attention than can pass unnoticed. Whilst your defensive rolls are all based upon
your physical trait or weapon of choice, there are many adverse status effects that can play
merry havoc with your character’s efficiency in battle. Arming your characters with a selection of
magical items can easily compensate for this. Below is a list of Relics that your character can
equip to do just that. Remember that you can only have 1 piece equipped at a time, but can
possess as many as you can carry. So it is essential to get the most out of the one that your
character is wearing. RELIC NAME

EFFECT WHEN EQUIPT

COST

Blessed Talisman

Can use Heal Level 1

500 Coin

Skylight Ring

Can use Spark Level 1


500 Coin

Dash Boots

Doubles basic movement

500 Coin

Ruby Ring

Can use Ember Level 1

500 Coin

Storm Gauntlet

Can use Wave Level 1

500 Coin

Golden Hairpin

+1DP using magic

1500 Coin

Heavens Blessing

Can use White Level 1

500 Coin

Titan Gauntlet

+1DP to Physical Trait

1000 Coin

Shadows Kiss

Can use Sin Level 1


500 Coin

Magician’s Talisman

+1DP to Mental Trait

1000 Coin

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

Shadow Caster

+1DP when Dodging

200 Coin

Crystal Ring

Immune to Silence / Blind

300 Coin

Calming Ring

Immune to Berserk and Chaos

300 Coin

Cute Ring

Immune to Chibi and Frog

300 Coin

Stoic Ring

Immune to Shock and Sleep

300 Coin
Ensua Ring

Immune to Poison

100 Coin

Stone Ring

Immune to Sleep and Numb

300 Coin

STATUS AILMENTS

There are a number of special conditions that can be cast upon your character (or your character
can cast upon others) that will render them ineffective in combat. The following are things that
you may want to keep an eye out for. p Negative Status Ailments: POISONED: When you are
inflicted with the Poison ailment, your character will take a level of damage every time it is their
turn in combat as the poison spreads through their system, until they either fall unconscious, or
are healed. This status effect lasts only as many turns as the Magic level of the spell caster, or as
otherwise stated by the Storyteller. CHIBI: Your character is reduced to roughly 30cm tall. To the
rest of the world you might as well be a rag doll, your physical attacks are useless. Only magical
attacks and skills are still valid. You remain this way until healed. SILENCED: Your character will be
rendered unable to cast any kind of magical spell, and will also be cut off from their Dijinn for the
duration of turns equal to that of the Magic level of the spell caster, or as otherwise stated by
the Storyteller. CONFUSED: You are confused in combat, and have to roll a 1D10 to see which
other person on the battlefield you attack, friend or foe. On an even number your attack is
successful, on an odd one you attack the closest friendly character. Luckily for them, you cannot
use magic or skills during these moments of uncertainty. CHARMED: You will do nothing to harm
the one that has charmed you for the duration of its effect. Should another player kill the caster,
then you are instantly restored. DOOMED: You have a countdown of ten turns, and then your
character is rendered dead – no matter what level of damage he or she is on at the time. You can
cure this by killing the caster before the time runs out, or using an item with the correct
properties. BERSERK: You are no longer allowed to make any choices for your character, he or
she will continue to use physical attacks against an enemy until that enemy has fallen or you are
cut down. Rolls to hit during this period are however at a +1 Dice Pool. VENOM: You take a point
of damage whenever your character stops or rests for the duration of the day.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME


BLINDED: Your character is effectively blinded and all physical attacks or skills automatically miss.
SLEEPING: Your character is sent to sleep on the battlefield (or elsewhere) making him unable to
do anything until he is struck with a physical blow by a member of your party or the opposition,
upon which he or she will awaken and can fight as normal. Magical attacks do not wake you up.
When sleeping out of battle normal healing rules apply. SLOWED: You are forced to take your
turn last every time rolls are made to decide turns in combat. STONE: You have been turned to
stone, and cannot do anything until another member of your party chooses to heal you. This
status lasts indefinitely. PARALASIS: Once a character is struck by this effect they are unable to
take an action of any kind for its duration. This can be particularly nasty is cast upon a healer.
FROG: You are now a frog, no special attacks or magic can be used whilst you are in this form. p
Positive Status Ailments: MIRROR: Any spells cast upon your character, good or bad, are
reflected back upon the original caster HASTEN: You move first in combat every turn for the
duration of this spell. SHELL: The next ? magic spells cast against you are rendered null and void,
where ? is the total successes rolled in order to cast this effect. PROTECT: The next ? Physical
attacks made against you are rendered null and void, where ? is the total successes rolled in
order to cast this effect.. SHADOW: Your character gains one additional blocking or dodging D10
for the duration of this status effect. REGENERATE: You gain one health level back at the start of
every turn for the duration of this spell – very hand in combat. ELEMENTAL BARRIERS: Elemental
barriers reduce the next single attack with the same elemental property damage to zero. The
effect is then cancelled.

ITEMS (HEALING AND OTHERWISE) p

HEALING AND RESTORATIVE ITEMS ITEM NAME

EFFECT

COST

Leaf Tea

3 Levels of Healing

20 Coin

Green Tea

6 Levels of Healing

50 Coin
GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

Umi Leaf

Cures Frog

10 Coin

Chibi Mallet

Cures / Inflicts Chibi

40 Coin

Smelling Salts

Cures Charmed

20 Coin

Healing Root

Cures Poison

10 Coin

Remedy

Cures all Status Effects

100 Coin

Coffee

Revives a fallen ally


100 Coin

Mocha

Revives and restores an ally

1000 Coin

Tent

Fully Restores character

500 Coin

Healing Potion

1 Level of Healing (3x Use)

50 Coin

Elixer

2 Levels of Healing (3x Use)

200 Coin

Minus Thorn

Inflicts Poison

20 Coin

Spark Seed

Inflicts Paralysis

30 Coin

Basilisk’s Sting

Inflicts Stone
50 Coin

Yami Potion

Inflicts Blind

40 Coin

Muddling Flute

Inflicts Confused

100 Coin

Adrenaline Shell

Inflicts Berserk

30 Coin

White Jewel

Casts Light Barrier

50 Coin

Black Jewel

Casts Dark Barrier

50 Coin

Red Jewel

Casts Fire Barrier

50 Coin

Blue Jewel

Casts Water Barrier


50 Coin

Yellow Jewel

Casts Thunder Barrier

50 Coin

Green Jewel

Casts Earth Barrier

50 Coin

Purple Jewel

Casts Wind Barrier

50 Coin

Maiden’s Kiss

Adds Charmed status

50 Coin

Dark Stone

Adds Blind status

50 Coin

Minus Seed

Adds Poison status

50 Coin

Spark Coin

Adds Paralysis status


50 Coin

Emblem of Disarray

Adds Confused status

50 Coin

Yellow Orb

Adds Thunder element

100 Coin

STATUS INDUCING ITEMS

WEAPON ONLY ITEMS

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

Blue Orb

Adds Water element

100 Coin

Red Orb

Adds Fire element

100 Coin

Green Orb

Adds Earth element

100 Coin

Black Orb
Adds Dark element

100 Coin

White Orb

Adds Light element

100 Coin

Purple Orb

Adds Wind element

100 Coin

Speedster

+1 to Initiative roll

50 Coin

Onix Stone

+1DP to Parry

200 Coin

Noble Crest

+1DP to Attack

200 Coin

Golden Nugget

Enables free upgrade

400 Coin

Ruby
+2DP to Parry

600 Coin

Sapphire

+2DP to Attack

600 Coin

Jade

Doubles chance of Mana

700 Coin

Maiden’s Charm

Parry Magic

700 Coin

Avarice Bead

Doubles Gold Received

700 Coin

p MIXING ITEMS Some characters can mix two items to produce potions that have the effect of
both. This can be handy for example should you wish to mix a Yami potion with Alchol in order to
drug someone unawares. To achieve this effect, the player, who then performs a roll using the
Mental Trait, blends the two items. Successful roll will produce a new potion that can then be
named by the player who performed the mixing, unsuccessful rolls result in the loss of both the
original items.

DIJINN AND MAGICAL SPELLS

Magic is now a rarity in the world. Once it was commonplace, but that was before the Mana
Wars and the destruction of the Dijinn, who allowed mortals to use their powers for the
betterment of mankind. However the art is not entirely lost, some vestiges of magic still exist in
each of us, and that dormant element can be activated when we use Skills. True magic however,
requires a bond with a Dijinn, and once such an agreement has been reached once can tap into
the latent power of the spirit and command it for his or her own purposes. Bonding with a Dijinn
in itself is an easy process, you simply have to convince a Dijinn that such a joining is in its best
interest, and that you will not harm it in any way. Once you have gained its trust, the Dijinn will
become your friend and ally and at this point you can use the basic Level 1 Spells that a Dijinn
possesses at any time. After you have spent a considerable amount of time and proven yourself
to be a true friend to the Dijinn in question, you will have access to Level 2 spells, but this does
require a true show of commitment from both parties. A Dijinn can evolve into a stronger form
after you have won twenty battles together, and at that time you can access Level 3 Spells. Spells
and skills work from the MAGIC TRAIT, with each spell level also being its required cost. A
character cannot use more spells in a day than he has points in his Magic Trait, but resting will
restore them much like Health Levels.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

Elemental magic works by using the surrounding area to its advantage, and so does not create
the effects from scratch, instead tapping into local resources. To this end you will need to be
close to a source of water to use Water Elemental magic, or a flame to use Fire Elemental. The
exception to this rule is a Wind Elemental spell. Each Dijinn is linked to one of the basic elements
and so has its own selection of spells that can be tapped. In most circumstances a Dijinn will be a
natural resource for its own element. A list of spells for each Dijinn can be found below: p
FIRE DIJINN EMBER – A ball of fire that hurls at a single enemy. Lv 1: Target of spell takes 3 levels
of Fire Elemental damage. Lv 2: Target of spell takes 6 levels of Fire Elemental damage. Lv 3:
Target of spell takes 9 levels of Fire Elemental damage.

Activated.

BURNOUT – Running fire that targets multiple enemies. Lv 1: Target group takes 1 level of Fire
Elemental damage each. Lv 2: Target group takes 3 levels of Fire Elemental damage each. Lv 3:
Target group takes 6 levels of Fire Elemental damage each.

Activated.

(When casting EMBER or BURNOUT the Storyteller rolls 1D10 to see if the target is set on fire.)
NULFLAME – A shield that protects the caster from fire damage. Lv 1: Resist 2 level of Fire
Elemental damage. Lv 2: Resist 4 levels of Fire Elemental damage. Lv 3: Resist 7 levels of Fire
Elemental damage.

Activated.

p WATER DIJINN WAVE – A stream of water that strikes a single enemy. Lv 1: Target of spell takes
2 levels of Water Elemental damage + is pushed backwards. Lv 2: Target of spell takes 5 levels of
Water Elemental damage + is pushed backwards. Lv 3: Target of spell takes 8 levels of Water
Elemental damage + is pushed backwards.

Activated.

WHIRLPOOL – A twisting current of water that holds an enemy. Lv 2: Target group takes 1 level of
Water Elemental damage for each turn the caster successfully upholds the casting. Whilst inside
the effect of the pool they cannot attack, however an attack inflicted upon the enemy from
another source will also break the spell.

Activated.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p THUNDER DIJINN SPARK – Infusion of electricity into a weapon. Lv 1: Target weapon deals +1
Thunder Elemental damage for 2 turns. Lv 2: Target weapon deals +1 Thunder Elemental damage
for 4 turns. Lv 3: Target weapon deals +1 Thunder Elemental damage for 6 turns.

Activated.

(Should the weapon be dropped it is automatically grounded and the spell broken.) BOLT – A
Powerful lightening strike that scorches multiple targets. Lv 2: Target enemy takes 6 levels of
Thunder Elemental damage, the bolt then jumps to the next target in range and deals 3 levels of
Thunder Damage, then jumps again for 2 and finally one more time to deal 1. CONDUCTOR –
Natural immunity to Thunder Elemental damage.

Activated.

Static.

p EARTH DIJINN TREMER – The power to shake the ground and throw rocks. Lv 1: Target group
takes 1 level of damage each and fall to the ground. Lv 2: Target group takes 3 levels of damage
each and fall to the ground. Lv 3: Target group takes 6 levels of damage each and fall to the
ground.

Activated.

QUAKE – A shower of sharp rocks and dirt that blinds the foe. Lv 1: Target enemy takes 2 levels of
damage and is Blinded for the next 2 turns. Lv 2: Target enemy takes 4 levels of damage and is
Blinded for the next 4 turns. Lv 3: Target enemy takes 6 levels of damage and is Blinded for the
next 6 turns.

Activated.

STONE WALL – Creates a stone wall from the ground for a brief moment.. Lv 2: Creates a wall
that takes a level of damage for you.

Activated.

p WIND DIJINN GALE – The power to lift and throw an enemy. Lv 1: Target of spell takes 2 levels
of Wind Elemental damage + is thrown backwards. Lv 2: Target of spell takes 4 levels of Wind
Elemental damage + is thrown backwards. Lv 3: Target of spell takes 6 levels of Wind Elemental
damage + is thrown backwards.

Activated.

SQUALL – A storm powerful enough to force the enemy to their knees. Lv 2: Target group takes
no action for the next 2 turns. Lv 3: Target group takes no action for the next 4 turns.

Activated.

TWISTER – A gust of wind that surrounds the caster for protection. Lv 2: Any non-magical
projectiles launched at you this turn automatically miss.

Activated.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p LIGHT DIJINN WHITE – A laser-like attack of holy light. Lv 1: Target of spell takes 3 levels of
Light Elemental damage. Lv 2: Target of spell takes 6 levels of Light Elemental damage. Lv 3:
Target of spell takes 9 levels of Light Elemental damage.

Activated.

GRACE – A rain of light that scatters the ground with energy. Lv 1: Target group takes 2 levels of
Light Elemental damage each. Lv 2: Target group takes 4 levels of Light Elemental damage each.
Lv 3: Target group takes 6 levels of Light Elemental damage each.

Activated.
BALANCE – A blow that absorbs health from an enemy. Lv 2: Deal 1 level of damage to a single
target to gain 1 level of health. Lv 3: Deal 2 levels of damage to a single target to gain 2 levels of
health.

Activated.

p DARK DIJINN SIN – A dark blast that drains the life of an enemy. Activated. Lv 1: Target of spell
takes 1 level of Dark Elemental damage + you regain 1 level of health. Lv 2: Target of spell takes 3
level of Dark Elemental damage + you regain 2 level of health. Lv 3: Target of spell takes 7 level of
Dark Elemental damage + you regain 3 level of health. SEVERANCE – An attack so powerful that it
can instantly cripple an opponent. Lv 3: Roll 1D10, on a 1 or 2 the targets health levels are
exactly halved. This spell cannot be used to reduce the target’s health below 1 level and so is
non-lethal.

Activated.

p NON-ELEMENTAL DIJINN CHEER – Strengthen yourself or an ally. Lv 1: All allies operate at +1


Physical Trait for the next turn. Lv 2: All allies operate at +2 Physical Trait for the next turn. Lv 3:
All allies operate at +3 Physical Trait for the next turn.

Activated.

(This cannot be used to boost a character’s attack over 12 dice per turn.) HASTEN –
Automatically strike first in the first turn of combat

Static.

Of course when elements mix they have additional effects. An example of this is that when a
Water spell and a Wind spell are cast at the same time their powers combine to create an Ice
attack that deals the combined damage of both original attacks +1. Should the opponent be
elementally strong against one or both of the original spells this will not work.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

Additional spells can be created and used in the same way as Skills. However should the Dijinn
leave or the bond break you will be unable to access those skills unless a new bond with a Dijinn
of the same element is forged, at which point they will become active once more. This action is
known as ‘Chaining’ and can also be applied to a mixture of magical and skill attacks to create
advanced effects. Magic is cast in the same way as Skills are triggered, that is to say that the
Magic Trait is used to determine a dice pool, and the Storyteller will decide upon what
constitutes a successful roll depending upon the level of the spell and the current situation in-
game. If a character is suffering from lack of sleep or food, then they will be at the standard 1DP
for this action.

CHARACTER SKILLS AND ABILITIES

The player creates character skills by expending the Mana that has been collected through the
course of play. Character skills are specialist moves that can be used both in and out of combat
to achieve effects, or make tasks that would otherwise require great effort on the part of the
player much easier to accomplish. To trigger a skill in or out of combat, you are required to roll
D10 equal to the current total in the Magic Trait of the character in question. The difficulty of
this roll rests entirely in the hands of the Storyteller but should take into account the current
situation as well as the level of the skill in question. Skills come in three levels of power, much
like magic. Level 1 is considered a weak skill, and normally applies to Static skills that apply to
game play in general as well as small scale combat disciplines such as dealing an extra point of
damage should a player not roll any failures. Level 2 skills are more useful, and tend to be mostly
combat orientated for medium to large-scale effects. Level 3 skills are by far the best, but require
a player to roll much harsher penalties to achieve them. The costs to buy each skill are listed as
follows: LEVEL

SUMMARY

MANA COST

One

Small scale effects.

10 Mana

Two

Medium scale effects.

20 Mana

Three

Large scale effects.


40 Mana

Those skills labelled as ‘Activated’ require a successful roll before they can be used, whilst those
with the denominator ‘Static’ do not require this, but cannot exceed a level 1 effect. A good
example of a static skill is ‘V Slash’, which allows a Freelancer to deal twice the normal damage
on his or her first turn of combat. Damage is dealt normally, and then the result is doubled. A
very powerful skill, but still useless in the face of a failure to roll any successes, and similarly
useless should they have been surprised by the enemy or afflicted by any number of status
ailments. As you can see, a skill must have both a positive aspect as well as conditions for it to be
valid. In the case of an Activated ability it will require additional details such as range and
number of targets before the Storyteller can allow you to create it or use it in the gaming
environment. Should a skill not be thought out well enough, it is well within the Storyteller’s
right to deny you its creation until such time as it can be properly explained. NOTE: It is easier to
build upon skills that a character has than to invent new ones because they already know the
general idea. A Storyteller will be more inclined to allow such skills to be created. Low level skills
can be Chained together by multiple characters to cause a bigger effect. For example two
characters using lightening spells of the same type at the same time would get 1D10 extra when
rolling damage due to the two hitting at once.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p CLASS SKILLS Most Callings begin the game with one Skill to enable them additional
involvement in the game mechanic and to allow them to get a feel for the kind of area they wish
to develop into. Such skills are added to the character’s sheet at the creation stage and do not
exceed Level 1 on most occasions, it is up to the players themselves to create stronger versions
of each skill as they develop. Should the character sheets Skills section ever become full, a skill
must be permanently forgotten to make space for a new skill to be added. Skills work in the
same way as Spells by subtracting from the total Magic Trait each time one is used. Class skills
and their effects are listed below: FREELANCER: V-Slash.

Static.

EFFECT: On the first turn of combat, the total physical damage dealt to a single opponent is
doubled. This does not work if the character is surprised or under the influence of any status
effect or spell that might alter his actions. Magical attacks do not count towards this effect.
RONIN: Parry.

Activated.
EFFECT: Character takes no damage from any 1 physical attack this turn. In order for this to be
effective, subject character must not have committed himself to any other action than physically
attacking this turn. That attack is then at a –1DP penalty should this action be successful.
QUIVER: Aim.

Activated.

EFFECT: In combat, the character in question takes his or her action last for this turn, but is
guaranteed one automatic success when rolling to attack. PHANTOM BRAVE: Bind.

Activated.

EFFECT: When the character in question deals a finishing blow to a Fury of any kind, the player
must roll D10 equal to his or her total in the Mental Trait. Should there be more successes than
failures then the spirit of that Fury becomes bound to subject character as a team-mate. The
difficulty of the roll is decided by the Storyteller based upon the strength of the Fury in question
and the total Health remaining on the subjects chart. CUT-PURSE: Pilfer.

Static.

EFFECT: Subject character can steal small items without being noticed by other characters or
NPCs. They do however get to roll to see if they notice should they be aware enough of your
person to be looking out for such an action. Items small enough to be hidden about your person
are fair game, but anything bigger than your fist will result in being caught. CORE SOLDIER:
Braver.

Activated.

EFFECT: Any character struck by a Core Soldier in physical combat is unable to use a Spell or Skill
that turn. If they have already used a Spell or Skill that turn before the attack was made, then
they receive instead an additional point of damage. Should a Braver strike a Dijinn then no
damage is inflicted, but the Dijinn is instantly removed from the battle and must be recalled by
the owner.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

TECH-KNIGHT: Build.

Activated.
EFFECT: When outside of combat the user can create small robotic devices to aid him or her both
on the field and in combat situations (details on the creation process are outlined in the Antech
Section). Antech devices are small semi-aware robots that function under the command of their
creator. HEALER: Cure.

Activated.

EFFECT: Roll D10 equal to the total points in the Magic Trait. Each success heals 1 Level of
damage on any one character’s Health Meter. Should no successes be rolled this Skill does
nothing. Excessive use of this spell tires the caster significantly. BARD: Sing.

Activated.

EFFECT: Roll D10 equal to the total points in the Magic Trait. Each success inflicts the status effect
Sleep onto up to three targets for X turns where X is the number of successes rolled. Should this
be greeted with a critical fail then the effect is to send your party to sleep for the current turn.
NIGHTSIRE: Call of the Beast.

Activated.

EFFECT: When a monster drops Mana after a battle where it has used a Special Attack, then that
Mana can be ingested to learn that same attack. That particular piece of Mana is then counted
as used, and subsequently lost. Powerful attacks will require a Magic roll in order to be learned,
with the difficulty set by the Storyteller and directly related to the strength of the attack.
RISKBREAKER: Limit.

Static.

EFFECT: For every level of damage on the Riskbreaker’s health meter add an additional 1D10 to
all physical attack rolls. This does not apply to CURSED damage or physical rolls outside of
combat. JEWEL SUMMONER: Call.

Activated.

EFFECT: Roll D10 equal to the total points in the Magic Trait, this will summon the Dijinn residing
within the Jewel of the Summoner to the battlefield for turns equal to successes rolled. Whilst in
combat the Dijinn counts as an additional party character and acts of its own accord as decided
by the Storyteller. The element of the Dijinn is decided by the element of the player in question,
and the Storyteller decides its visual / personal qualities. Should the Dijinn take more than 11
levels worth of damage, it automatically vanishes and this move can only be used once a day. p
ABILITIES Abilities are brought during the Character Creation process, they cover all kinds of
areas, and range from things as mundane as reading and writing, through to abilities not
altogether natural. Essentially, Abilities determine what your character can and can not do (with
the exception of basic things such as walking, talking, puzzle solving, etc).

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

Below, you will find a complete listing for all the Abilities available to you, complete with the
prices necessary to purchase them during the creation stage: PRETTY: You are a handsome
person, charming another is easier. APPRASE: You can tell the worth of an item to within 100
Coin. LUCKY: Your character is naturally lucky and can get away with things others could not.
OBSERVANT: Your character rarely misses anything that happens around him. HISTORY: You know
more about pre-Mana Wars life than others. SOBRIETY: You are immune to the effects of alcohol.
STEALTH: Others will have to roll 5+ on 1D10 to spot you when hiding. SLICK: Tests on bluffing or
acting are easier for your character. LANGUAGE: You can speak one additional language of your
choice. ARCANE: You can read a limited amount of ancient text and runes. IDENTIFY: Roll 1D10, if
successful you can identify an items origins. ETIQUETTE: You are accepted in upper-class social
situations. GAMBLER: You are able to play almost any game of chance, and know all the rules.
STREETWISE: You are accepted in lower-class social situations. SUBTERFUGE: You can lie even
when under pressure to tell the truth. CONTACT: You have a friend in high places. SOFT: You
cannot be petrified. AWAKE: You cannot be put to sleep against your will DASH: You are able to
run faster for longer. UNFAZED: You cannot be Paralyzed. READ AND WRITE: You are highly
educated. QUICK REFLEXES: You can catch objects very quickly in motion. SENSE MAGIC: You can
sense if an item has magical qualities. STRONG MIND: You cannot be Confused in battle. RIDE:
You can ride a horse or other animal. OPERATE: You can use Antech devices. CRITICAL HIT: If you
roll a 10 to hit you can re-roll for an extra attack. FLOAT: The character in question can float
instead of falling and jumps higher. NIGHT VISION: The Character in question can see in the dark.
GENIUS: Add 1D10 to your dice pool when solving puzzles. SLIDE: If you roll a 10 when
defending, re-roll for an additional defence die. DETOX: You cannot be Poisoned. SERPENT
KILLER: Re-roll 10s when fighting serpents. BEAST KILLER: Re-roll 10s when fighting beasts. MAN
KILLER: Re-roll 10s when fighting men. BIRD KILLER: Re-roll 10s when fighting birds. ROBO
KILLER: Re-roll 10s when fighting Antech. REVIVE: You can roll 1D10 when killed, on 9+ you gain 1
Health level. AQUALUNG: You can breathe underwater for 10 minutes. FAST HEALER: You gain 2
levels of health back for every 1 hour of sleep. DARKBLADE: You can use the special weapon class
DARKBLADE. MIMIC: You can duplicate the last spell cast, even if you don’t know it

(costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs
5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5) (costs 5)
(costs 5) (costs 5) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs
10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 10) (costs 20)
(costs 20) (costs 20)
GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

COUNTER: You get the chance to do 1 damage to an attacker (if you are hit – normal rules)
SHELL: You can skip your action to reduce all personal damage by three. AMBIDEXTEROUS: You
can hold two weapons at any one time.

(costs 20) (costs 20) (costs 40)

LOW-LEVEL MONSTERS

Throughout the world of GOLDEN AGE you will discover monsters that are collectively referred
to as ‘Furies’. Unlike normal animals, these are the souls of those unable to cross over or
returned to the world for dark reasons of their own. Regardless they are little more than animals
now, monstrosities in all shapes and sizes. It is the primary concern of the CORE to keep these
monsters out of villages and civilised areas, but the wilds are full of them and travelling
anywhere outside of town is sure to be punctuated by at least one encounter. Listed below are
examples of what to expect as you embark on the first stages of your journey. Weaker monsters
that you should have little trouble dispatching if your team works together or luck is on your
side. It is suggested that the Storyteller use these as a guide to make their own monsters, and to
keep an eye out for campaign or supplement book releases as they will contain more advanced
examples for each occasion. NAME:

ATTACK:

DEFENCE:

HEALTH LEVELS:

Jelly

DESCRIPTION:

DETAILS:
Resembling a coloured blob of semi-transparent jelly, this creature is roughly the size of a small
dog and perfectly oval. Their eyes and mouth are the only visible features.

Common in most woodland areas of the world, Jellies are seen as more of a pest than a threat
but due to their constant appearance and the fact that they are inedible by nature it has become
customary to see them on the outskirts of villages or small towns. Normally non-violent, they
will however attack if one strays into the middle of a larger group of them. Sometimes items get
caught up inside of their bodies and remain there waiting to be found. SPECIAL ATTACKS: N/A

ELEMENT:

SPEED:

ITEM (S):

COIN AND MANA DROPPED:

N/A

Leaf Tea

10 Coin

NAME:

ATTACK:

DEFENCE:

HEALTH LEVELS:

Stray

DESCRIPTION: Possessing dark green scaly skin and a lighter underbelly, the Stray waddles
around on two large legs and its hands are underdeveloped for use. On its head sits one horn.

DETAILS: Small dragon-kin that are roughly the size of a cat and make sharp screeching noises
when approached to call more of their number. Scavengers by nature, they travel in packs of five
and will run from combat should it prove too difficult for them or they become scared.
Sometimes seen in urban areas but largely woodland based, they are more of a pest and a
problem. SPECIAL ATTACKS: N/A

ELEMENT:

SPEED

ITEM (S):

COIN AND MANA DROPPED:

N/A

N/A

10 Coin

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

NAME:

ATTACK:

DEFENCE:

HEALTH LEVELS:

Tanker

5
4

DESCRIPTION:

DETAILS:

Light sandy coloured on average, this creature moves on four thick legs and possesses reptilian
features coupled with a horned back and short spiny tail.

About the size of your average cow, these beasts weigh a ton and are deceptively thick skinned.
Once angered they will lower their head and charge, smashing or trampling their target into the
ground. Herbivores by nature, they tend to stay around areas where water can be found or high
up on mountain paths.

SPECIAL ATTACKS: N/A ELEMENT:

SPEED:

ITEM (S):

COIN AND MANA DROPPED:

N/A

N/A

1 Mana

NAME:

ATTACK:

DEFENCE:

HEALTH LEVELS:

Leech

1
3

DESCRIPTION:

DETAILS:

Only a maximum of a meter in length and quite bulbous to look at, they are deep blue speckled
with yellow across their backs and have two large incisors at the mouth.

Small and slimy to the touch, once one of these little buggers latches onto you they proceed to
suck you dry. Normally found underground in sewers or by riverbanks in shady areas, they are
particularly weak against sunlight and shrivel up into small black balls when exposed to it.

SPECIAL ATTACKS: TOXIC: For every turn that one of these creatures is attached to your character
automatically loose 1 level of health at the end of each round of combat. ELEMENT:

SPEED:

ITEM (S):

COIN AND MANA DROPPED:

Dark

N/A

N/A

NAME:

ATTACK:

DEFENCE:

HEALTH LEVELS:

Venus
2

DESCRIPTION:

DETAILS:

Shaped like an ordinary large plant, the flower opens up to reveal hundreds of tiny teeth within
as well as a large red tongue. Vines and leaves whip around outside it.

A carnivorous form of plant that can swallow you whole. Roughly the size of a person, they
attract people using a mixture of pleasant scents and colours before ensnaring them and
beginning to feed. Areas on used trails are regularly checked for Venus plants and those that are
found are burnt.

SPECIAL ATTACKS: N/A ELEMENT:

SPEED:

ITEM (S):

COIN AND MANA DROPPED:

Earth

N/A

1 Mana

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

NAME:

ATTACK:
DEFENCE:

HEALTH LEVELS:

Feral

DESCRIPTION:

DETAILS:

Much smaller than most dragons, and only the size of a cart, they are green in colour and have
blue spines running down their back couples with short stubby legs.

Found in mountainous areas the Feral is a squat but powerful form of Dragon that swoops out of
the sky onto unsuspecting travellers with enough force to shatter bone. Once it has landed
however its size and shape makes it hard for it to take flight again. Highly territorial and viscous,
they will fight unprovoked and often areas where Ferals live are devoid of any other Dragon-type
Furies because of this. SPECIAL ATTACKS:

FLAME BURST: Monster launches a trail of fire that causes 1 damage to any targets directly in
front of it. When this attack is used the caster defaults to the last action of the combat phase.
ELEMENT:

SPEED:

ITEM (S):

COIN AND MANA DROPPED:

Fire

N/A

1 Mana
NAME:

ATTACK:

DEFENCE:

HEALTH LEVELS:

Bull Rush

DESCRIPTION:

DETAILS:

Resembling a large blue pig in appearance but the size of and acting like a bull, this breed
possesses two huge horns pointing forwards from the side of its head.

Normally frequenting wide open areas and planes, the Bull Rush is a single-minded monster that
will ignore you unless aggravated. Once angered it locks onto a single target and won’t stop
attacking unless either the poor subject retreats or is incapacitated. If caught the meat can be
sold and eaten, providing nourishment to the players.

SPECIAL ATTACKS: CHARGE: Monster launches into a run directly at one character. That character
must abandon their action for the turn and roll a 4+ in order to avoid taking automatic damage.
ELEMENT:

SPEED:

ITEM (S):

COIN AND MANA DROPPED:

N/A

6
N/A

1 Mana

Furies are normally mindless monsters that are encountered, separating them on a mental level
from the non playable characters that will be encountered throughout the game. Of course
these two require roleplaying to a certain degree and a lot of character can be expressed
through a simple creature. Often the best encounters are those where the Storyteller manages
to engage the imagination through clever use of the element around the players. The seven
examples here should give first time players an idea of the kind of monsters that they will be
meeting throughout the first few sessions of play, but those found in the ‘Storyteller’s Source
Book’ will be completely new to them and in some cases pose a very serious threat to the
survival. Of course it is possible to play your way through a game and progress the characters
through non-combat means. Buying and selling Mana instead of physically winning it, but this
simple system of getting it for free will always be there as a fallback. NOTE: If a character has the
‘Call of the Beast’ skill then they are able to learn the special skills stated in the Furies ‘Special
Attacks’ box by ingesting the Mana dropped by that creature instead of using it for anything else.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

BONDED FURIES AND ANTECH DEVICES

Whilst a party is normally made up of Player Characters sometimes accompanied by NPCs under
the control of the Storyteller, it is also possible for additional aid to come in one of two forms,
the monstrous Furies bound into the service of a Phantom Brave, or the Antech devices built by
a Tech Knight. Whilst these two are worlds apart in terms of what they are, they share the
common bond of essentially being additional non-character party members for use in puzzle
solving and in combat situations. • BONDED FURIES Are wild monsters caught through battle by
using the Phantom Brave’s ‘Bind’ skill. These harsh and bitter creatures calm down once their
spirits have been bound and become animal-like companions. Whilst a player can only keep as
many Furies in his service as he has points in the Magic Trait, it is possible to release previously
caught Furies back into the Realm of the Dead in order to free up space for later captures. When
a Fury is caught and bound into service it retains the stats and skills that it possessed when it
was the enemy of the party. These are then given to the player that has control over it. If the
player then wishes to expand upon these initial statistics, creating a more powerful Fury, then a
point can be added to any of the prime stats of the Fury in exchange for feeding it three pieces
of Mana. The prime stats for any Fury are Combat Speed, Health Level, Attack and Defence. In
this manner the Fury grows more attached to the player and is more efficient in combat. •
ANTECH DEVICES Robotic marvels created by the Tech-Knights, they are steam or electrically
powered devices that are toy-like in scope but that have specific uses that can serve the part of a
missing skill that the team lacks. Mindless and only able to cope with simple orders at first, they
are servants in every way. In order to create an Antech Device the player must outline what he
wants the device to be able to do in much the same way as when creating a Skill (as this ability
replaces the traditional skill structure of a Tech-Knight) meaning that Mana must be expended in
order for a new device to be constructed successfully. In this manner Antech are always created
as level 1 Skills. Once an Antech Device has been created its efficiency can be boosted in two
ways, either it can be upgraded and turned into a bigger, better working model using the same
rules as developing a standard level 2 Skill, or the player can use items normally associated with
Weapon Slots to add additional effects onto the robot. A level 1 Antech device possesses the
ability to be modified with only one of these, whilst a level two can hold two and a third level
Antech can possess three. NOTE: In combat both Antech Devices and Bonded Furies move at
their own speed, independent of the player who controls them, however it is the responsibility
of that player to use them. Should the player forget then the Storyteller is not to remind them,
instead seeing the slip as simply neglecting to give the helper an order that turn, and so they do
not take any action at all. Unlike Dijinn, they do not think for themselves or interact with the
party unless the players make a direct effort to do so with them. Whilst Furies can have
individual characters to them, they are not aware in the same way that a Dijinn Partner would
be, and cannot be communicated with unless the Phantom Brave in question has spent some
time creating a Skill that allows them to do so, and even in this cases communication does not
extend far beyond yes, no answers to questions posed by that player. In the event that a helpers
HP is reduced to zero, they are effectively knocked out of the remainder of combat for a duration
decided by the Storyteller. In the case of a Fury this can be until a length of time has passed
where it could have healed, whilst an Antech Device will need to be fixed outside of combat in a
town with spare parts available.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

ABOUT CAMPAIGNS

The term ‘campaign’ is another way of saying story. Characters can be played through multiple
campaigns over the course of their lifespan and they can range from long, drawn out affairs
crossing multiple months, to shorter events that settle themselves in only a session. The
campaign outlined below is a simple low-level scenario that can be played by newly created
characters and serve as an introduction to the world setting. Additional campaigns can be
purchased or downloaded to further your range of official adventures that have a place in the
Golden Age timeline, but we strongly recommend that your Storyteller also script and play out
his own scenarios, as a great deal of the fun in pen and paper RPGs is in their infinite variety and
scope.
INTRODUCING THE PLAYERS

It is important to first set the scene for each player before they meet up with the others and
start the story. To do this the below text outlines scenarios for each class that the players find
themselves in as the story opens. Whilst they are scripted for only one character at a time, they
can be expanded to include multiples of the same class or merged together if several characters
start in the same location or have prior friendship. All of these encounters take place within the
lands of House Escudo unless otherwise stated. NOTE: These introduction sections are brief
outlines for scenarios, it is up to the Storyteller to add details and flesh them out as he or she
sees fit in order to customise them to the characters that the players have created.
FREELANCERS – Opening at a run, the Freelancer is being chased through the streets by the
CORE after having been caught trading Relics from the Catacombs in a local tavern. As they are
perused they can try anything in their power to escape, but it will do no good. Eventually
realising that he is close to the Noble House, and remembering that the CORE do not chase
criminals into house grounds (where their own guard operate) he can hide in the gardens. After
a while he will be invited to a meeting with Lord Escudo, who has seen his from the window of
his study and wants to make him an offer. RONIN – Owing allegiance to the House of Escudo, you
have returned to town escorting his youngest child after a trip to the capital. Travelling through
the market area on your way back to the palace, you are stopped by a particularly persistent
Melon salesman who wants you to buy one. Whilst this distraction plays out the youngest child
wonders away from you and disappears. Searching the market she can be found admiring a stall
full of exotic birds. On returning home you are summoned to see the Lord and make your report
on the trip. QUIVERS – Opening the game in a tavern and drunk, you have made a wager with
three CORE officers that you can hit the bull's-eye best out of three whilst drinking a pint at the
same time. Should you win then you will earn a cool 30 coin, however should you loose you owe
the same to the CORE and will not be able to pay. In the event of losing the CORE officers say
nothing and leave the tavern, returning to the Noble House you are immediately summoned to
see the Lord and told that he has been approached by the local garrison to pay off your debt.
You now owe him a favour in return. If you win the Lord wants to see you concerning a task he
has for you. PHANTOM BRAVE – As the story opens you are tracking a particularly elusive Fury on
the outskirts of town that has been ravaging the local countryside. After discovering a scattered
troop of CORE Soldiers who have survived An encounter with the same beast, you are informed
that the Lord of the land has offered a reward for the Furie’s death. The soldiers direct you to the
last place that the monster was seen and there you (aided by the soldiers) fight and kill it in
battle. Once the monster is dead the leader of the soldiers thanks you, writes you note
explaining your actions and sends you to meet the Lord and claim your reward.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

CUT PURSE – Suspended in the air by robe above an alter bearing a large jewel in a glass case,
you five minutes to work out how to get the jewel before being surrounded by Escudo house
guard. Should you or anything else touch the floor then arrows will fire roughly at knee height
from all four directions and immediately alert the guards. If you somehow manage to get the
jewel out of the case and escape up with rope within the time limit, then a piece of masonry
dislodged by your climb will tumble and similarly cause the alarm to be triggered. No matter
what happens you find yourself surrounded by armed guards and caught red handed or trying to
escape from the scene. Once caught and the jewel is taken from your person, you are escorted
to the audience chamber where the Lord of House Escudo will decide your punishment. CORE
SOLDIER – As a member of the CORE you are awoken early in the morning by your bunk-mate
who tells you that the Commander of the garrison has asked to see you immediately after your
morning workout. Travelling to the gym you engage the trainer there in a light boxing match
before reporting to the Commander. In his office he will make it clear that you have been picked
to do a ‘plain clothes’ mission for the local Noble House and that officially this mission will not
take place. Your are to report to Lord Escudo immediately and he will brief you further on what it
is that he would like you to do. TECH-KNIGHT – Giving in at last to a deeply heart-felt desire of a
lifetime, you travel across into the lands of House Escudo, where you have heard roomer that a
luxury Airship is being constructed and will be used as a holiday cruise vessel. Upon arrival you
attempt to convince a guard to let you onboard to see the ship under construction, and either
are admitted through trickery or sneak around him when repelled. Once inside you can begin to
look around, all of the time making your way steadily towards the engine room, where a series
of small and unfortunate events leads to you causing severe damage to the machinery at work
there. Escorted off site by the CORE, you are scolded for your trespassing and then taken to the
owner of the ship to pay damages as they see fit. In this case it is Lord Escudo himself who is
financing the venture. HEALER – As a Healer working in the care of House Escudo, you are
awoken to the sound of drunken singing outside of your window at night. Inspecting the cause of
this disturbance quickly shows that the Lords oldest son is returning from a night on the town
and is very drunk indeed. Attempts to interact with him lead to his falling backwards down the
garden stairs and hurting his head on the tiles below. Helping to take him back to his bedroom,
you administer aid to his wound and listen to him singing and murmuring gibberish to himself in
drunken fashion (in the case of a female player this could be mildly sexual advances). Finally he
falls asleep, but not before one of the guards who helped you carry him up to his room notices
something as wrong and goes to wake the Lord without explaining things to you. A short while
later you are called to Lord Escudo’s chambers. BARD – Travelling through the lands of Escudo
you find yourself temporarily attached to the court of House Escudo and the drinking buddy of
the eldest son, Siam Escudo. Waking up after a particularly heavy night on the town with little to
no memory of the events of the night before, you are summoned to meet with the Lord
immediately. Suffering from a hangover, you make your way there as quickly as you can.
NIGHTSIRE – A long time ago a favour was done for you by Lord Escudo when he was a young
man, and it has always been the agreement that one day when he needed it he would ask a
favour of you in return. Receiving a message by currier promptly first thing in the morning, you
are bidden to meet with him and must make your way to the palace as quickly as you can.
GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

JEWEL SUMMONER – Despite the good relationship that House Escudo has with the CORE, they
are far too clever to let the power of a Jewel Summoner escape their notice, and track you down
in a tavern in a seedy area of town where spies have heard that you are staying. The first you
realise that your stay has not gone undetected is that your inn bill has been mysteriously paid
off, and a note left with the Innkeeper asking that you come to the palace and meet with the
Lord Escudo, as he has a business proposition to put to you. Should you be reluctant to do so
then the spirit of the Dijinn can help to convince your character that this is a profitable and
logical move to make if you wish to avoid further detection and not gain unwanted attention
from the CORE. RISKBREAKER – Awakening in prison two years into your sentence, you are
rudely awakened by the guards and brought before the local Judge. There you are offered the
chance to work time off of your sentence by becoming a Riskbreaker for the CORE. It is explained
what this means and entails and the choice is offered you to join this elite section of the forces
or to return to solitary confinement. Should you decline then the character spends the
equivalent of one month in jail before being offered again. Acceptance will see you branded with
a hot iron to create the stamp of a Riskbreaker on the back of your neck, and then given armed
escort to the halls of House Escudo to meet with the Lord regarding a mission that may require
your particular brand of justice.

THE MAIN QUEST

Once the players characters have each undergone their own personal introduction sequence (or
shared one of them together should the characters already have met prior to the start of this
campaign) they can now gather in the audience chamber within House Escudo and await a
meeting with the Lord himself. After keeping them waiting long enough to allow the players to
get to know each other, he enters through a side door accompanied by the head of the House
Guard and sits upon a throne raised up on the far side of the room. Indicating that you should
move closer, he begins to explain the reasons for gathering everyone there and what must be
done. Last night his eldest son went out drinking with his friends within the city limits, this is
normal practice and normally nothing bad comes of it, but on this particular occasion he
returned drunker than normal and having lost his signet Ring that bears the family crest. From
what he can gather he lost it gambling at some point in the evening but is unable to remember
exactly where in his current state. The ring has been in the family for generations and is of both
great sentimental and cash value, it is the express wish of the Lord that you track this ring down
and return it to him by whatever means necessary. However he does want the details of the
rings loss kept quiet and where possible the laws to be obeyed (or at least the blame not
traceable to himself). As of the moment they leave the room he will claim that he has no
knowledge of their mission. Doing this will be handsomely rewarded, depending upon the
reason for each characters being there this can range from money to freedom and forgiveness.
Once he has done explaining these facts, he bids you leave and begins the normal days business.
From here the party are free to approach the problem as they choose, this opens up a great
many variables to take into account and a whole world setting in which to search. Due to the
impossibility of ever being able to predict every line of enquiry, it is expected that the Storyteller
come up with some events of his own, however the key plot points for the players to stumble
across are outlined below in a series of easy to follow events. Should none of these occur to the
players, then it is the duty of the Storyteller to have events take shape to knock them back onto
the correct track to complete the campaign. NOTE: For ease of use, the flow of the campaign has
been split into sections based on the content they contain. The events outlined in boxes (as seen
above) are key scenes that will draw the story onwards towards its eventual conclusion.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

p PHASE ONE: ‘Information Gathering’ Meeting with the Lord’s son will find him still in bed
with a mixture of a hangover and a knocked head from falling over in the garden. Uncertain
about the nights events, he can only tell you the name of the bar that he started drinking in that
night was the ‘The Grindstone’, and that he remembers playing a game of dice there.
Questioning the House Guard will only tell you that the Lords son arrived home at roughly two in
the morning and that he was alone, his friends having already returned to the palace earlier in
the evening. They can also tell you that he was drunker than they had seen him in the past, and
that he was carrying a small glass bottle filled with a green alcoholic liquid. Requests to see this
bottle will go unanswered as the bottle was smashed when the son had his tumble in the palace
gardens. It is also common knowledge that the Lords son favours drinking at an out of the way
tavern on the east side of town called ‘The Grindstone’. Asking around town may not be the best
idea, especially in light of the fact that the Lord wants the matter kept quiet, but if a convincing
lie can be found then general knowledge from the more publicly minded will tell you that whilst
the Lords son is a good man at heart, he is somewhat of a wastrel and has a passion for card
games that outweighs his skill at them, normally losing a great deal of money. He drinks in three
of four taverns regularly, the most prominent of which is ‘The Grindstone’. It may take several
different people to amass this much knowledge. Searching the local taverns is a relatively safe
bet, as the barkeepers inside will know if the Lords son has been in that week or not, and there
is always the added chance of coming across someone who was actually in the same bar as he
was last night. Slowly guide the players through a series of conversations with regular drinkers,
gamblers and bar staff towards a popular pub called ‘The Grindstone’. Upon arrival at the
Grindstone the party can speak with the Barman or a group of regular Gamblers who all spent
time with the Lords son the night before. They will attest that he was drinking and gambling here
until the late hours of the morning, but that it was not here that he lost his ring. Instead he was
approached by a man in a long brown leather coat and broad rimmed hat, and the two spent
some time drinking a strange green liquid from a bottle he produced before leaving the premises
together at around one in the morning. Further probing will tell you that they heard mention of
the pair heading towards a game in Viar’s Field. p

PHASE TWO: ‘Searching for the Dauntless’

Travelling to Viar’s field only shows an empty field of wheat, which has been trampled and
pressed into the ground in four meter-square places as if a giant weight were rested upon it.
Characters with enough knowledge in the area of airships such as Tech-Knights can hazard an
educated guess at what has made them, whilst those without such information are to be left to
come to their own conclusions. Needless to say there is nothing left here to help anybody.
Talking to the CORE at this point will point the characters in the direction of a travelling pirate by
the name of Homes Fillion, who has been spotted in the area and is believed to be involved in a
series of robberies and scams that have recently hit the Escudo lands. His description matches
that of the mysterious gentleman that the Lords son was seen leaving the pub with, and he is
suspected to have used his earnings to have purchased an airship, better to avoid being caught
by running scams off of the deck. The CORE will confirm that there is a reward for capturing him
alive or any information that leads to his arrest and that it currently stands at two thousand
Coin.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

Asking around the pubs and bars is a good way to make contact with the gambling element of
the city, but can also pay off when the group begin to take into account those poor souls getting
drunk because they were also scammed by the same figure as the Lords Son. With a little light
encouragement and perhaps a glass or two of beer, they can be made to spill their own tales of
woe and explain that Homes Fillion comes looking for gamblers who appear to have money to
spare and invites them back to his ship for a private game. However they also state that he plies
them with absinth first to ensure that he has the edge over them. Asking around town will tell
you that there is an airship that has been circling the city for the last few nights, never staying in
any one location for more than a single evening to avoid any unwanted attention. There is a
chance that when pushed a few of them may know that it is called the Dauntless. Checking at
the Airship Port is unlikely to tell you anything, as the Dauntless has been avoiding landing there,
but the ship is registered to one Captain Fillion and is on the CORE’s list of ships wanted for
questioning. This means that were it to set down at a port in town it would be chained and
decommissioned whilst the crew were taken to the local prison to answer for their own
individual crimes. Once it has been established that the stranger who suckered the Lords Son is
Captain Fillion, and that he has been holding high-stakes gambling on his private airship, ‘The
Dauntless’, the players can easily work out for themselves that he has possession of the ring they
are looking for. They can easily find out that there will be another game that evening as the local
bars will have seen him every night that week. The ship has landed above the Ashen Lake
outside the west side of town, and currently hovers too high to be reached by conventional
means, only lovering a row-boat when it is time for the Captain to make his rounds through town
to look for more suckers to take back with him. From here the decision as to what happens next
depends entirely upon what approach to regaining the ring the players may choose to take. In
order to help the Storyteller better guide them, we have linked them to five basic approaches
that each lead to a different outcome. p

PHASE THREE: ‘A Matter of Approach’

The violent approach is generally the one taken by the more combat-orientated characters and
those players who have a straight-forward attitude to problem solving. They are likely to find a
way onboard the airship and attempt to take back the ring by force. This leads them into direct
conflict with the crew, and much fighting as more and more of them become involved with the
battle as word spreads around the ship. Eventually beating the information out of one of the
crewmembers or making a lucky guess, the team stumble upon the Captain’s cabin, where the
ring sits on his dressing table in a small blue silken bag. Snatching it up, they must make their
escape before the ship crashes into the lake, an after effect of having knocked out so many vital
crew in the fight. If the captain is captured he can be brought back with the party to trade to the
CORE for a reward or given to Lord Escudo to dish out his own particular brand of punishment.
The stealth approach is another popular choice, and one that less combat-orientated character
may want to consider. Sneaking aboard the airship without being seen, the characters spread out
and attempt to scout the location of the ring. If they have waited for the captain to leave for the
evening before invading then they may have to work things out for themselves, else he can be
spotted wearing it on his way into his cabin and then exiting without it a few moments later as
he prepares to leave for the nights rounds. This is their big chance, and if they can sneak into the
cabin and escape without being seen then things will reach a quick conclusion. Should they be
spotted however the individual who does so will try to raise an alarm. Taking him out as before
he does so and hiding the body easily compensates for this, else an ending similar to the violent
approach is adopted.

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

The merchants approach is a far more considered one. Approaching the captain or the ship or
any crewmember available and requesting to meet him, the team will be taken inside and
through the gambling hall into a library-like waiting room and asked to wait for a while. Whilst
there they can inspect the various books collected by the Captain over the course of his career
and will find that many of them give the impression that he sees himself as a gentleman-rogue
rather than a pirate. With this in mind, meeting him is a civil affair and a drink of the Absinth
(which he will explain is his family label and the real source of the funds to keep his ship afloat)
would be shared. If all goes well without offending the Captain, he will agree to sell the ring back
to you for a sum of 500 coin. If the characters manage to impress him by playing to his type they
may even get it for cheaper. Should there be complications, such as insulting him or another
party member’s efforts conflicting with your own, then you will be escorted off of the ship empty
handed and forced to try another course of action. The lawful approach is one that many people
may consider given that there is a reward offered for the arrest of the crew. Once the location of
the airship has been found, reporting the information to the CORE will automatically gain you an
audience with the regional commander, who will launch a full-scale operation to capture the
pirates. Taking you along with them in order to guide them and help with the capture, a CORE
airship is launched that is quickly joined by two others that home in on the location of the
pirates. Once there they fire grappling hooks that bind the airship to the ground and prevent its
escape before boarding. The team can then fight its way through a huge clash between soldiers
and crew and find the Captain inside making ready to escape. A fight with him can lead to his
capture and arrest, however losing may mean that he escapes. Either way the ring can be found
in his cabin, discarded in the rush of the attack. Should he be taken into custody, the reward will
be paid out to the party and split evenly between them along with the thanks of the
commander. The clever approach is to play the gambler at his own game. Waiting in one of the
more prominent taverns and setting yourself up to appear as a high-roller the Captain is bound
to take an interest in you. Once he has he’ll attempt to get you drunk on his own brand of
absinth before inviting and escorting you back to the airship. Once onboard you can do as you
choose, but the best method is to play him at his own game and attempt to gamble for the ring.
Winning means you leave quickly and without incident, however losing will force you to attempt
to take on another approach. With the ring in hand the party can make their way back to the
audience chamber of Lord Escudo and present him with the item. Greatly pleased by its return
he will grant the party a boon of 100 coin (assuming that they have not already received another
boon from the CORE or by winning bets, etc) and will ask you to recount the basics of your
adventure to him. It is inadvisable to lie at this point because he will have already heard several
key elements from other characters throughout the scenario. Once you have finished he will
remark that you have done well, despite having to overcome some interesting hurdles, and will
then tell you about the next mission that he would like your little group to undertake . . . From
here it is entirely in the hands of the Storyteller as to what happens next. This campaign serves
simply as a beginners introduction to the world setting and gives an idea at the many varied
possibilities that can be found for even the simplest of tasks. It’s now entirely in your hands.
Scale mountains, fight monsters, go on quests to rescue noble heirs and return artefacts to their
ancestral homes, do whatever you want as long as it is as gripping and exciting as you can make
it for the players. You’re the boss, have fun!

GOLDEN AGE

OFFICIAL ROLEPLAYING GAME

CHARACTERS IN THE SCENARIO

The following is a list of character stats and descriptions for many of the characters encountered
over the course of the introduction campaign, additional characters can be designed by the
Storyteller onto standard Character Sheets (see the character creation section). These exist to
give an idea to the Storyteller of how powerful each character is, what he or she is capable of
doing in a combat situation, and any special rules that apply to that character for special
occasions. In future all Non Player Characters (NPC) character information will be supplied in this
general format rather than in the style of a Character Sheet in order to clearly differentiate
between a Player Character and an NPC. Stats sheets for non-player characters are similar to
those for Furies, but they contain much more description intended for use by the Storyteller
when he roleplays them. In addition to named characters that will be appearing, some generic
character examples of people encountered in most standard campaigns have been included in
this section. These can be used as easy models for NPCs who are of little importance to the
overall success of the story, but that the players have picked a fight with anyway. NAME:

ATTACK:

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