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Advanced Phantasm Adventures, 4th edition, is a Adanced Phantasm Adventures IV, also referred to
culmination of more than twenty-seven years of work. as simply Phantasm or alternatively as APA. There is
The first edition of the game started out as an generally a single person who organizes the rules and
alternative to my Dungeons & Dragons game way back creates the adventure. He is referred to as the
in high school. The game was original, fun, and rich in gamemaster. There can be any number of individuals
new ideas and rules. The last time the game was who takes on the role of a fantastic character in the
published, to a small set of friends, was in 1999. game, and they are referred to collectively as players.
APA is played by two or more people, with one person
In 1987 I had the wonderful opportunity to live and
acting as a GM [gamemaster] and the other player
go to school in Japan. During that year I decided to
taking on the roles of imaginary characters.
rewrite Phantasm Adventures, into Phantasm
Adventures II (2nd Edition). The game also saw print It is the job of the GM to know the rules: how to
in Japan, after meeting up with some gamers who led create characters, run a game, and create an ongoing
me to a Japanese game company. For the next several campaign. The GM should be fair and impartial, never
years I banged out a huge amount of game related taking either side of a given conflict. A GM must have
material. In 1988 I saw the release of Advanced tremendous imagination to create and play out a wide
Phantasm Adventures. number of characters, creatures, and explain special
effects and results.
Also during the year, The Black Keep of Serpent
Lake appeared (with an official GameScreen). In 1989 The player, with his character, has the responsibility
I saw the release of the grandiose Misty Island of playing true to his statistics and imaginary personal-
Adventure and the World Guide of Monokan. With ity. Think of yourself as an actor starring in a film. You
great regrets, I lost contact with the Japanese company, should play your character according to his description
Dai Nippon Kaiga, which I believe was ultimately and not that of your own; the greatest role-player is one
dissolved right after the release of Multiverse in who can take on a genuine different personality and
1991/1992. keep with it through play. Players also have the
responsibility to be supportive of the GM and follow
Advanced Phantasm Adventures didn’t die. For his rule decisions. Don't waste time arguing over a rule.
the next eight years I played and replayed the game,
changing this, modifying that. A few versions CONVENTIONS
independent of the original Advanced Phantasm The use of the male pronoun is used throughout the
Adventures saw some light, but they simply didn’t basic books of Advanced Phantasm Adventures, 4th
work. Finally, in the spring of 2009, more than twenty- Edition; this in no way infers that women are
seven years after the tiny brown book first appeared, disallowed or discouraged from play but is simply used
APA, is finally coming back. Sure, it’s still for grammatical context.
homemade, and yes there are probably dozens of typos
and grammatical mistakes….that’s Phantasm as much USE OF DICE
as the elves and the gzol-uk. The game utilizes all types of polyhedeeral dice
I hope you enjoy this game; and by God, I hope this including four-sided, six-sided, eight-sided, ten-sided,
book will still be drawn off the shelf in twenty years twelve-sided, and twenty-sided dice. With the use of
from now…2030! Yikes! two ten sided dice (or for that matter two twenties),
percentiles can be generated. Always specify the color
or die that is to be the “tens” before rolling percentile
Hope you enjoy it. dice.
Troy Christensen, February 2010
FRACTIONS
Record all fractions in percentile form onto the
character sheet in parenthesis. Round the fraction to the
nearest whole number (.5 rounds up) and record it next
to the true score.
Some scores allow for Slim Chances: refer to page
43 for more information on this rule.
Advanced Phantasm Adventures 4th Edition
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Advanced Phantasm Adventures 4th Edition
Level [SpL], Weapon Damage Bonus [WDB], and Kingdom STR END CUR COR INT EGO
initiative {PSN], to name just a few.
Amagon +0 +0 +1 +1 +1 +0
Each time a character trains in a skill, he attains a
Chak Pak +2 +2 +0 +0 -2 +0
skill level and a bonus to success equal to 1/10th the
character’s Personal Statistic associated with the skill to Jeg +1 +1 +1 +0 -2 +0
succeed.
Maldake -2 +0 -1 +0 +1 +3
For example: the pesky ratman has a Personal
Skull Isles +1 +1 +2 +0 -2 -2
Intelligence of 8 and a Personal Visual score of 12.
Each time he develops an Intelligence skill he adds +.8 Squal +0 +1 +0 +1 +0 -1
to the skill while each level in a Visual skill gains +1.2.
Thaing +2 +2 +0 +0 -2 -2
Skill Bonus = Personal Statistic
Theylar -2 -3 +0 +1 +3 +2
Throom -1 -2 +1 +1 +1 +1
Wild Lands+2 +2 +1 +0 -3 -3
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Advanced Phantasm Adventures 4th Edition
Courage Ego
Action CS Action CS
Resist basic fears 20 Ignore personal jibe 15
Stand up to town guards 30 Ignore dirty personal jibe 20
Ignore the fear of Type I undead 40 Resist basic emotional desire 30
Ignore the fear of Type II undead 50 Resist emotional desire 40
Ignore the fear of Type III undead 60 Resist heavy emotional desire 50
Ignore the fear of Type IV undead 70 Resist magical emotional desire 70
Ignore Dragon Fear 80 Resist “godly” desires 100
Ignore the fear of Type V undead 100
Visual
Action CS
Coordination
Action CS Read a book at arm’s length 5
Jump away from a slow trap 20 Notice size 2 figure at 100 feet 10
Jump away from a trap 35 Determine target at close range 15
Jump away from a quick trap 45 Read a book from across the room 35
Jump away from a fast trap 55 Notice size 2 figure at 1000 feet 30
Jump away from a fast strike 65 Reap Lips 25
Catch an arrow in flight 75 See a pressure plate (at normal height) 25
Dodge a bullet 100 Spot a hidden figure within 15 feet 30
Dodge an energy beam 200 Determine target at medium range 35
See a trip-wire 35
Intelligence Spot a hidden figure within 30 feet 40
Action CS
Notice an ambush 40
Solve childish puzzle 20
Spot a trap 30
Solve an adult puzzle 25
Read a book from across the room 40
Solve a good puzzle 40
Determine target at long range 40
Solve a fiendish puzzle 50
Spot a well-hidden trap 45
Translate language 60
Spot a secret door 35
Decipher magical script 80
Determine target at extreme range 50
Solve Dragon puzzle 90
See an invisible object 75
Solve Demon puzzle 100
See a hidden invisible object 100
Each 10’ of extra distance -5
Each 10’ of brightness +5
Each 10’ of semi-darkness -5
Each 10’ of darkness -10
Each 10 of total “magical” darkness -15
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Advanced Phantasm Adventures 4th Edition
Wind is against target -15 Vision: This number is the statistic score used
whenever a character is try to see something hidden,
Additional Examples of CS: small, or distant.
A flatfoot halfling is trying to read the lips of a Olfactory: This value is the used by characters to
subject 50’ away, down a semi-dark passage. His smell something. Creatures with high olfactory can
Visual score is a Racial of 8 and a personal of 5 for a smell blood in the air, or even water carried by the
total of 40. To read lips require a base of 25, the extra winds.
distance modifies CS value +25 for a total of 50 for a
-2 to all skill attempts. Auditory: This statistic is the basic ability of a being
trying to hear an approaching enemy, listen beyond a
A gimp stands before a dragon who says he will fry door, or detect some kind of auditory danger.
the poor fellow unless he answers a puzzle. A dragon
puzzle requires a 90 Intelligence CS; the gimp has a CS
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Advanced Phantasm Adventures 4th Edition
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Advanced Phantasm Adventures 4th Edition
PLAYER RACES VIS: This number is the Racial Visual score of the
There are fifty-five races in APA to select from. To race and is used whenever characters try to see some-
determine your character’s race, scan the creatures thing hidden, small, or distant. Added to the
below and imagine the 'general' type of character you character’s Personal Visual Sense determines the
desire to play. If you are looking to play a creature that Comparative Visual capabilities of the character.
is big and strong, then a giant or a centaur might be OLF: This number is the Racial Olfactory score of
appropriate. If you're looking to play a fast, wily the race and is used by characters to smell something.
character, then a halfling, elf, or brownie may be what Creatures with high OLF can smell blood in the air, or
you want. even water carried by the winds. Added to the
The player should note that since each character is character’s Personal Olfactory Sense determines the
comprised of two attributes, one Racial, and one Comparative Olfactory capabilities of the character.
Personal, that it is quite possible to have an agile Troll AUD: This number is the basic auditory level of the
or a mighty Gimp [at least to those of the relative same race. It is used when characters are trying to hear an
race]. approaching enemy, listen beyond a door, or detect
Each race has its weaknesses and strengths, and no some kind of auditory danger.
one creature is good in all areas. After you have MAGICAL: This indicates that a race is magical in
decided on a race, write all information including nature or not. If a creature is innately magical, he has
Racial Statistics, Sensory Scores, and Movement an easier time becoming an apprentice, wizard, and
Scores to your character sheet. Each race is outlined in arch-wizard. Races that are not inherently magical may
the same format and is broken down into fourteen still practice magic, but the arcane studies come harder
entries and a paragraph of descriptions. These entries to them.
are as follows:
MOVE: This entry lists the number of feet, unmodi-
[Name]: This is the common name of the creature. fied, that the race can run/swim/fly in a combat action.
STR: This entry lists the race's Racial Strength value. BPs: This is the number of basic starting
This number is the basic chance of succeeding in any Background Picks that a character of this race starts
known Strength Skill and plays an important role in with. A player can purchase additional abilities,
determining damage done by melee weapons. money, items, powers, and capabilities with BPs.
END: This lists the creature's Racial Endurance [Description]: Herein will be specific notes on the
value. This number is the basic chance of succeeding in creature; what they look like, how they act, what are
any known Endurance skill and is important in deciding any of their special powers or abilities, and other vital
the number of Hit Points a starting character will have. information needed to play the race as a character.
CUR: This entry lists the creature's Racial Courage Anubins
value. This number is the basic chance of succeeding in
any known Courage skill and is important in deciding STR: 5 END: 5 CUR: 5
the initiative in melee combat. COR: 5 INT: 2 EGO: 3
COR: This entry lists the race’s Racial Coordination VIS: 8 OLF: 14 AUD: 10
value. This number is the basic chance of succeeding in
any known Coordination skill and is important in MAGICAL: N MOVE: 26/12/- BPs: 3
determining success in combat, and how fast the Anubins are a race of upright walking canines with
character can fire missile weapons. their front appendages evolved into hands. Anubins
INT: This entry lists the race's Racial Intelligence have small heads, with large flat ears cupping their
value. This number is the basic chance in succeeding in faces and extending upwards. The race has the typical
any known Intelligence skill and is important in canine teeth, and the Anubins' eyes are slit like that of a
determining the effects of magic on the individual, and cat. The creatures' hind legs are as long as their arms
how fast a character can cast a spell. and thus the creature can revert to a running stance on
all fours if they desire.
EGO: This entry lists the creature's Racial Ego
Anubins have shaggy white to black fur affording 1
Score. The number is the basic chance in succeeding in
point of natural armor in their chests. The Anubins'
any known Ego Skill and is important in spellcasting.
hands have lost most of their claws and attack at 1d6
damage.
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Advanced Phantasm Adventures 4th Edition
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Advanced Phantasm Adventures 4th Edition
Centaurs Delphians
STR: 6 END: 7 CUR: 5 STR: 3 END: 3 CUR: 1
COR: 4 INT: 3 EGO: 5 COR: 4 INT: 10 EGO: 1
VIS: 4 OLF: 6 AUD: 5 VIS: 6 OLF: 9 AUD: 1
MAGICAL: N MOVE: 50/25/- BPs: 3 MAGICAL: N MOVE: 16/22/- BPs: 5
Centaurs are large bimanious quadrupeds; they have Delphians are a race of tall, majestic black serpentine
the heads and arms of humans, but the bodies and legs humanoids.
of large horses. Centaurs on the average have a distaste
They have jet black to purple-black mottled scales,
in letting other creatures ride them or use their strength
offering 1 points of protection to all areas. Their hands
and general dynamics to pull carts or wagons; they feel
are slender, ending in long curving talons inflicting 1d6
that it is demeaning.
damage. The race also has a long, whiplike tail that can
Centaurs have no natural armor, but the creatures are strike at –1d8 damage. Delphians are known to be
used to all climates and rarely need furs to keep warm Telepathic and pay only half the normal BP for such
(All damage accrued through the environment is at half ability.
normal damage). Centaurs attack with their hands or
Delphians come from Throom and Squal.
hoofs for 1d8 damage..
Centaurs live in Jeg, Chak Pak, Theylar and Thaing.
Dryads
STR: 1 END: 3 CUR: 2
COR: 6 INT: 5 EGO: 4
VIS: 6 OLF: 6 AUD: 6
MAGICAL: Y MOVE: 13/8/- BPs: 4
Dryads are magical folk who are part mortal, part
fairy, and part plant. Dryads appear to be lithe
Cyclops humanoids with incredible charm and charisma. All
Dryads start with the BP of Charisma and Heightened
STR: 8 END: 8 CUR: 5
Statistic Ego.
COR: 2 INT: 6 EGO: 4
They have 1d4 damage hand attack and no natural
VIS: 2 OLF: 6 AUD: 6 armor.
MAGICAL: Y MOVE: 22/15/- BPs: 3 The Dryads are a magical people, living primarily in
enchanted forests and woods. They live in Theylar,
Cyclops are giant humanoids with a single eye placed
Throom, and mystical parts of Jeg.
squarely in their foreheads. Cyclops stand around 10
feet tall and have a greenish-brown complexions.
The creatures have no natural armor, and their hands Dwarves
attack at 1d10 damage.
STR: 8 END: 8 CUR: 6
The cyclops is a mystical creature.
COR: 4 INT: 3 EGO: 4
The giant humanoids tend to live in small towns or
VIS: 11 OLF: 2 AUD: 5
villages neighboring large lakes or seas. Many Cyclops
take up residences in out of the way islands, training in MAGICAL: N MOVE: 30/5/- BPs: 3
whatever art they have chosen as a profession. The Cy-
Dwarves are one of the oldest races living on
clops will always be deeply devoted towards their goal
Monokan. Dwarves appear to be a squat, sturdy
in life, hardly ever varying from their life's quest.
humans with a tough visage and large muscles that
cover their bodies. Dwarves normally stand about 4 to
5 feet tall, though shorter and taller ones can be found.
Their hair comes in all shades ranging from auburn to
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Advanced Phantasm Adventures 4th Edition
white; black beards are highly regarded among noble Black Elves are not a magical race, as most of his
warriors. All Dwarves (including women) have beards; other kin are, but many spend the extra time in
they find other human-types repulsive without a shaggy becoming such (those that do gain an additional 10%
beard of some kind. Dwarves are renown for their Manna).
ability to work metal and to excavate mountains into
The secretive black elf has no natural armor and he
giant underground cities.
can strike with his clenched fists for 1d4 points of
Dwarves have no natural armor and the small mens damage.
fists’ attack in HTH combat at 1d6 damage.
Black Elves and Dwarves are mutual enemies, and
Their work is unequaled in the great nation of have warred for thousands of years. This elf can be
Thaing. Dwarves can be found living in Thaing, and found in Thaing, Theylar, and distant outposts that have
other places with large rocky out cropping. subterranean habitats.
ELVES, GREY
EAGLES, GIANT STR: 1 END: 1 CUR: 1
STR: 4 END: 4 CUR: 5 COR: 10 INT: 10 EGO: 6
COR: 6 INT: 6 EGO: 6 VIS: 10 OLF: 10 AUD: 10
VIS: 15 OLF: 2 AUD: 2 MAGICAL: Y MOVE: 20/6/- BPs: 3
MAGICAL: Y MOVE: 4/2/50 BPs: 5 Grey elves are the most diminutive of the elven
family and hardly ever stand more than three feet tall.
Giant Eagles look exactly like their smaller brethren,
Their name, Grey Elf, is a slight misnomer for the
the eagles and hawks, of our world. The large birds,
race’s complexion is more green than gray. The elves
however, are as intelligent as some humans. Because
have silvery hair that turns to gold as they reach their
of the birds lack of manipulative appendages (hands)
elder years. Grey Elves will never be found to have a
they have never developed a culture consisting of
mustache or beard, unless they are of half-race origin.
material wealth, although they do love shiny objects
The elves are very magic and most of this species tend
such as gems, glittering gold, and rare earth. Giant
to be a magical user of some nature.
Eagles will never use weapons or armor of the general
kind, though pieces of Amagon armor and weapons This elf, as most others, has no natural armor and
will be used. The great birds are magical of nature and their fists hit for a1d4-1damage.
many will work magic like we work a fork and spoon.
The Grey Elf lives exclusively in Theylar and parts
Giant Eagles have 1 point of armor in all areas and of Throom.
their sharp talons can be used in combat as 1d6+1
damage.
Giant Eagles can be found living in most nations, ELVES, HIGH
though they favor Amagon and Jeg. STR: 3 END: 2 CUR: 2
COR: 8 INT: 10 EGO: 5
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Advanced Phantasm Adventures 4th Edition
than not, as a human, at social gatherings (as long as of armor in all areas; on dry land they have no natural
their ears are hidden from view). armor. They are a magical race and many underwater
realms hire gillmen as magicians.
The High Elf is magical in nature, and attacks with
his hands at 1d4+1. They have no natural armor or Gillman can be found living in huge underwater
special abilities beyond being of magical nature. cities all across the globe or in sheltered smaller
hamlets tucked along the coast line of any major
High Elves must originate from Theylar!
kingdom.
GIMPS
FELZINTI STR: 4 END: 3 CUR: 3
STR: 5 END: 5 CUR: 9
COR: 7 INT: 5 EGO: 6
COR: INT: 3 EGO: 6
VIS: 6 OLF: 9 AUD: 3
VIS: 4 OLF: 6 AUD: 8
MAGICAL: N MOVE: 11/15/- BPs: 5
MAGICAL: Y MOVE: 25/10/- BPs: 3
Gimps are close relatives of the gargoyle and share
Felzinti are large, intelligent feline creatures that their looks and misfortunes, except that they cannot fly.
walk on their hind legs and stand upright reaching In some past eon, the race lost their wings in a whisk of
heights of up to ten feet tall! The large cats have strong a wizard’s hand wave.
front paws that have flexible fingers, giving them the
They have gained over a thousand years the ability to
ability to grasp objects such as weapons and field
jump with amazing speed and deftness, always landing
equipment.
on their feet. Gimps can jump twice as far in both
The large cats can use their sharp talons to inflict a running and standing jumps of any type.
1d6+1 DFM attack in melee. The great felines are
Gimps have 1 point of protection in their heads and
mottled in fur of white, yellow, orange, and stripes of
chests, and fight at a 1d4-1 in combat with their hands.
black, green, and blue. The Felzinti has 1 point of
armor in all areas. Gimps live only in Amagon and Southern Jeg.
They are not a magical race, and few of these mighty
warlike creatures have ever become a wizard of any
great power. GARGOYLES
STR: 3 END: 3 CUR: 2
The Felzinti live only in the Chak Pak!
COR: 5 INT: 8 EGO: 6
VIS: 10 OLF: 6 AUD: 3
MAGICAL: N MOVE: 12/15/35 BPs: 3
Gargoyles are strange looking humanoids that are
GILLMEN naked of all hair and skin pigmentation. Gargoyles are
STR: 4 END: 3 CUR: 2 gray to off-white in appearance, with a flat face and
small-cupped ears. Sprouting from their backs is a set
COR: 5 INT: 4 EGO: 3
of huge leathery wings.
VIS: 3 OLF: 1 AUD: 10
These creatures have 3 points of natural armor in the
MAGICAL: Y MOVE: 10/32/- BPs: 4 head and 1 point of armor in the chests, arms, and legs.
The fliers on the whole are thought to be evil, like the
Gillmen are also known by the name of mermen.
sinister Black Elves or the bleak Tafyboce, but many
They appear to be humanoid in appearance out of the
have found service in the lords of good and one must
water, but in the water they transform into half man and
suspect that gargoyles, like humans, come in many
half fish. On dry land they can pass as any normal
varieties. For eons demented wizards and monks who
human. Gillman can breathe air or water, preferring the
have forced them to raid and pillage mercilessly have
latter.
enslaved the Gargoyles. It has been only in the last
If a gillman is out of water for more than 48 hours, several hundred years that the cloud of repression have
all Racial Statistics are reduced 1 point. Gillmen hands been lifted from this kind and noble race.
attack at 1d4 in combat. In the water they have 1 point
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Advanced Phantasm Adventures 4th Edition
Gargoyles aren’t magical and their hands attack in passion. More than one war has started from a slur
combat at a meager 1d4 damage. uttered between these two races.
Gargoyles can be found only in Amagon and Thaing. Gnomes are not a magical race. They strike with
puny fists in combat for 1d4 points of damage, and
their flesh offers no natural armor.
GNOLLS Gnomes live in Amagon, Squal, Thaing, and an in
STR: 6 END: 7 CUR: 4 the mountains surrounding the Wild Lands.
COR: 5 INT: 3 EGO: 3
VIS: 4 OLF: 6 AUD: 5 GOBLINS
MAGICAL: N MOVE: 30/18/- BPs: 4 STR: 6 END: 5 CUR: 10
Gnolls are tough creatures that resemble something COR: 4 INT: 2 EGO: 2
between lions and bears. This race stands on large
VIS: 1 OLF: 6 AUD: 5
clasped feet. They use two burly arms to wield
weapons of awesome destruction. The Gnolls’ head MAGICAL MOVE: BPs: 5
appears to be that of a bear, with freakish pointed ears
Goblins are a sub-race of the orc, though their
and a pair of dark brooding eyes. Gnolls are warlike in
appearance is little like the pig-faced brutes. The
culture and personality, preferring to fight than talk.
Goblin generally stand 6 feet tall, having a dark
Gnolls live in the Chak, the deep outer regions of the
greenish complexion, flat face with small beady black
Jeg, and the Wild Lands.
eyes, and black tufted head of scraggly hair. From the
Gnolls are not magically inclined, and no great lower jaw two ivory tusks jut yellow and pitted, up at
wizard was ever spawned from a gnoll mother. The freakish angles. Many of these horns are adorned with
gnoll has no natural armor and their hands attack at 1d6 jewelry or honed into head-butting, lethal weapons!
damage. Also Gnolls gain a +1 to hit and damage with
Goblins have 2 points of armor in all areas and their
any polearm or spear used in combat.
short stubby hands attack at a 1d6 in combat.
Gnolls can be found living in Amagaon, Jeg, Chak
Goblins can be found about anywhere.
Pak, Thaing, and the Wild Lands
GNOMES GZOL-UK
STR: 5 END: 5 CUR: 3
STR: 6 END: 7 CUR: 6
COR: 5 INT: 5 EGO: 2
COR: 6 INT: 6 EGO: 4
VIS: 3 OLF: 1 AUD: 2
VIS: 4 OLF: 3 AUD: 4
MAGICAL: Y MOVE: 18/8/- BPs: 3
MAGICAL: N MOVE: 36/6/- BPs: 3
The Gzol-uk is a distant cousin to the Tafyboce, but
Gnomes are a close relative of the Dwarves. This
tends to be smaller and more agile. They also have the
race is ever so slightly taller than the deep dwelling
capability to work magic. Many believe that the Gzol-
dwarves. They have dark tanned skin, short beards, and
uk is the Monokan species of the alien Tafyboce.
small black eyes. Gnomes have long thin, pointed
noses, large bulbous lips, and seem to care less of their The Gzol-uk has 2 points of armor in all areas, but
looks or hygiene than dwarves do. Gnomes' have hair will never wear fabricated armor. They do like using
ranging from dusty brown to white. The largest small shields or parrying blades. As the Tafyboce, the
difference between the cousins is that the Gnomes fear Gzol-uk is a strange looking beast with three arms and
and loathe caves and underground passages. Gnomes, three legs, a pear-like body, with no visible head, and a
however, like to work with metal, but rather than maw where the groin should be.
crafting it into arms as Dwarves do, they prefer to work
Its hands attack at 1d6+1 in combat.
it into mechanical objects. Many Gnomes work
willingly, and under servitude, in the workshops of The Gzol-uk are very rare and only a few have been
Squal. There is much in common with Gnomes and seen in Squal, the Wild Lands, and the Skull Isles.
Dwarves, but both peoples hate each other with great
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Advanced Phantasm Adventures 4th Edition
HAWKMEN
STR: 4 END: 3 CUR: 6
COR: 5 INT: 4 EGO: 6
VIS: 10 OLF: 2 AUD: 4
HALFLINGS, HAIRFOOT
MAGICAL: N MOVE: 13/8/35 BPs: 3
STR: 2 END: 3 CUR: 3
Hawkmen are normal appearing humanoids with a
COR: 9 INT: 5 EGO: 4
pair of giant-feathered wings sprouting from the
VIS: 7 OLF: 6 AUD: 6 shoulder. Hawkmen have two normal arms to work
tools, weapons, and equipment but also have the
MAGICAL: Y MOVE: 10/5/- BPs: 4
capability of full flight. Hawkmen, in general, are half
The Hairfoot Halflings are small chubby looking the weight of other persons of the same build (hollow
humans with rosy colored cheeks and curly brown or bones).
red hair. Hairfoots are always cheery and full of
Hawkmen gain +2 Hit Points above the normal
joy…so much so that many races are reviled by their
calculations.
endless happiness. The race can be distinguished by
other halflings, by their hairy little feet. Hawkmen have no natural armor, and their hands
attack at 1d4. Hawkmen are also not magically
The hairfoot has no natural armor and their hands
inclined, but there have been some potent hawkmen
attack at 1d4-1 damage. They are naturally magical
wizards, in the past.
and many have become great wizards.
These people live only in Amagon, Thaing, and the
They live in Maldake, along the shores of Jeg and in
high-forested regions of Throom.
the huge palaces of Throom and Theylar.
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Advanced Phantasm Adventures 4th Edition
COR: 4 INT: 4 EGO: 5 Imlors have 1 point of protection in all areas. Their
hands are softly clawed and do a 1d3 damage. Imlors
VIS: 4 OLF: 4 AUD: 4 are not a magical race. In fact, they are nearly
magically inert. All forms of magic may not affect
MAGICAL: N MOVE: 18/13/- BPs: 4
Imlors. The race automatically starts the game with the
Hyboraks stand much taller than other human strains background pick of Magic Resistance at +4 levels.
and are equally stronger and more endurable. The
Imors live mostly on the Island of Maldake, but can
Hyborak people stand, on the average, six feet tall and
also be living in the Wild Lands and Jeg.
have dark complexions, with straight black hair.
Hyboraks live in large wooded and mountainous
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Advanced Phantasm Adventures 4th Edition
IMPS KOBOLDS
STR: 2 END: 2 CUR: 4 STR: 4 END: 5 CUR: 9
COR: 6 INT: 5 EGO: 8 COR: 6 INT: 1 EGO: 1
VIS: 7 OLF: 7 AUD: 2 VIS: 10 OLF: 10 AUD: 5
MAGICAL: N MOVE: 18/13/- BPs: 6 MAGICAL: N MOVE: 8/12/- BPs: 4
The Kobold race is a small warm-blooded reptile
Imps are devilish little fiends that are distant relatives
with tufts of green and orange hair doffing the body.
to Sprites and Gargoyles. The Imp race doesn't have
wings but does have the capability of jumping three They are covered in light scales giving them 1 point
times their movement rate once every other turn. The of natural armor in the chest and arms and 2 points in
faces of this creature are baggy and rippled with the head. Kobolds aren't very bright and thus tend to
extraneous skin. Their leathery exterior is gray and have wild swinging emotional outbursts. A Kobold in
bland, and no hair can be found anywhere on their tiny general is greedy and selfish. The creatures' clawed
bodies. hands attack at 1d6-1 damage.
Imps have in inborn talent for the thieving arts and This race lives in Squal and the Wild Lands, and in
gain +2 levels in Hide, Climb, Pick Locks, Pick small cavern communities of Thaing.
Pockets, and Black Marketing. The race has 1 point of
armor in the head, and their hands attack at 1d4-1.
These tiny little guys are not part of the mystical LIONMEN
community, but they do gain the Telepathy Background
STR: 5 END: 5 CUR: 6
Pick for free.
COR: 5 INT: 5 EGO: 4
Imps can be found in any large cities or in deserted
ruins scattered through Anis. VIS: 8 OLF: 10 AUD: 4
MAGICAL: N MOVE: 30/15/- BPs: 5
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Advanced Phantasm Adventures 4th Edition
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Advanced Phantasm Adventures 4th Edition
in the Chak Pak. They were originally created to be mystical race for purposes of becoming a wizard. Pixies
quick breeding war-machines that could be rapidly live in all parts of Anis, but favor warm climates.
trained and used in combat. A few survived the final
war between the wizards and started their own RABBITMEN
civilization (if you dare call it that). Orcs care nothing STR: 3 END: 2 CUR: 1
of culture or intellectual pursuits; they only desire war
COR: 7 INT: 5 EGO: 3
and conquest. Orc settlements are simple structures
holding hordes of Orcs and their slaves. The Orc race VIS: 6 OLF: 8 AUD: 12
has 2 points of natural armor in the head and 1 in the
MAGICAL: N MOVE: 35/10/- BPs: 4
chest. Their hands attack at –5 DFM in combat. Orcs
live in almost every part of Anis, though they favor Rabbitmen look very much like common hares. The
Squal and the Chak Pak. biggest difference between wild rabbit and the sentient
race is the size (and the intelligence, of course), the
latter can measure more than seven feet tall. Rabbitmen
ORC-MAGI normally moves on all fours, but can jump for short
periods of time on their hind legs. The Rabbitmen have
STR: 3 END: 5 CUR: 2
a warm coat of white, brown, or black fur which
COR: 4 INT: 8 EGO: 5 affords it 1 point of natural armor in all areas.
Rabbitmen automatically start with Running at +6
VIS: 1 OLF: 3 AUD: 8
levels and Acrobatics at +2 levels. The creatures' hands
MAGICAL: Y MOVE: 20/13/- BPs: 4 attack at 1d4 points of damage.
In the last years of the great Wizard Wars, Keylor the Rabbitmen live in all areas of Monokan.
Great forged a new creature with his ungodly powers.
He joined, in body and spirit, a savage Orc and a Grey
Elf, creating the Orc-Magi. These creatures have the RAMMONS
outward appearance of typical Orcs, but the fiery
STR: 5 END: 7 CUR: 4
mystical blood of the eIves surges within their veins;
the Orc-Magi are a mystical race for the purpose of COR: 5 INT: 4 EGO: 4
becoming a magic caster. Orc-Magi live amongst the
VIS: 5 OLF: 5 AUD: 4
Orcs and are usually chosen as shamans, medicine men,
or even leaders. The Orc-Magi has no natural armor, MAGICAL: N MOVE: 30/10- BPs: 3
and their hands attack at -6 DFM in combat. The
Rammons are a close relative to the Minotaur except
Orc-Magi lives in all parts of Anis, but they favor Squal
that Rammons have a head of a goat rather than that of
and the Chak Pak.
a bull.
PIXIES Rammons have 2 points of natural armor in the head
STR: 1 END: 1 CUR: 4 and 1 point everywhere else. The race can attack in
close combat with their horns for a 1d6 but doesn't gain
COR: 9 INT: 6 EGO: 4
the +1 to hit like the Minotaur.
VIS: 7 OLF: 3 AUD: 4
Rammons aren't a magical race and only a few of
MAGICAL: Y MOVE: 5/3/28 BPs: 3 these creatures have ever become a wizard.
Pixies are small creatures that appear to be half- Rammons live only in the Chak Pak and the skull
human and half-insect. The race stands hardly more Isles.
than a foot tall. Their body and head are that of a small
green skinned men, but the creatures also sport small
antenna, two large dragonfly wings, and insect multi-
faceted eyes. Pixies are the only intelligent creatures
that can speak both normal speech and Thras. Many
pixies make their living as translators between Thras
and other creatures. The race has no natural armor, and
their hands attack at -12 DFM in combat. Pixies are
endowed with magic and should be considered to be a
Page 18
Advanced Phantasm Adventures 4th Edition
Slidges also can fit through the smallest of spaces, Stone Giants live in Thaing, the Wild Lands, and Jeg.
cracks, or holes since they have no skeletal structure
and can change their bodies to any shape at will. The
race can speak by burping gases through their many TAFYBOCE
orifices, but it is hard to understand and any language is
STR: 5 END: 5 CUR: 3
at -4 to succeed. It can speak its own special language
flawlessly. Slidges never need to roll for Shock since COR: 4 INT: 5 EGO: 2
they have no central nervous system. A Slidge also
VIS: 4 OLF: 1 AUD: 2
gains either the ability of magic or double the basic Hit
Points. MAGICAL: N MOVE: 13/10/- BPs: 6
The Tafyboce are aliens to Monokan. The
SPRITES creatures are a trimanius triped (three arms and three
STR: 1 END: 1 CUR: 4 legged creature) with an inverted body, with their heads
at the bottom and its stomach and groin topping their
COR: 6 INT: 9 EGO: 4
egg-shaped frame. Three long tentacles dangle from the
VIS: 6 OLF: 4 AUD: 4 creatures' bodies ending in three-pronged fingers. The
races' feet are large mangled lumps that can propel the
MAGICAL: Y MOVE: 6/4/30 BPs: 3
creature, surprisingly, quickly across the ground. The
Sprites are a close relative of the Pixie but is not Tafyboce came to Monokan more than 9,000 years ago
endowed with the speech of the Thras and the race is bent on total domination and conquest. As their
not so much like an insect rather more like small birds. starships blasted through the atmosphere, unknown
Sprites have a slight yellow complexion and small energy beams that totally crippled their fleet hit them.
feathered wings. The race can chirp and whistle as well Their initial probes hadn't taken serious the populations
as any bird and can be found in any large wooded area. believe in a force called 'magic'. Today, the creature has
The race are usually a lover of nature and will build lost all of its former memory of a star-faring culture and
their cities around towering trees or natural lives a life of barbarism and cruelty on Monokan.
outcroppings,
Tafyboce have 2 points of natural armor in all areas
Sprites have no natural armor, and their hands attack and can attack with their hands for a 1d6.
at 1d3.
The creature, of course, isn't a magical-race and none
Sprites are a mystical race for the purpose of have ever become a wizard. Although barbaric,
becoming a wizard. technology comes easier to them than any other race on
the planet, and they will always gain the upper hand
Sprites can be found in Throom, Theylar, and the
when dealing with such devices. Tafyboce need to
Wild Lands.
spend only half as much to raise technological skills.
Tafyboce live only in Squal.
STONE GIANTS
STR: 10 END: 9 CUR: 4
THARCS
COR: 2 INT: 4 EGO: 5
STR: 5 END: 6 CUR: 4
VIS: 6 OLF: 2 AUD: 5
COR: 8 INT: 4 EGO: 5
MAGICAL: N MOVE: 25/15/- BPs: 4
VIS: 4 OLF: 5 AUD: 4
Stone Giants are quite similar to Rock Giants but
MAGICAL: N MOVE: 36/-/- BPs: 4
tend to be somewhat smaller. The races' complexion
ranges from a dusty gray to muddy brown. Tharcs are a race of tall intelligent insectoid creatures
with two arms and legs, and a tiny head with long
They have a natural armor of 1 point in all areas
antenna. Its body, segmented like that of any bug, has
except the head which they have 2 points. They attack
a crystalline carapace ranging from red to blue offering
in HTH combat at 1d8.
1 point of protection in all areas. All Tharcs are
A few breeds of stone giants can be found having a independent thinkers, unlike the Thras. They can exist
single curving horn growing from their forehead. Stone in the harshest conditions and have been seen in the
Giants gather in small towns made of huge slabs of arctic waste and in the great endless desert. The tharc
stone and breathtakingly huge timber. starts with the BPs Fast Draw and Jack of All Trades,
Page 20
Advanced Phantasm Adventures 4th Edition
freely. Tharcs are not magical in nature, but some have Treants are intelligent plants that resemble any
become wizards. They attack at –3 DFM in combat number of coniferous trees. Treants can easily blend
with their pincher like hands. into any forest on Monokan and in these situations the
creature's Hide skill increases +5 levels. Treants stand
anywhere from 10 to 20 feet tall. The race has 3 points
THRAS of natural armor, and they are to be considered a
magical race. Treants can attack with their huge
STR: 1/7 END: 6 CUR: 4
flexible branches inflicting a 1d10.
COR: 6 INT: 7/1 EGO: 5
The race has no use of weapons, armors, or other
VIS: 6 OLF: 8 AUD: 4 materialistic objects. Three times a day, for up to an
hour each time, the Treant can transform into a lithe,
MAGICAL: N MOVE: 22/5/- BPs: 4
young humanoid (use Keltek statistics). This ability can
Thras are tall, intelligent insects that walk on two be increased by 1 hour per 2 EXP spent in the ability.
grasshopper legs. The race has four arms that end in
Treants can be found in all areas of Monokan.
eight stubby fingers, which can grab and manipulate
objects. Thras heads are like that of praying' mantises
with large sparkling insect eyes and vertical jaws.
Topping the races' heads is three tiny antennas that are TROLLS
constantly twitching and sensing the surrounding area. STR: 7 END: 10 CUR: 7
Thras live in a strict caste system with Master-Thras
COR: 2 INT: 3 EGO: 4
and Warrior-Thras (sometimes referred to as drones or
workers) composing the two elements of society. Mas- VIS: 5 OLF: 5 AUD: 5
ter-Thras perform only administrative duties, never
MAGICAL: N MOVE: 25/17/- BPs: 3
venturing far out of the hive or city complexes (except
for a few misfit 'rogues'). The Master-Thras have a Trolls are large cumbersome creatures with mottled
Racial Strength of 1 but a Racial Intelligence of 7. The green and black complexion, dark black or brown hair,
Warrior-Thras serve the hive only as a protector and and a maw filled with row after row of serrated teeth
guard; it is not permitted, no matter how intelligent, to and fangs. TrolIs have an intellect that falI between the
perform clerical or administrative duties Rock and the Stone Giant, but tends never to reveal that
intelligence. It said that more Troll children die from
Warrior-Thras have never become a sage or wizard.
abusive parents than all the TrolIs that have died in all
Neither of the Thras is magical in origin. The
the wars ever waged. Trolls are taught at an early age to
Master-Thras are immune to psionic or telepathic
protect their own interest and to kill anyone getting in
attacks or probes. They have 3 points of armor in the
their way. Trolls have no natural armor, and their hands
head, and they attack in HTH combat at 1d4.
attack at -5 DFM. Trolls have the Background Pick of
The Warrior-Thras have a Racial Strength of 7 and a Regeneration whereby it can heal in an hour what
Racial Intelligence of 1. They can be harmed by normally requires a day. Trolls live in all nations on
psionic/telepathic attacks or probes as normal, but they Monokan, though they tend to live in Thaing, Amagon,
have 3 points of armor in the head, 2 points in the and the wild Lands.
chest, and 1 point in the arms and legs. They attack in
HTH combat at 1d6 DFM. Both kinds of Thras can
jump twice the basic jumping distances every third
turn, and both are fragile to cold base attacks (double
all damage).
TREANTS
STR: 9 END: 8 CUR: 1
COR: 1 INT: 8 EGO: 1
VIS: 6 OLF: 6 AUD: 6
MAGICAL: Y MOVE: 25/25/- BPs: 2
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Advanced Phantasm Adventures 4th Edition
TROGLODYTES UNICORNS
STR: 8 END: 6 CUR: 4 STR: 10 END: 3 CUR: 4
COR: 4 INT: 1 EGO: 4 COR: 4 INT: 10 EGO: 4
VIS: 6 OLF: 1 AUD: 3 VIS: 5 OLF: 10 AUD: 5
MAGICAL: N MOVE: 10/5/- BPs: 5 MAGICAL: Y MOVE: 60/30/- BPs: 3
Troglodytes are smaller cousins to lizardmen, and Unicorns are proud equine creatures that resemble a
live almost totally underground. horse in all manners except for a shinning straight
silver horn that rests majestically on their foreheads.
Troglodytes have 3 points of natural armor, and their
Unicorns are either colored white, if they follow the
clawed hands attack at -8 DFM in combat. Troglodytes
path of good, or black, if they follow the road of evil.
in general prefer to use weapons and bits of armor and
in this way differ from their larger counterparts. With The race lives only in quite restful areas, always far
their massive strength, a Troglodyte is a gruesome foe from large cities and population centers. Unicorns will
to be reckoned with. Whenever exposed to strong light, only enter a city if they must, and finds the stench of
like that of the noonday sun, all skills are reduced 3 city life sickening; a Unicorn caged or trapped in a city
Levels. will take 1 point of damage every third day and it will
not be able to heal this type of damage (as the skill
Troglodytes live exclusively in Thaing; living in the
Recuperation). Unicorns are one with nature and her
hundreds of thousands of miles of caves, caverns, and
animals and should be able to talk to normal woodland
unknown subterranean grottos.
creatures (those found in typical earth-like forests).
The race has no natural armor except that its horn is
magical giving the head a natural armor protection of
15. The creature can use its horn to attack in combat at
TURTLEMEN a 1d12, or Parry for 5 points. Unicorns will rarely wear
STR: 4 END: 5 CUR: 4 any armor, and when they do will be only chain or
plate.
COR: 5 INT: 6 EGO: 7
Unicorns are mystical creatures for the purpose of
VIS: 3 OLF: 2 AUD: 4
becoming wizards.
MAGICAL: N MOVE: 6/25/- BPs: 4
The race lives only in Theylar.
Turtlemen resemble large tortoises that walk upright.
The race has a large shell that acts as 10 points of
natural armor in the chest only. Turtlemen will wear no Ursoids
other armor in the chest. Turtlemen rarely wear any STR: 8 END: 7 CUR: 5
clothing, but tend to paint their bodies in various
COR: 3 INT: 3 EGO: 3
colored pigments to accentuate their feelings and
personalities. Turtlemen have small claws and medium VIS: 4 OLF: 6 AUD: 5
sized beaks that they can attack for 1d4.
MAGICAL: N MOVE: 50/23/- BPs: 3
Turtlemen live in all warm climates, but tend to favor
Ursoids resemble Centaurs in all ways except that its
the coasts of Throom and Squal. Turtlemen are not a
body frame is that of bears rather than horses. The
magical race, but many become scholars, sages, and
Ursoids' upper half is covered in light brown to black
acolytes.
fur and the head of the creature is more dog-like than
human is. For countless generations Ursoids have been
friends and mounts to elves in Theylar and elsewhere.
The Ursoids have 2 points of natural armor in all
areas except the legs that have 3 points. Ursoids will
rarely wear fabricated armor. The large creatures can
attack HTH with a 1d8.
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Advanced Phantasm Adventures 4th Edition
Thus, a dwarf who is size 2 and 8 Racial Endurance Race Young Adult Old Venerable Wizened
must consume (2 + 2.6) 4.6 Size Points of food.
Gnomes 20 50 70 100 130
Goblins 5 13 25 40 50
Water Gzol-Uk 6 12 18 40 50
A character is required to drink an amount of water
Flafoot 25 35 60 80 120
equal to his Size Code a day. If this amount cannot be
met, he automatically starts accumulating a –2 penalty Hairfoot 30 60 80 100 180
to all skill rolls. One day’s worth of water subtracts 5
days of penalty. Harpies 10 20 40 60 70
Hawkmen 12 20 40 50 65
Hobgoblin 6 12 20 45 70
Age
Unlike in previous versions of Advanced Phantasm Humans 12 18 40 60 100
Adventures, the 4th edition does away with age rolls Imlors 8 16 25 40 60
and determining starting age. A character may still be
young, adult, old, venerable, or wizened but that is Imps 2 12 30 60 120
determined by his choice of Background Picks. Kobolds 3 6 9 12 25
Liomen 5 10 20 40 60
Age Table Minotaurs 6 15 30 50 70
Mousemen 1 6 12 25 40
Race Young Adult Old Venerable Wizened
Ogres 3 5 8 15 25
Anubins 8 15 30 45 60
Orcs 1 6 8 15 30
Avioux 4 12 25 30 50
Pixies 20 50 100 200 300
Batmen 3 6 10 15 30
Rabbitman 3 5 8 25 50
Brownies 30 100 200 400 800
Rammons 5 10 20 40 60
Bugbears 10 20 30 40 50
Ratmen 1 5 10 20 30
Centaurs 20 30 50 70 100
Rock Giants 10 20 35 60 80
Cyclops 30 45 70 90 140
Satyrs 30 70 100 200 350
Delphians 5 15 30 50 70
Saurigs 15 30 40 45 50
Dryads 100 300 500 700 1000
Slidges 3 6 9 12 20
Dwarves 20 60 80 100 150
Sprites 20 50 70 100 130
Eagles, Gt. 3 15 60 80 100
St. Giants 12 22 30 50 80
Elves, Black 30 50 100 200 300
Tafyboce 10 30 60 90 100
Elves, Grey 100 300 500 700 1000
Tharcs 4 8 12 30 50
Elves, High 75 125 200 300 500
Thras Drone 1 3 5 8 10
Felzinti 3 8 15 25 40
Thras Master 6 12 30 50 80
Gilmen 12 20 40 60 90
Treants 200 500 700 900 1500
Gimps 10 20 30 50 70
Trolls 3 6 12 30 50
Gargoyles 8 16 35 50 70
Troglodytes 3 12 20 25 40
Gnolls 4 9 15 25 35
Turtlemen 12 25 45 75 150
Page 24
Advanced Phantasm Adventures 4th Edition
Race Young Adult Old Venerable Wizened Height & Weight Table
Mousemen: base
Unicorns 20 50 70 90 100
Pixies (+2 to height roll but half weight)
Ursoids 12 30 40 60 65
Sprites (+1 to height roll but half weight)
Imps (+1 height)
Height & Weight
Roll Height Weight Size
Roll 2d10 once on one of the appropriate tables
below. After rolling the dice, the player can adjust the >1 3” 4 oz. -1
character’s Height and Weight roll by 1 point (up or 1-3 4” 8 oz. -1
down).
4-8 5” 10 oz. -1
Cross-reference the total die roll to determine the
character’s height. If the player desires, he can modify 9-12 6” 12 oz. 0
the weight of the character by 3d6+10% of body
13-15 8” 1 lb 0
weight.
16-17 1’ 6 lbs 1
The player should also note the Size Code of the
character. Size Code (SC) is a measuring tool to define 18 1’2” 8 lbs 1
how big a character, creature, or item is in the game.
19 1’4” 12 lbs 1
For example: A Rock Giant will swing a much
20 1’6” 15 lbs 1
larger sword than a Pixie would.
21+ 1’ 8” 18 lbs. 1
When purchasing equipment, armor, or weapons it is
essential to know what SC the characters falls within.
And in combat, there are many bonuses and penalties
Height & Weight Table
associated with the SC of the character and the target of
Batmen (-1 to roll)
the attack.
Brownies
Dryads (+3 to height roll)
Size Code
Height Size Code Dwarves (+5 to roll and+50% weight)
1” to 5” -1 Giant Eagles (-30% weight)
6” to 1’ 0 Grey Elves (-2 to roll)
1’1” to 3’8” 1 Gimps (+1 height roll)
3’9” to 6’8” 2 Gargoyles (+2 height roll)
6’9” to 10’ 3 Gnomes (+6 to roll and –20% weight)
10’1” to 13’ 4 Halfling Flatfoot (-1 to roll)
13’1” to 17’ 5 Halfling Hairfoot (+2 weight roll)
17’1” to 21’ 6 Harpies
21’1” to 25’ 7 Imlors
26’1” to 30’ 8 Kobolds (+3 height roll)
30’1” to 50 9 Satyrs (-3 weight roll)
50’1”+ 10 Slidges
Roll Height Weight Size
Less than 1 2’ 30 lbs 1
Page 25
Advanced Phantasm Adventures 4th Edition
Skills that are in bold must be picked, and a skill that Assassin BP Cost: 1
is underlined may have only 1 of its subskills chosen.
Skills: Acrobatics, Poison Alchemy, Chemistry,
Combination of the two types may exist.
Bravery, Imitate, Mental Task Do, Move Silently,
Parry, Spy, Tracking, or Daggers.
Acolyte BP Cost: 1
Skills: Write Poetry, Cooking, Skinning, Literacy, Astrologer BP Cost: 1
Language, Cleaning, Washing, and Feeding. Or give
Skills: Astrology, Astronomy, Drawing,
up level 3 skill for free visit to a specific Library.
CommonLore, Literacy, Language, Philosophy ,
CreatureLore, and Religious Dogma.
Actor BP Cost: 1
Skills: Acrobatics, Dance, Pantomime, Play Bard BP Cost: 1
Instrument, Sing, Write Poetry, Write Music, Imitate,
Skills: Ambidextrous, Barter, Dance, Play
and Social Graces. Forego Level 3 skill for a +10%
Instrument, Sing, Write Music, Write Poetry, and
bonus to Prestige.
Food Skills. Forego Level 3 skill and gain +1 Morale
to all allies while playing an instrument.
Adventurer BP Cost: 3
Skills: Pick any skills in the game! Black Marketer BP Cost: 1
Skills: Acrobatics, Estimate Value, Black Market,
Bravery, Imitate, Business Administration, Move
Alchemist BP Cost: 1
Silently, Spy, Tracking, or Daggers. Forego Level 3
Skills: Alchemy, Cooking, First Aid, PlantLore, skill and be able to find a Black Market in any city of a
CreatureLore, Making, or Daggers. Forego Level 2 specified region or kingdom.
skills for any common potion.
Blacksmith BP Cost: 1
Apocerather BP Cost: 1
Skills: Armorer, Carry/Lift, Craft Metal, Estimate
Skills: Alchemy, Cooking, First Aid, Healing, Value, and Haggle. Forego Level 3 skill to add +2 to
PlantLore, CreatureLore, Making, or Daggers. Forego Personal Strength Attribute. Forego all Level 2 and 1
Level 1 skills and start with a Medic Bag. skills to add +2 to Personal Endurance Attribute.
Page 29
Advanced Phantasm Adventures 4th Edition
Explorer BP Cost: 3
Heavy Foot Soldier BP Cost: 2
Skills: Choose any skills in the game. Forego Level
3 skill for a +20% bonus to Prestige. Skills: Action, Berserk, Bravery, Crash, Dodge,
Exertion, Parry, Recuperation, Shield, Shock, Blunted
Page 30
Advanced Phantasm Adventures 4th Edition
Librarian BP Cost: 1
Noble Escort BP Cost: 1
Skills: Anatomy, Astrology, Astronomy, Alchemy,
Skills: Action, Riding, Social Graces, Literacy,
~Lore, Mathematics, Literacy, Language, Social
Dodge, Language, Parry, Shield, Shock, Swords,
Graces, and Religious Dogma.
Daggers, CommonLore, or LegendLore.
Linguist BP Cost: 1
Nurse BP Cost: 1
Skills: ~Lore, Literacy, Language, Social Graces,
Skills: Appearance, Action, Diagnosis, First Aid,
and Religious Dogma. Forego level 3 skill for 5
Healing, Cooking, or Anatomy. Start with a Medicine
Literacy’s at Level 1.
Kit.
Mason BP Cost: 1
Pick Pocket BP Cost: 1
Skill: Masonry, Carry/Lift, Exertion, Physics, Tie
Skills: Acrobatics, Pick Pockets, Hide, Bravery,
Knots, and Blunted Weapons. Add +1 to Personal
Move Silently, Estimate Value, Black Market, Parry,
Strength Attribute.
Dodge, Spy, Pick Locks, or Daggers. Add +2 to
Personal Ego Attribute, but if character enters into any
Page 31
Advanced Phantasm Adventures 4th Edition
clan outside of Crime or Specialized Crime they attain a Rune Weaver BP Cost: 1
–10% Prestige penalty.
Skills: MagicLore, Astrology, Astronomy, Alchemy,
~Lore, Mathematics, Literacy, Runic Literacy,
Language, Social Graces, and Religious Dogma. Start
Pimp BP Cost: 1
with 2 scrolls with any combination of spells up to 25
Skills: Acrobatics, Pick Pockets, Bravery, Estimate Mystical Power Points of value.
Value Drugs, Business Administration, Black Market,
Parry, Dodge, Spy, or Strength Attack Subdual
Blows. Add +3 to Personal Courage Attribute, but if Sage BP Cost: 2
character enters into any clan outside of Crime or
Skills: Anatomy, Astrology, Astronomy, Alchemy,
Specialized Crime they attain a –20% Prestige penalty.
~Lore, Chemistry, History, Mathematics, Literacy,
Language, Science, Social Graces, and Religious
Dogma. Character starts with 10 Idea Points; each
Pirate BP Cost: 1
point can be traded in for an answer relevant to the
Skills: Ship Procedures, Swimming, Acrobatics, character, at any point in the campaign.
Pick Pockets, Hide, Bravery, Estimate Value, Black
Market, Parry, Dodge, Spy, and Swords. Add +1 to
Personal Courage, Ego, and Coordination Attribute, but Scientist BP Cost: 2
if character enters into any clan outside of Crime or
Skills: Anatomy, Astrology, Astronomy, Alchemy,
Specialized Crime they attain a –25% Prestige penalty.
~Lore, Chemistry, History, Mathematics, Literacy,
Language, Science, Social Graces, and Religious
Dogma. Forego Level 3 and Level 2 skills for one
Planes Traveler BP Cost: 1
Ancient Device of player’s choice.
Skills: Astrology, Astronomy, ~Lore, Mathematics,
Literacy, Language, Social Graces, and Religious
Dogma. Start with a book detailing the locations of all Scribe BP Cost: 1
known Nexus Points on Anis.
Skills: Alchemy, ~Lore, History, Literacy,
Language, Science, Social Graces, and Religious
Dogma.
Porter BP Cost: 1
Skills: Action, Crash, Dodge, Exertion,
Recuperation, Shield, Shock, Blunted Weapons, Shopkeeper BP Cost: 1
Polearms, Daggers, Sling, or Thrown Weapon. Add +2
Skills: Barter, Business Administration, Cheat,
to either Personal Strength or Endurance Attribute.
Estimate Value, Haggle, Food Skills, Languages, Social
Graces, CommonLore, Laws. Start with 10 silver coins
worth of basic goods (bolts of cloth, rope, casks of
Priest BP Cost: 1
mead, bags of flour, barrels of pickles)…
Skills: Religious Dogma, Astrology, Astronomy,
Alchemy, ~Lore, Mathematics, Literacy, Language,
Social Graces, Menial Tasks, and Mental Tasks. Start Tailor BP Cost: 1
with a fine wooden holy symbol and prayer beads.
Skills: Barter, Skinning, Craft Rope, Sewing,
Business Administration, Cheat, Estimate Value
Luxury Items, Haggle, Menial Tasks, Languages,
Professor BP Cost: 1
Social Graces, and CommonLore.
Skills: Anatomy, Astrology, Astronomy, Alchemy,
~Lore, Chemistry, History, Mathematics, Literacy,
Language, Science, Social Graces, and Religious
Dogma.
Page 32
Advanced Phantasm Adventures 4th Edition
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Advanced Phantasm Adventures 4th Edition
Age BP Cost: +1/+2 character in numerous ways. The friend will give
+20% Prestige when possible.
A character starts the game as an adult (refer to
Racial Ages). A character can be young, old, very old,
or wizened for a gain of 2 BP. Refer to the modifiers
Find Weakness BP Cost: 3
below:
By spending 1 full turn next to an opponent the
character gains a distinct understanding of the
BP Age Restriction weaknesses of the creature. With this knowledge a
character gains +1 to hit and +2 damage in combat, and
+1 Young All Jobs & Career picks cost triple
+3 in interrogating skills.
+1 Old -3 to Recuperation Skill
+2 Very Old -3 to STR & END attributes
Fine Measures BP Cost: 2
+15 starting Experience Points
The character has the ability to precisely measure and
+2 Wizened -6 to STR & END attributes determine exact measures in all facets of life. All
components to spells, potions, or creation of items
+3 levels to all Academic skills
(even in the form of cooking supper) grants them a
A player cannot use “any” starting experience points 20% bonus. Add +5 to all Determine skill levels.
to offset attribute modification from the Age BP.
Healthy BP Cost: 3
Charismatic BP Cost: 2
The character is unusually healthy for his personal
The character is strangely beautiful or has a way with and racial endurance. He gains +2 Hit Points, +1 Hit
words that cannot be expressed normally. All reactions Point of Recuperation per day, and all Critical injuries
are at +5 in his favor and he will always be given take only half the amount of time to heal.
quarter.
Friend BP Cost: 1
The character has a friend in a high position within a
specific clan or noble house. This friend will help the
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Advanced Phantasm Adventures 4th Edition
Regeneration BP Cost: 4
Jack of All Trades BP Cost: 2
The character heals 1 point an hour rather than per
The character has a basic chance to succeed in any day. Critical Injuries heal twice as fast, but
skill at a success on a 1 or 2. If the skill has no earned Regeneration cannot be used to relieve critical injuries.
level, it cannot Critically Succeed, and all Fumbles are If a character is reduced to below his Buffer he will die,
increased to a 19 or 20. but can be resurrected as normal.
Magic-Resistant BP Cost: 4
Sylvan Ways BP Cost: 3
The character starts with a 5 in 20 chance of negating
the effects of any targeted magical spell against him. The character can speak with any normal woodland
He can increase this score by +1 for each 4 experience animal in a language that conveys complicated meaning
points spent. Magic that is of area of effect or non- and desires. Also, while resting in any undisturbed
targeting cannot be resisted. For example, a magic dart woodland, the character heals twice as fast. The
can be resisted, but not a fireball. character gains an extra 10 points of mystical power for
casting spells.
Sonar BP Cost: 4
Moneywise BP Cost:
2 This ability allows a charater the ability to detect
objects out to a maximum of 100’ + (Racial
The character gains a +20% bonus on all monetary or
Intelligence x (Racial Auditory)’. All Missile defenses
bartering deals. Also all taxes levied on the character
are decreased 1 AP.
are only half as much.
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Advanced Phantasm Adventures 4th Edition
economic power upon the nations of Monokan. A character must also maintain a Working Retinue
Gaining faction is very significant, and awarding levels at his home, barony, or place of operations throughout
should not be done lightly. the year. These followers are his working force and/or
the people that provide him his position within the clan.
For those who played earlier versions of Phantasm
Adventures, Faction is a new term. Gone are the guilds For ambitious characters, each rank also gives
of the lands, as well as the overly complicated levels guidelines on the maximum number of Working
and tiers. Retinue, a person of his rank can have. This number
does not include followers that must be paid.
Followers
Prestige
As a character gains faction, he will attract an
A character gains Faction Ranks via Prestige.
entourage of followers. These people will require
Faction for each of the six divisions require 10 Prestige
money to support, but will give their loyalty and work
Points to increase 1 Rank.
to the character in trade. Consider each follower to
A character gains Prestige by adventuring, require 5 Copper per Size Code to feed and support per
performing acts of heroism, through the acquisition of day.
wealth, exploring uncharted areas, doing great deeds.
A Follower will never have a Clan Level greater than
Refer to each class for specific Prestige Bonuses, as 1 in any division. A character can instruct a follower to
well as the table below: perform any task legal under the confines of the strict
caste system of Monokan.
10 Prestige Points = 1 Faction Rank
Although Followers are not bound to the character,
Prestige Act
they will only leave, generally, upon being ordered to
+1 Class Bonuses do something against their will or law, or under direct
life threatening situations (followers make good guards
+1 Each 10 silver pennies of visible wealth
but horrible adventurers).
+1 Each gold penny spent in revelry with
others
Retinue
+5 Each heroic act
Unlike Followers, Retinue are people that support the
character and his holdings. Retinue do not travel with
the character, though a few loyal ones may.
Rewarding Faction
A character can donate (charities or divisional Retinue require no upkeep and will often earn money
organizations) 1 gold penny to earn 1 faction point. for the character at a rate of their Racial Intelligence or
Racial Endurance (depending on their job) equal in
A character gains 1 Faction point for every +1 copper per month, in addition to providing their own
magical items he owns and uses legally. keep.
A character also gains 1 Faction point for each game
session he is played.
Level Appearance
A character can expend 2 Experience Points to gain 1
A Character must maintain a number of followers to
Faction Rank.
retain his visual appearance of rank, if going abroad or
entering foreign lands. A character need not maintain
his bodyguard and followers within his own sphere of
Marks of factions Level control, or areas where his presence and status is well
Along with insignia, manners, and decorum, the known.
number and type of followers and retinue in his
entourage can identify a person’s faction Should his followers or retinue fall below his
Minimal requirements, his visual faction rank will
Characters above 30th faction in any one division decrease until his present requirement equals or
must continue to have followers and retinue to maintain exceeds a lower level's Minimum Requirement. Even
their status. A character must maintain a Minimum after a character is identified beyond visual appearance,
Retinue, which must accompany him any time he his rank will decrease by 1 depending on the loss of
leaves his land or home. retinue and conditions.
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Advanced Phantasm Adventures 4th Edition
The loss in level is only in regards to how other Mounts Available: Donkey, or plowing beast, or other
characters and NPCs treat the character. Loss of lowly slow moving beast
Minimal Retinue has no effect on Personal Level
Other Requirements: May not leave his lords land
Benefits, but will effects CIan Codes and Laws.
without permission and a writ of travel
Tax Rate: 80 percent on all purchases or upkeep cost.
Other Requirements
Besides maintaining a group of travelling followers
and working retinue, some ranks require the character MILITARY
to maintain some special abode (castle, barony,
Rank Bonus
wizard's tower, hangout, political position within a
town, etc…) This condition MUST be met to maintain >10 Weapons Available: sling, staff, pike, fork,
full rank and privileges. Should the person lose the knife, dagger, dart, hammers, flails, morning
required abode, the character will d6 ranks in the stars, clubs, maces, spears, and hand axe.
division.
Metal: Copper or tin.
The type of abode required is listed in the Clan
10 Weapons Available: halberd, bill, short bow,
Section. For the purposes of the information below, a
hand crossbow, light crossbow, tiger’s claw.
common housing scheme is used (refer to the specific
clan for more information). Metal: Bronze
20 Weapons Available: short sword, heavy
crossbow, whip, javelin, and war axe.
Codes of Clan Levels
If a character is caught in the act of breaking one of Metal: Orc-Iron
these clan codes/laws he will be fined in the following
30 Weapons Available: scimitar, bastard sword,
manner.
long bow, and battle axe.
First offense costs the character loses 10% Prestige,
Metal: Steel or silver
reducing him in clan level if his Prestige falls below
rank requirements. 40 Weapon: two-handed sword,
Second offense costs the character half of his Metal: Moon metal or gold
Prestige, reducing him in clan level to his new Prestige
50 Weapon: great sword, composite bow
score.
Metal: inefron
Third and additional offenses he will be penalized
10d20 silver coins. If the sum cannot be met, the 60 Weapon Available:
character will serve a prison term (at hard labor) for 1
Metal: Mithril
day per 50 copper owed. If he is caught riding or using
an animal beyond his level, he'll be fined 5d20 silver 70 Weapon Available:
coins. If he is found cheating on taxes, he'll be hanged
or impaled! Metal: Star metal
80 Weapon Available: Bastard sword.
Metal: Eogg
90 Weapon Available: broadsword.
100 Weapon: Longsword or other noble weapon
RELIGIOUS CRIME
Rank Bonus Rank Bonus
10 Maximum Devotion: 3 10 Treat yourself as +5 ranks higher in two other
factions.
Holy Symbol: soft wood/clay
20 Treat yourself as +10 ranks higher in two
Use: prayers
other factions.
20 Maximum Devotion: 5
Possessions of Typle I poison or narcotic
Holy Symbol: hard wood/bone
30 Treat yourself as +15 ranks higher in two
Use: holy water other factions.
30 Maximum Devotion: 7 40 Treat yourself as +20 ranks higher in two
other factions.
Holy Symbol: magical wood
Possessions of Type II poison or narcotic
Use: cantrips
50 Treat yourself as +25 ranks higher in two
40 Maximum Devotion: 9
other factions.
Holy Symbol: copper
60 Treat yourself as +30 ranks higher in two
Use: spells other factions.
50 Maximum Devotion: 12 Possessions of Type III poison or narcotic
Holy Symbol: bronze 70 Treat yourself as +35 ranks higher in two
other factions..
60 Maximum Devotion: 15
80 Treat yourself as +40 ranks higher in two
Holy Symbol: iron
other factions.
70 Maximum Devotion: 16
Possessions of Typle IV poison or narcotic
Holy Symbol: moon metal
90 Treat yourself as +45 ranks higher in two
80 Maximum Devotion: 18 other factions.
Holy Symbol: inefron/adamantium Possessions of Typle V poison or narcotic
90 Maximum Devotion: 20 100 Treat yourself as +50 ranks higher in two
other factions.
Holy Symbol: mithril
Possessions of Typle VI poison or narcotic
100 Maximum Devotion: 21+
Holy Symbol: angel metal
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Advanced Phantasm Adventures 4th Edition
TRADE POLITICAL
Rank Bonus Rank Bonus
10 Pay 70 percent tax 80 Armor Permissable: 3 pieces of plate and 4
pieces of chain armor
20 Pay 65 percent tax
Barding: Plate
30 Pay 50 percent tax
90 Armor Permissable: 4 pieces of plate and 5
40 Pay 45 percent tax
pieces of chain armor
50 Pay 40 percent tax
100 Armor Permissable: full heavy plate
60 Pay 35 percent tax
70 Pay 30 percent tax
MYSTICAL
80 Pay 20 percent tax Rank Bonus
90 Pay 10 percent tax 10 +1 magic Item
100 Pay 5 percent tax Maximum Cantrips: 2
20 +2 magic Item
POLITICAL Maximum Cantrips: 4
Rank Bonus
30 +3 magic Item
10 Armor Permissable: Cloth, leather, heavy leather,
Maximum Cantrips: 8
any leather or hvy leather hat, cloth gauntlet, and
wooden shield 40 +4 magic Item
20 Mount: Pony or light horses. Any animal that is Maximum Cantrips: 10
not considered a pack animal but less than a full
50 +5 magic Item
riding beast. Carts are permissable
Maximum Cantrips: 12
30 Armor Permissable: the use of armlets and
vambraces. 60 +6 magic Item
Mount: Wagons. Maximum Cantrips: 15
Barding: Leather 70 +7 magic Item
40 Mount: trained animals such as wargs or plitons or Maximum Cantrips: 20
medium horse. Chariots are allowed.
80 +8 magic Item
50 Armor Permissable: 1 piece of mail armor, mail
Maximum Cantrips: 25
helms, and leather gauntlets
90 +9 magic Item
Mounts: Low grade flying mounts such as giant
bats and lighter than air vehicle. Maximum Cantrips: 30
Barding: chain 100 +10 magic Item
60 Armor Permissable: 1 piece of plate and 2 pieces Maximum Cantrips: Unlimited
of chain or link armor
Mount: Heavy horse or other large beasts such as
bison, elephants, or swift running dinopads.
70 Armor Permissable: 2 peices of plate and 3 pieces
of chain or link armor
Mount: Noble steeds such as war horses or highly
trained combat mounts.
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Advanced Phantasm Adventures 4th Edition
CLASSES Bard
This hybrid military and crime clan is renown for
their travels, stories, and ballads of the greatest
Assassin adventures in the lands of Monokan. Bards gain the
Assassins are devoted to covert operations including benefits of both the military clan as well as the crime
spying, infiltration, and killing. guilds for STP gain.
Class Requirements: Characters must have grown up Class Requirements: Cannot be from a high or great
in a large town or city. ranked guild. The character must have some form of
musical skill of equal skill level or greater than any
Prestige Bonus: 1 Prestige point per assassination purchased skill (free and starting skills exempt)
performed
Prestige Bonus: 1 Prestige point per epic ballad that is
Secondary Prestige Bonus: 1 Prestige Pt per 20 silver composed.
in loot acquired from victim or adventuring
Secondary Prestige Bonus: 10 Prestige Pts per
SKILLS: adventure completed
Academic: 3 Athletic: 2 Combat: 2 SKILLS:
Crime: 1 Healing: 4 Magical: 5 Academic: 1 Athletic: 3 Combat: 3
Outdoors: 4 Social: 1 Technological: 3 Crime: 1 Healing: 4 Magical: 4
Trade: 3 Spells: 6 Kantrip: 3 Outdoors: 2 Social: 2 Technological: 4
Trade: 2 Spells: 3 Kantrip: 1
Barbarian
The barbarian is a rough, uncouth, powerful fighter
associated with the military faction. The barbarian is Calvary
an extremely effective fighter but lacks the skills to A specialized military guild devoted to mounted
handle magic and advanced armor types. combat of all sorts. In the lands of Monokan there are
many variations of Calvary including soldiers mounted
Class Requirements: Medium Clan Rank or less and on horses, wolves, flightless birds, giant beetles, flying
starting characters must be from the country drakes, and even dolphins
Prestige Bonus: 1 Prestige Pt per pair of ears of an Class Requirements: Cannot begin in a low ranked
opponent of equal or greater HP or station. guild and must have some form of Riding at a higher
Secondary Prestige Bonus: 1 Prestige Pt per day of skill level than any other purchased skill (free skills are
revelry, drinking, and debauching spending 10 copper exempt)
coins per current military faction. Prestige Bonus: 1 Prestige Pt per scalp of an opponent
of equal or greater HP or station.
SKILLS: Secondary Prestige Bonus: 5 Prestige Pt s per
acquiring a Riding skill of level of 10 in different
Academic: 6 Athletic: 1 Combat: 1 beasts.
Crime: 2 Healing: 4 Magical: 6 SKILLS:
Outdoors: 1 Social: 5 Technological: 8 Academic: 4 Athletic: 1 Combat: 1
Trade: 4 Spells: 8 Kantrip: 5 Crime: 5 Healing: 5 Magical: 6
Outdoors: 2 Social: 2 Technological: 3
Trade: 4 Spells: 6 Kantrip: 2
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Advanced Phantasm Adventures 4th Edition
Druid Healer
Druids are a hybrid mystical and military guild acting This clan is a hybrid Religious and Mystic guild,
as the protectors and worshippers of all things Mother devoted to the caring of the sick and injured. Also in
Nature holds dear. Druids should be considered both the development of natural, surgical, and the magical
military and mystical for special talent clan benefits. healing arts.
Class Requirements: Starting characters must be from Class Requirements: Must originate from a Town or
the country and not from a great ranked guild. Druids greater and a medium clan rank or more.
must have one Survival skill of a level greater than any
Prestige Bonus: 1 Prestige Pt per 30 Hit Points of
other learned (not free) skill.
healing performed
Prestige Bonus: 1 Prestige Pt per pair of ears of an
Secondary Prestige Bonus: 3 Prestige Pt per victim
opponent of equal or greater HP or station bent on
saved from death via use of the healing ways
destroying nature
SKILLS:
Secondary Prestige Bonus: 1 Prestige Pt per 100
seeds planted or reclamation of nature Academic: 1 Athletic: 3 Combat: 4
Crime: 4 Healing: .5 Magical: 2
SKILLS: Outdoors: 3 Social: 2 Technological: 3
Academic: 1 Athletic: 1 Combat: 3 Trade: 4 Spells: 3 Kantrip: 1
Crime: 6 Healing: 2 Magical: 1
Outdoors: 1 Social: 6 Technological: 6 Invoker
Trade: 5 Spells: 2 Kantrip: 2 A union of spell-casters devoted to the research of
Invoker spells, runes, and magic oddities. This clan is a
specialized Mystical guild.
Elementalist Class Requirements: Starting characters must
This clan is a specialized mystic guild, devoted to originate from a Town or larger and a Medium ranked
elemental spells, research, and development of guild or better. Invokers may only learn spells from the
elemental powers. Circle of Enchantments, Enscorcelements, or
Incantations
Class Requirements: Must start from a Large Town or
better and be of at least a medium ranked guild. May Prestige Bonus: 1 Prestige Pt per allotment of Power
only learn from the Elemental Circle of magic Points equal to characters total score
Prestige Bonus: 1 Prestige Pt per allotment of power Secondary Prestige Bonus: 1 Prestige Pt tome or
equal to the characters Power Point total ancient scroll read or written on Invocations
Secondary Prestige Bonus: 1 Prestige Pt per book or SKILLS:
tome of Elementalism read or published – the character
Academic: 2 Athletic: 4 Combat: 4
must own the book.
Crime: 4 Healing: 3 Magical: 1
Outdoors: 4 Social: 2 Technological: 2
SKILLS:
Trade: 3 Spells: .5 Kantrip: 1
Academic: 1 Athletic: 4 Combat: 4
Crime: 4 Healing: 2 Magical: .5
Outdoors: 5 Social: 2 Technological: 5 Knight
This highly specialized Military clan is regimented
Trade: 3 Spells: .5 Kantrip: 1
into land owning, armed warriors, seeking glory
through battle, war, and appeasing their king.
Class Requirements: Must start from a High or Great
ranked clan. Must own land or property. Must have a
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Advanced Phantasm Adventures 4th Edition
Riding skill of equal level or more than any other Secondary Prestige Requirement: 1 Prestige Pt. 25
learned (not free) skill hit points of damage inflicted on enemies with hands or
kata weapons
Prestige Bonus: 1 Prestige Pt per scalp of an opponent
of equal or greater HP or station. SKILLS:
Secondary Prestige Bonus: 20 Prestige Pts per quest Academic: 1 Athletic: 1 Combat: 2
or task completed
Crime: 5 Healing: 3 Magical: 2
SKILLS:
Outdoors: 4 Social: 1 Technological: 4
Academic: 2 Athletic: 2 Combat: 2
Trade: 4 Spells: 4 Kantrip: 3
Crime: 6 Healing: 4 Magical: 4
Outdoors: 2 Social: 1 Technological: 3
Trade: 5 Spells: 4 Kantrip: 4
Mentalist
A specialized Mystic clan devoted to researching,
Mage learning, and creating pure mental magic, devices, and
thought.
This specialized Mystic clan is devoted to pure
research of spells of all kinds. Mages tend to be Class Requirements: starting characters must have
haughty, arrogant, and unrelenting in their quest for grown up in a Large Town or greater and must have a
knowledge. Philosophy or Religious Dogma skill level greater than
any other learned skill (free and starting skills are
Class Requirements: Must be from a Great Clan.
exempt).
Must have a Runic literacy at a greater skill level than
any learned skill Prestige Bonus: 1 Prestige Pt per allotment of Power
Points equal to the characters PP score
Prestige Bonus: 1 Prestige point per allotment of
Power Points equal to the characters total PP score Secondary Prestige Bonus: 1 Prestige Pt per device or
magical item that has been mastered
Secondary Prestige Bonus: 1 Prestige Pt book written
on arts and sciences of magic SKILLS:
SKILLS: Academic: .5 Athletic: 5 Combat: 5
Academic: .5 Athletic: 5 Combat: 4 Crime: 5 Healing: 3 Magical: 1
Crime: 6 Healing: 1 Magical: .5 Outdoors: 4 Social: 2 Technological: 1
Outdoors: 4 Social: .5 Technological: 1 Trade: 3 Spells: 1 Kantrip: 1
Trade: 4 Spells: .5 Kantrip: 1
Merchant
Martial Artist The Merchant clan is a specialized Trade guild devoted
to trade routes, inter-kingdom trade, commerce, and
A hybrid Political and Military guild, the martial
buying and selling of goods.
artist is the strong arm of the political clan, preferring
stealth, weaponless combat, and precision of mind and Class Requirements: Must be of Medium rank or
body over brute force or magical energies. better. And starting characters must have grown up in a
Town or large settlement.
Class Requirements: Must originate from a Medium
or Low clan. Must have a Philosophy and Law skill Prestige Bonus: 1 Prestige Pt per 15 silver coins in
level equal to or greater than any other learned skill trade, barter, haggle or buying or selling of goods.
level (free and starting skills are exempt)
Secondary Prestige Bonus: 1 Prestige Pt per 50
Prestige bonus: 1 Prestige Pt 25 martial arts skills pounds of goods travelling more than 300 miles
successfully performed
SKILLS:
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Advanced Phantasm Adventures 4th Edition
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Advanced Phantasm Adventures 4th Edition
Clan Requirements: Low or No clan rank; starting Prestige Bonus: 1 Prestige Pt per 50 Hit Points of
characters must have grown up in a large town or city. damage inflicted on those who dare harm Mother
Nature
Prestige Requirement: 1 Prestige Pt per 20 people
converted or “influenced” by the character Secondary Prestige Bonus: 1 Prestige Pt per 100
seeds planted or 10 acres of reclaimed wilderness
Secondary Prestige Requirement: 1 Prestige Pt per
book written or thoroughly read on philosphy SKILLS:
Ranger
A hybrid Religious and Military clan that devotes
their life to the wilderness. Rangers tend to be more
confrontational than druids do, and often disagree so
violently as to come to blows against druid guilds.
Rangers tend to fostercare the wilderness in small
groups of 1 to 8 individuals.
Class Requirements: Must be from a Medium or
greater ranked guild, and must have grown up in the
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Advanced Phantasm Adventures 4th Edition
Sage Soldier
Hybrid Political and Mystical clan that is devoted Specialized warrior clan devoted to pure fighting.
more to ancient knowledge than magical secrets. Sages Soldiers tend to be lifetime warrior and once a
are the caretakers of the great libraries, museums, and character becomes a Soldier he may never move to
world wonders of Monokan. Sages gain all the STP another clan. A soldier should be considered part of the
bonuses for both Political and Mystical base guilds. Military clan for STP benefits.
Class Requirements: Medium or greater clan rank and Clan Requirements: None other than once a Solider,
grow up in a Town or larger settlement. Must have always a Solider you shall be
Lore of equal to or greater skill level than any other
Prestige Requirement: 1 Prestige Pt per pair of ears of
learned skill.
an opponent of equal or greater HP or station.
Prestige Requirement: 1 Prestige Pt per ancient
Secondary Prestige Requirement: 10 Prestige Pt per
knowledge discovered. Or 1 point per ancient device
weapon skill mastered to level 10 or greater
found (and kept).
SKILLS:
Secondary Prestige Requirement: 1 Prestige Pt 100
Power Points spent or cast gaining knowledge of the Academic: 5 Athletic: 1 Combat: .5
past (or perhaps future)
Crime: 4 Healing: 3 Magical: 7
SKILLS:
Outdoors: 4 Social: 2 Technological: 5
Academic: .5 Athletic: 4 Combat: 5
Trade: 4 Spells: 6 Kantrip: 6
Crime: 3 Healing: 2 Magical: 1
Outdoors: 5 Social: 2 Technological: 1
Trade: 2 Spells: 3 Kantrip: 2
Spiritualist
A specialist clan devoted to the study of gods, cosmic
Scientist powers, the soul, and why does the universe exist.
A specialized guild devoted to the study of ancient Clan Requirements: Must have a Religious Dogma or
artifacts and technological wonders. Scientists are the Philosophy skill level of equal or greater skill level than
strong arm of the Sage guild and more than one any other learned ability
scientist carried a tome in one hand and a sword in the
Prestige Requirement: 1 Prestige Pt per allotment of
other.
PP equal to the character’s Power Point score.
Clan Requirements: Medium clan rank or better and a
Secondary Prestige Requirement: 1 Prestige Pt 20
Weapon and Science Skill of greater clan level than any
silver coins devoted to the temple
other learned skill in the game
SKILLS:
Prestige Requirement: 2 Prestige Pts per scientific
find discovered Academic: 2 Athletic: 5 Combat: 4
Secondary Prestige Requirement: 5 Prestige Pts. Per Crime: 4 Healing: 3 Magical: 1
science skill mastered to level 10 or more
Outdoors: 4 Social: 1 Technological: 4
SKILLS:
Trade: 3 Spells: 1 Kantrip: 1
Academic: .5 Athletic: 3 Combat: 2
Crime: 4 Healing: 3 Magical: 6
Outdoors: 3 Social: 2 Technological: .5
Swashbuckler
Trade: 3 Spells: 6 Kantrip: 5
This hybrid clan of Crime, Political, and Military
clans patrol the high seas for thieving and political
endeavors (capturing and ransoming officials and
blackmailing kingdoms with confiscated cargo).
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Advanced Phantasm Adventures 4th Edition
Clan Rank Requirements: Low or No clan rank. Spending Experience Points on a new skill makes the
Swashbucklers must have two Ship Procedure Skills at skill Level One (1). Each time the player spends
a level greater than any other learned skill additional Experience on the skill it increases by one
level.
Prestige Requirement: 1 Prestige Pt per 20 silver
coins in loot or treasure
Secondary Prestige Requirement: 1 Prestige Pt per Starting Experience Points
pair of ears of an opponent of equal or greater HP or A character starts with a base of 45 Experience
station.
Points to purchase skill levels, magical spells, and
SKILLS: Kantrips.
Academic: 3 Athletic: 1 Combat: 2 There are no restrictions on how many experience
points a player can spend in a skill. A player should
Crime: 1 Healing: 5 Magical: 6 remember that to have a well-rounded character, there
Outdoors: 2 Social: 2 Technological: 6 is more to adventuring than swinging a weapon.
Trade: 3 Spells: 6 Kantrip: 6
Spending Experience Points
A player can spend experience points at any time to
SKILLS increase a level in a known skill, but must wait until his
In Advanced Phantasm Adventures, 4th edition, a character can practice for at least 16 hours to gain a
character will want to perform various actions, abilities, new skill.
and tasks. To do this, he must perform a skill.
That is, during combat a player could instantly spend
For example, an elf trying to hit a monster would need saved Experience to give his character a better chance
to make a skill check against his weapon. A halfling to hit or perhaps increase a Shock level. But if he
drinking into wee hours of the morning would need to doesn’t know anything about Magical Stamina (level
check his Drinking skill to determine if gets too drunk. 0), he must wait until he can practice several hours to
Skills are divided into classes: Academic, Athletic, learn what it is to resist magic.
Crime, Combat, Healing, Magical, Outdoors, Social,
Technological, and Trade. There are two other skill
classes called Spells and Kantrips, but they are used Defaulting
exclusively to determine the costs of acquiring the If a character doesn’t know how to perform a skill,
ability to cast spells and Kantrips, respectively. check to see if he can default to another related skill or
Skills have Levels and Scores to define their ability Racial Score. Some skills in the game have the ability
in the game. There are 230+ skills in APA. to default to another skill or to basic Racial Score at a
penalty to succeed. To determine such default values,
refer to the Skill List below.
Skill Levels It should be noted that not all skills have the ability to
All skills in the game have a LEVEL and a SCORE. default, and not all skills that can default should always
The level is a grading system used to measure how be allowed to default.
many times a player has spent Experience Points on a A character cannot default a skill by using another
particular skill. The score is the basic chance on a d20 skill’s default. That is, if a character needed to use
of success. Poison Alchemy and didn't have it or its default of
A character with a level 3 Dagger Skill and a score of Naturalist, he couldn't refer to Naturalist and find its
10 inidicates that the skill has been increased 3 times default and continue on down the line of defaults until
and that the character has a 10 in 20 chance of something turns in his favor.
successfully using the weapon. Defaulting skills always critically fail on 15 or
skills that have a 0 level are called Default Skills, greater and cannot critically succeed. For each point
and the character has no training in that area. Such over 15, add one to the Critical Fumble roll.
skills may still be able to be performed because of the
character’s physical or mental prowess. To determine
what a skill defaults to refer to the Skill Listing Table.
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Advanced Phantasm Adventures 4th Edition
Skill Advancement additional d10 for a slim chance. A 6 or less and the
Each time a character spends the proper experience skill is successful.
points for a skill, its level increases by one. Each level If the character succeeds in the slim chance, he gains
of a skill improves the chance of the character a (Slim Chance) mark next to that skill. Three such
succeeding in that skill. marks automatically grant the skill a bonus level.
The first time the skill is learned, the skill has a basic
chance of success equal to the race’s Racial Statistic
plus 1/10th of the appropriate Personal Statistic. Maximum Level or Score
th
Each successive level adds 1/10 the character’s There is no maximum level or score for a skill. All
Personal Statistic as indicated by its base score skills will always fail on a score of 20. If a skill has a
description. score greater than 20, modify all Critical Fumbles equal
to the skill’s level –20 (i.e. a skill with a 25 level
For example: A High Elf with a 5 Personal reduces all critical fumbles by 5) and Critical Skills as a
Coordination Statistic spends 2 EP to learn how to use bonus.
a broadsword. The basic chance to succeed equals the
elf’s Racial Coordination of 8.5. The elf spend another Assigned Difficulty
2 points and increases Sword to level 2 and adds +.5 to Anytime a character performs a skill the GM may
the chance, for a total of 9 (see slim chances). An assign a Level of Difficulty. Each level of difficulty
additional sword level, to level 3, raises the success reduces a skill’s level by 3 pts (-3 to succeed in the
chance to 9.5. skill).
Thus, if a gimp is trying to make a jump across a 30’
Personal Stat Skill Bonus chasm and the GM assigns it to be a level 3 difficulty,
1 .1 reduce the score by 9 to succeed.
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Skill Descriptions
Religious: Law, Making, Philosophy, Religious There are more than two hundred skills in the game,
Dogma, Swim or Climb, and Shock. classified into ten groups. The skills are listed in
alphabetical order showing the skills Name, Base
Starting Racial Score, Primary Default, Secondary
Robber: Black Market, Bravery, Climb, Default, and the Skill Classification.
CommonLore, Dodge, Estimate Value, and Gambling.
Some skills are grouped again under a general
category such as Weapon Proficiency or Menial Tasks.
Under such groups, the primary skill is in Italics.
Sage: Four Literacy’s at level 6, CommonLore, and
LegendLore. Each skill is described with its name and its primary
skill category. The category determines the experience
cost of the skill. Each class lists the XP costs of the
Shopkeeper: Business Administration, Driving: skill categories.
Wagon, Barter, and Haggle.
A player can always attempt any skill in the game
equal to ½ of 1 level in the particular skill. So, even
though a character does not have Acupunture, he can
Scientist: 6 levels of Sciences, Literacy, and Physics.
attempt it at a skill total equal to 1 level in the skill
divided by two.
Soldier: Bravery, Crash, Dodge, Exertion,
Orientation, Riding, Recuperation, Swimming, Tactics,
and Shield.
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ACROBATICS ATHLETICS Alchemy Magical
This skill enables a character to perform various
This skill allows the character to mix magical
circus acts including tightrope walking, juggling, flips,
ingredients and create various arcane potions, elixirs,
tumbles, and aerial acrobatics. Acrobatics may be used
and powders.
as a save to halve damage from all falls. A maximum
benefit of quartering the distance fallen may be gained The skill is broken down into five sub-skills:
through acrobatics, spells, magic items, or special Curative, Elemental, Esoteric, Healing, and Poison.
actions. Each is briefly described below.
Curative: Cures disease, infliction’s, and results of
critical injuries. Ingredients determine strength and
ACTION COMBAT
effectiveness. Difficulty determined by GM.
This skill is used to add a spurt of quickness to any
character's action. Action may be used to avoid a trap Elemental: Resistance to the elements, effects of the
(difficulty level 2+) or attack first in equal PSN scores elements, and gaining the power of the elements.
(1 difficulty per 2 points of lower Coordination than Ingredients determine strength and effectiveness.
targets). Action may also be used to perform a hasty Difficulty determined by GM.
action that wasn’t expected (i.e. grab the vial before it
rolls of the table). A failed roll means the character Esoteric: Creates the effect of a spell. Ingredients
takes full damage from falls, or attacks last in equal determine strength and effectiveness. Difficulty
PSNs, or fails to perform the desired task. determined by GM.
Healing: Heals damage equal to a die roll.
Ingredients determine strength and effectiveness.
ACUPUNCTURE HEALING Maximum effect divided by 4 is the difficulty.
The skill of applying finely crafted needles to a
patient’s body to control and redirect pranic life forces. Poison: Magical poisons that cannot be detected by
A successful application may perform any number of normal means or special talents. Ingredients determine
things; most often it heals for 1/5th this skill's score strength and effectiveness. Maximum effect divided by
(minimum 1). This may be applied daily and does not 4 determines difficulty.
count as any kind healing.
AMBIDEXTROUS ATHLETIC
This skill endows the character with the ability to
AERIAL MANEUVER ATHLETIC perform two tasks at once.
This skill is used whenever a creature is flying and
attempts to cast a spell, attack, or perform a skill. All
natural flying creatures have at least a Score of 18 for ANIMAL HANDLING OUTDOORS
Aerial Combat. A failed roll, adds a level 2 difficulty This skill is used to care for any type of wild or
to the following turn’s skill attempts. domesticated beast. Also used to care for an animal.
Difficulty is determined by how wild, injured, or scared
the creature is. Specialize this skill to gain a +3 bonus
AGRICULTURE OUTDOORS on specific type of creature (i.e. horses, lions, bears,
This skill allows a character the knowledge on how parrots, etc…).
to plant, sow, and harvest crops. It also allows
characters the ability to identify and operate farm
implements including tillers, plows, pickers, and other APPEARANCE
contraptions. SOCIAL
This skill is used to seduce, or to convince someone
to do something out of sympathy, lust, or beauty.
Difficulty is the difference in Comparative Ego divided
by 10, rounded up. Appearance is valod only with the
same general species. That is, a fantastic looking Troll
means little to a lizardman.
Advanced Phantasm Adventures 4th Edition
Charge Combat Net/Rope: This skill is used to make fish and combat
nets. Craft Net may also be used to fabricate rope,
This skill allows a character to perform a Charge twine, and thread.
combat manuever. See Combat for more information
on this action. Sewing: Use this skill to make and mend cloth,
clothes, and small leather objects (gloves, boots, and
belts).
Cheat Crime
Use this skill to cheat at gambling, paying taxes, in CRASH ATHLETIC
barter or trade, or performing any general crime of
money (i.e. shell game, a con game, etc…). Allows the character to smash down doors, bend iron
bars, break containers, snap swords in half, or any other
basic destructive action. The GM will assign degree of
difficulty (refer to Strength CS for examples).
Chemistry Academic
Used in non-alchemical or magical analysis of
reactions. Chemistry can be used to make bombs, DIAGNOSIS HEALING
grenades, black powder, acids, and poisons. The GM
will assign degree of difficulty. Allows a healer to determine exactly what is wrong
with a patient. A successful Diagnosis adds +5 to
succeed in First Aid or Healing. Specialize this skill in
one of the following disciplines: Mannish (all non-
CLIMB ATHLETIC
magical creatures), Fairy (all magical races),
This skill enables a character to climb various Amorphous (all Slidges and single-celled creatures),
surfaces; including trees, rocks, and cliff walls. This Insectoid (Tharcs and Thras), and Reptilian (lizardman,
skill may be modified by the degree of the angle of the Saurigs, and Troglodytes).
climb, the smoothness of the surface, atmospheric
conditions (wind, storms, rain, and snow), and
equipment being used (pitons, rope, and rope-ladder).
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Planetary: A global perspective allowing the Skualarian: The tongue of the great desert of Squal.
character knowledge of all events throughout time, but
Sign: The inaudible language of body movement
gives very little specific information.
and gestures. Used by many races that have no larynx
Universal: An all encompassing skill that allows the including the Thras.
character to know a little of everything, but no specific
Technospeak: An ancient language spoken by
information.
robot, automatons, computers, and the super-tech
devices of the past.
HYPNOSIS HEALING Thuvian: Language spoken by the people of
Thaing.
This skill Allows a character to place a target under a
deep meditative sleep, offering mental healing. Proper Thrask: The bewildering language spoken by Thras,
use of hypnosis may cure curses and undead affliction. Tharcs, and pixies. Dominate language of Throom and
Each level of undead equals a Difficulty Level. all insectoidal kingdoms.
LANGUAGE ACADEMIC
LIE CRIME
This skill allows a character to speak various Anisian
languages. Each Language must be purchased The ability to lie. This skill can also be reversed to
separately. There are fifteen major language groups detect lies and untruths.
that a character can learn: Amagon, Brakian, Ikian,
Maldakan, Maldorin, Nilmoran, Nexoran, Saltik,
Shyborian, Sjellikian, Skualarian, Sign, Thuvian, LIP READING CRIME
Technospeak, and Thrask.
The ability to read another person’s lips to discern
Amagon: The tongue spoken by those who live in what is being said. There are fourteen specialized Lip
Amagon. Reading skills including Amagon, Brakian, Ikian,
Maldakan, Maldorin, Nilmoran, Nexoran, Saltik,
Brakian: An assortment of guttural languages
Shyborian, Sjellikian, Skualarian, Thuvian,
spoken by Wild Landers, Jegians, and Amagons.
Technospeak, and Thrask.
Ikian: A semi-successful Esperanto, lkian can be
spoken by about half of the population of Anis.
LITERACY ACADEMIC
Maldakan: The speech of the islands of Maldake.
This skills allows a character to read one of the many
Maldorin: The language of many city-states of the
written languages of Monokan. Each skill must be
southern empires including Throom, Theylar, and the
purchased and raised separately and include: Almoran,
lands beyond.
Boci, Fire Symbols, Ikian, Illyrian, Maldakan,
Nexoran: The secret tongue of traders and thieves Maldorin, Moon Words, Nilmoran, Runic, Shyborian,
sometimes referred to as Thieves Cant. Thaingian, and Thrask.
Saltik: The language spoken by the peoples of Jeg, Almoran: Script used in writing magical scrolls.
Chak Pak, and the Skull Islands.
Boci: Writing used in central Throom and Theylar.
Shyborian: Ancient language of the forefathers of
Fire Symbols: A magical rune that can only be
the world of Monokan. Some say this is the language
detected and read after the script is heated to at least
spoken by the gods.
400 degrees under a open flame. Commonly Fire
Sjellikan: The language of the Slidge. Symbols are drawn on metal and stone.
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Ikian: The basic writing that is used throughout the Legend: The knowledge of legendary figures, facts,
lands of Monokan. A sort of “common” written script. historical dates, items, and deeds.
Illyrian: Writings of Lower Theylar and Throom. Metal/Gem: Information about the use of metals,
gems, and jewels. Metal/GemLore may also be used to
Maldakan: The writings used by the people of
determine the “general” value of such items.
Maldake and by the pirates of the open sea.
Magic: All things magical, this skill can be used to
Maldorin: Writings used by known and unknown
figure out and examine.
southern Empires.
Plant: The knowledge of all plant life from the eyes
Moon Words: An ancient runic language that can
of a medieval civilization.
be detected and read only under the glow of the moons
of Monokan.
Nilmoran: Script used by a few cities of Thaing. MAPPING OUTDOORS
Runic: The basic magical script used in all tomes, This skill enables character to expertly map his
scrolls, and works of magic. There are levels of Runic surroundings. This skill must be made every 4 hours of
equal to Levels of Difficulty. travel to determine accuracy of the map.
Shyborian: the written language of the gods and the
people who lived on Monokan some 8,000 years ago.
MAKING TRADE
Thaingian: Recognized system of writing for the
The skill Allows the character to make alcohol,
dwarves and people of Thaing.
perfume, or other luxury expendables. Proper
Thrask: Writing used by Throom. equipment must be available. The strength and powers
of such creations are subject to components and
Thuvian: Writings used by various peoples around difficulty level assigned.
the nation of Thaing.
Water Words: A mystical writing that can only be
detect and read if the runes are placed in fresh running MANEUVER COMBAT
water. This skill offsets the encumbrance penalty of armor
and heavy loads.
To determine the total encumbrance penalty, add
Racial Strength to Personal Endurance times the
character’s size. Divide this value by 5. That is, a
LORE ACADEMIC/MAGIC character with a 6 Racial Strength and a 10 Personal
Endurance and being size 2 can carry 24 pounds per
The ability to know something about a particular point of Encumbrance.
subject. Lores are divided into Common, Creature,
Legend, Metal/Gem, Magic, and Plant. Each must be This determines the basic encumbrance. Add to this
developed separately. All Lores are from the the total of all fabricated armors in the chest, arms, and
perspective of a fantastic medieval society. That is, legs. The total is the value subtracted from the
Lore is not a science and is riddled with wives tales, character’s Coordination Personal Attribute.
stories, make-believe, and utter conjecture. A character can offset the Encumbrance penalty by
Common: the basic knowledge of the world of the score in this skill. A character can never gain
Monokan. CommonLore may be used to remember additional Coordination attribute points by having a
what language a nation would speak, what is the name higher Maneuver skill than encumbrance penalty.
of the town on the horizon, the name of the 2nd moon,
and the sign for the weapon’s dealer.
MENIAL TASKS SOCIAL/OUTDOOR
Creature: The knowledge of beasts, animals,
monsters, undead creatures, and demons. Used to Allows the character to perform the various menial
determine the name of a creature, its statistics, attack tasks of everyday life of Monokan. Menial Tasks
styles, and use of its body parts. include Cleaning, Feeding, Start Fire, and Washing.
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Advanced Phantasm Adventures 4th Edition
Cleaning: Use this skill to clean yourself, small size larger, causing them to make an Acrobatics skill or
objects, or rooms (stalls, berths, etc…). drop all items in hand.
Feeding: This skill is used to feed domesticated Meditation: This skill allows a character to enter a
animals of every sort. deep trance allowing Power Points to regenerate at
twice their normal rate, or gain rest twice as quick. All
Start Fire: Use this skill to build a basic campfire or
wizards may learn this skill to level 15.
start a fire in a fireplace. Fires add +4 to Morale on
long adventures. Precision: This mental task is used to perform very
precise operations. The skill can be used to remove a
Washing: Use this skill to clean clothes or to clean
piece of shrapnel near the heart, set a firing pin on a
yourself (bathing, combing hair, shaving, painting your
trap, shoot an arrow through a peephole.
face, applying perfume, etc..).
MINING ATHLETIC
MENTAL TASKS VARIOUS
Allows a character to mine for precious metals in
This group skill allows the character to perform a
tunnels, or by sifting for them in rivers. The difference
number of intense mental disciplines. Each of the skills
of skill score and die toss, is the chance on a d20 for
must be purchased and raised separately.
finding some type of precious metal. One roll may be
A character can only have 1 level of any Mental Task made per day.
unless he is a Martial Artist. A Martial Artist has
unlimited training in this skill.
MOVE SILENTLY CRIME
Do: This skill allows the character to double any skill
score or restriction (such as lifting capacity). Do works This skill allows a character to move without sound.
only for one action, though the results may lasts longer. A character cannot Move Silently and Hide at the same
A Do requires at least 1 round of total concentration. time, nor can a character Move Silently and prepare a
spell, draw a weapon, or speak. Move Silently may be
Jump: This mental task allows the character to
modified by the terrain, atmospheric conditions, the
double his normal distance in any jump.
type of armor being worn (above and beyond normal
Ki: This mental task allows the character to attempt restrictions), and other modifiers.
any normal activity at twice his normal limit. For
example, a character could lift twice as much, hold his
breath twice as long, and take twice the amount of NATURALIST OUTDOORS
damage before making a shock roll. A failed Ki
This skill allows the character to find sufficient
automatically dooms the action.
natural foods and protection for living off the land. If
Land: This mental task allows a character to land on this skill is made, a player may increase his appropriate
his feet in a fall or trap. The twice the score of this skill Survival skill for the day by +5 to succeed.
can also be subtracted from the falling or crushing
DFM score, if successful
NOTE AND DISARM TRAPS CRIME
M.A.D. (Martial Arts Defense). This skill is broken
down into Melee, Missile, and HTH (claws, fists, This ability enables a character to detect traps. A
bites). A successful MAD allows the character to avoid thorough search may take up to 10 rounds (minutes),
all damage from the specified attack. Each MAD but cover only a few square feet. It is impossible for a
attempt penalizes the Martial Artists with a -4 on his character to move down a hallway constantly checking
next non-MAD action. MAD may be attempted any for traps (he would have to crawl at a ridiculous pace).
number of times in a combat turn. This skill must be made twice, first to Note, then one to
disarm a trap. The skill is broken into three skill
Martial Arts. This skill turns a meek fist into a disciplines: Mechanical, Magical, and Natural traps.
thunderbolt of damage. The difference of skill score
and die toss divided by 2 is the direct damage added to
any HTH attack. If the opponent also has Martial Arts,
ORIENTATION COMBAT
his level is also subtracted, before halving. A character
may also use Martial Arts to flip any opponent up to 1 This skill enables a character to sense his physical
position in relation to other combatants, objects, or
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Advanced Phantasm Adventures 4th Edition
pitfalls around himself. This skill may also be required PHYSICS ACADEMIC
if the character is blinded, severely stunned, or in a
This skill allows the character to study the universe
situation radically different than previously
and its effects scientifically, rather than magically as
encountered. An unsuccessful Orientation gains a -4 to
many cultures prefer to do. Physics can be used to
hit/succeed and -2 damage to all attacks or skill rolls.
determine gravity, temperature, tensile strength,
velocity, atmospheric disturbances, geological effects,
and so forth.
PAIN RESISTANCE COMBAT
This skill allows a character to ignore pain inflicted
by a torture device, or ignoring pain caused by an PICK LOCK CRIME
accident or a quick, undetected, attack. Failure of the
The ability to open a lock. Pick locks requires a set
latter experience causes the character to break and
of picks (special tools) or attain a level 2 difficulty.
answer any question posed to him. In the other case, a
Each level of complexity of the lock adds a level of
failed skill roll will cause the character to scream out in
difficulty. A Basic no nonsense lock is at least a level 1
pain, possibly alerting guards or opponents of his
difficulty.
location.
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Advanced Phantasm Adventures 4th Edition
Tie Knots: This skill can prove helpful even to land- STAMINA VARIOUS
lovers. Tie Knots gives the character the ability to tie
The basic saving throw for Electrical, Fire/Frost,
dozens of various knots that serve many purposes.
Magic, or Poison(disease) damage. A successful
Stamina roll halves or negates the damage or effect of
the attack. A magic spell that allows a saving throw
SHOCK COMBAT
against damage always ignores all basic defenses.
Use this skill to maintain consciousness after
Electrical: Use this stamina against any natural or
receiving mind-numbing damage. Anytime a character
unnatural electrical attack aimed at the character. In
is hit for a number of points of damage equal to his
most cases electrical attacks halve damage on success.
Racial Endurance score he must make a roll against his
Shock skill. Failure, causes the character to fall Fire/Frost Use this skill against potent fire or frost
unconscious. Shock can be used the following turn to damage. This skill shouldn't be used against normal
awaken. Roll shock only 1 time during a battle, unless a torch fire or typical frostbite, but for such things as
Critical result indicates otherwise. Each turn after the dragon fire, liquid fire, or ice storms (the spell).
first, add +1 to the score for the purposes of awakening.
Magic: Use this skill against magical spells. Magic
Outside of combat, Shock may only be rolled once per
derived from magical weapons (e.g. pluses to hit or
30 minutes or once per minute if there is an active
damage) cannot normally be nullified by this skill.
agent trying to waken the unconcious character.
Poison/Disease: Use this skill against all types of
poisons. This skill is also used to fight off the effects
SOCIAL SKILLS SOCIAL of disease from the simple cold to such virulent
diseases as the Red Death.
This skill grouping allows characters to perform
proper etiquette in a number of different cultural
backgrounds. This skill should be made each time a
SMITH TRADE
character enters a new cultural area, deals with foreign
merchants or nobles, or deals with individuals of higher This group skill heading encompasses a number of
level. semi-related skills that allow the character to work
various types of metal into objects. This skill includes
Amagon: The cultural habits and customs of the
the following sub-catagories: Blacksmith, Leathersmith,
people who reside in the kingdom of Amagon.
Goldsmith, and Silversmith.
Chak Pakian: The brash and often rude customs and
Blacksmith: This skill is used to work with steel,
social behavior of those who live on the open steppe of
iron, bronze, or iron derivatives.
the Chak.
Leathersmith: This skill is used to work leather and
Jegian: The cultural habits and customs to the
related tanned hides.
people who live in the noble land of Jeg.
Goldsmith: This skill is used to work gold, platinum,
Maldakan: In this culture, money talks. Learn the
adamantium, and inefron
social customs of this empire to gain an edge in
commerce. Silversmith: This skill is used to work silver,
mithril, or moon metal.
Squalian: The harsh and often brutal customs of the
people of the great Squalian desert.
Thaingian: The cultural habits and social customs SPY CRIME
to the underground kingdoms of Thaing.
This skill allows a character to use Hide, Move
Throomian: The bizarre and artful social habits and Silently, and his Auditory sense together to by pass
customs of the people who live in the endless swamps guards and watches, and to overhear possibly sensitive
and bogs of the Throom. information. With this skill, the character need not roll
for Hide, Move Silently, or Auditory while spying.
Theylarian: The most elaborate and sophisticated
culture in the entire known world, theylarian social
graces is complicated and unrelenting to those ignorant
in its ways.
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STRENGTH ATTACK COMBAT/ATHLETIC Plains. Use this when travelling through large open
areas, plains, steppe, and veldts.
Skills used to overpower and increase damage in an
attack, this skill is divided into three disciplines of Tropical: Use this when traveling in hot, wet areas
Subdual damage, Wrestling, and Vital Blows. such as rainforests, swamps, bogs, or islands laying
near the equator.
Subdual: This skill inflicts temporary damage,
which has the chance equal to the damage inflicted
(after defenses) to subdue an opponent on a d20. Thus,
SWIMMING ATHLETIC
if an attack does 5 points of damage, the opponent has a
5 in 20 chance of becoming subdued. This skill is used to swim. See Combat for
restrictions on wearing armor and swimming.
Wrestling. This skill gives the character the ability
to hold off an opponent and force him to the ground,
pinning his arms and legs. All size related penalties
TACTICS COMBAT
are tripled.
This skill is used to gain an advantage in a planned
Vital Blows. This skill musters every bit of the
assault. Tactics cannot be used during combat, only
character's strength to inflict massive damage. The
before, and then only when most of the combat factors
attacking character always performs his Vital Blow on
are known. A successful Tactics adds +5 to Morale to
the last phase of a combat turn and then must strike his
all allies of the character.
opponent as normal. The character must then succeed
in this skill. If both skills are successful the attacker can TORTURE CRIME
double his normal DFM. Each Vital Blow inflicts 1
This skill is used to inflict great amounts of pain
point of damage to the attacking character.
while doing little or no damage to the victim. Each
successful use of this skill requires the tortured victim
to make a Pain Resistance roll or break, telling his
SURGE ATHLETIC
captors everything he knows.
This skill is used to double the character’s daily
ground movement. Surge doubles fatigue and halves
Morale for the character. TOXICOLOGY COMBAT
Toxicology is used to determine what kind of poisons
or carcinogens were used to kill a creature or person.
SURVIVAL
OUTDOORS
This skill determines if a character becomes fatigued TRACKING
or not in various terrain. After each day of travel or OUTDOORS
exertion, a character must roll against the respective
Use this skill to determine direction, number, type,
Survival skill. If the skill fails, the character attains a -1
and condition of an enemy/prey.
to Morale. Survival is divided into seven disciplines of
Arctic, Aquatic, Desert, Forest, Mountainous,
Plain/Steppe, and Tropical.
TUNNELING
Arctic: Use when the character is travelling through OUTDOORS
regions of extreme cold, very high altitudes, or regions
with extreme winters. Use this skill to tunnel through various material
including snow, sand, rocks, and stone.
Aquatic. Use when the character is in or over water
(as in a boat or ship).
VETERINARIAN
Desert. Use this skill when in dry, hot climates.
OUTDOORS
Forest. Use this skill when in large deciduous
Use this skill to applying Healing to non-sentient
environments.
animals. For each level of the skill, the character can be
Mountainous: Use this skill when the character is in proficient in a different type of creature. One-quarter
hills, mountains, or areas of steep, rocky terrain. of the skill’s score is healed to any injured or sick
creature. A veterinarian requires a Healing Bag to
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Example: A character wants to become an An item’s Cost Multiplier is listed as well as the
apprentice and spend 4 times his Spell Cost (see Commodity Availability, is listed last.
Clans); he looks up his Spell cost and determines it’s a
3. To become an apprentice costs 12 EP. His race is
non-magical and must spend 30 EP to become a Tin (-3): A metal that is mined in the mountains of
wizard. To gain a new circle of magical spells, simply Amagon and parts of Thaing. Tin is crafted in smithies
costs 8 EP. in parts of Jeg and out on the open steppe of the Chak.
Cost: 1/4th Availability: 200%
Monetary Conversion Table
2 Steel Pennies = 1 Nickel Copper (-2): This metal is used both as a currency and
2 Nickels = 1 Copper Cent as a metal used in the manufacturing of various tools.
Copper is mined in the hilly terrain of southern Chak,
100 Copper Cents = 1 Silver Sovereign the mountains of Thaing, and found in a few hills in
25 Silver Sovereigns = 1 Gold Ducat Jeg.
5 Gold Ducats = 1 Platinum Dollar Cost: 1/3rd Availability: 150%
5 Platinum Dollars = 1 Elven Oak Coin
Bronze (-1): This metal is a mixture of copper and tin
and is the most common metal type found north of the
Starting Wealth Amagon and Thaing mountain range. Bronze is used in
A character can start the game with 100 silver coins all imperial dress armor and weapons and is considered
or more if enough Background Picks are used in better than orc-iron in many military clans.
Wealth.
Cost: ½ Availability: 110%
If, however, a character does not spend any BPs in
gaining wealth, he starts with 1d100+25 Copper Cents.
Orc-Iron: Chief metal used in all the known empires.
Metals of Monokan
Most metal objects made in the known empires are Steel (+1): This material is an advanced hybrid of iron
made from what is commonly called ‘orc-iron’ or and is manufactured only in Thaing. It is composed of
sometimes referred to as pig-iron. This material is iron ore and several other metals, then super-heated to
made of mostly iron that has been melted into slag bars give great tensile strength and tremendous durability.
and then stamped or hammered into whatever shape
that is desired. Cost: x2 Availability: 80%
All objects listed in the weapons and armor section
are listed in costs, durability, and effectiveness made Moon Metal (+2): This material is found only rarely in
from orc-iron. the mountains around the Wild Lands. It is lighter than
There are a number of other types of metal used on water but having twice the tensile strength than steel.
Monokan to craft weapons, armors, and other various In the dark, it softly glows and when the moon’s glow
tools. Some f these metals are inferior to orc-iron, casts across such metal it is said that it sings.
while others are far superior. Cost: x3 Availability: 25%
A list of the metals and their abilities are described
below. In parenthesis is a bonus or penalty that must
be applied to one aspect of the equipment (decided Inefron (+3): This ore is mined very deep in the
upon by the GM). That is, a sword made out of Steel ground and the metal glows as if magic in origin.
(allowing a +1) can apply the bonus “to hit”, damage, Inefron is mined in Thaing only.
PSN, or its overall durability, but not all of them. Cost: x3 Availability: 20%
An item may never be made of more than one metal
type, and a maximum of only one aspect may be
modified.
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Advanced Phantasm Adventures 4th Edition
Adamantium (+4): A true high-density metal, this “monster” is any creature with a Racial Endurance of 8
material is mined only in the deepest shafts of Thaing or more, larger than size 3 or having special magical
and Squal. The material is so hard that it takes an qualities.
adamantium hammer and anvil to shape itself. This
Cost: x4 Availibility: 20%
metal disrupts magic energies and decreases all power
point scores in half within 10 feet of it.
Cost: x5 Availability: 10% Fairy Yew/Lesser Demon or Dragon Bone or Hide
(+3): Trees grown in sheltered silvan groves, tended
only by druids and magical beings. Skins or bones from
Mithril (+4): This material is the rarest of all metals on any lesser demon or dragon.
Monokan. Mithril shines like magic and will test to be
Cost: x6 Availibility: 10%
at least +3 in magical dweomer. If magic is crafted into
mithril, the magic is twice as effective. Fairy Steelwood/Demon or Dragon Bone or Hide
(+4): Faerie steelwood is a tree that has bark and wood
Cost: x10 Availability: 1%
as strong, if not stronger, than adamantium. Any hide
or bone from a demon or a dragon will impart
considerable power and strength into an item.
Organic Materials
Just as various metals have differing qualities to Cost: x10 Availibility: 1%
them, so do organic materials poses varying degree of
qualities. As listed above, the material is listed with a
bonus or penalty that must be applied to one aspect of Gemstones
the item. Gems in Advanced Phantasm Adventures are sold
either by karrot or by the ounce.
To determine the quality of a gemstone roll d100.
Soft Wood (-2): Organic material made from any
This roll indicates the size in karrot or ounces in
number of fast growing decidious trees. The material is
percentages. If the d100 generates a 90 or better, reroll
light (25% normal weight).
the dice adding the first total to the second. Continue
Cost: 10% Availibility: 200% until the dice generate a score less than 90.
Hard Wood/Bone/Hide (0): Organic material of this For example, a roll of a 92 allows the GM to roll
class is far stronger than soft wood and is the norm for again getting a 45. The gemstone has a 1.37 karrot
basic equipment. The woods are made from tough pine value.
or cedar. Bone constitutes any normal creature’s
skeletal remains. Hides would include leathers made
from bovines or other small furred creatures. Gemstone Price
Cost: Normal Availibility: Normal Diamond 2 gold/karrot
Ruby 10 silver/karrot
Elven Yew/Large Animal Bone/Dinosaur Hide (+1): Sapphire 5 silver/karrot
Elven yew is a specially cared for tree raised
Star Jewel 1 gold/karrot
exclusively by the elves. Large animal bones include
any skeletal materail from creatures with a Racial Angel Eye 50 copper/karrot
Endurance of 7 or more. Reptile hides also includes
Jade 1 silver/ounce
any monsterous skins such as giant spiders, giant grab
shells, and less flightless drakes. Rainbow Gem 1 nickel/ounce
Cost: x2 Availibility: 50% Flame Jewel 5 silver/karrot
Precious Items Without saying, the paladin or even the warriors’ guild
In APA 4th Edition, may also come across precious finds the use of poison to be dispictable. Yet, the
items such as silk, perfume, oils, and spices. The chart assassin or burgler guild actually permotes its use.
below outlines some of the basic cost guidelines to
All poison allows the character (target) to make a
determine the value of such items.
save before its effects occur. Unless otherwise stated a
character will need to use Poison Alchemy to apply the
poison to a blade or weapon. All applications last for 3
Precious Item Price
attacks and are sold in 3 use applications (9 hits). All
Red Coral 1 silver/pound poisons have an Endurance SC for skill modification.
Blue Coral 50 copper/pound
Yellow Coral 25 copper/pound Poison Endurance Effect Cost
White Ivory 2 silver/pound Allara 25 +1d6 damage 8 ss
Black Ivory 4 silver/pound Bodara 5 Paralyze for d6 turns 6 ss
Poor Quality Silk 10 copper/yard Comcha 50 +2 damage 2 ss
Good Quality Silk 50 copper/yard Dok 20 Blinds for d8 hours 12 ss
High Quality Silk 2 silver/yard Foo’ra 40 Stuns for d6 turns 10 ss
Spice 1 Steel/pound Gaga 65 +1d6 damage 15 ss
Rare Spice 1 nickel/pound Hatra 50 Paralyze for d6 turns 20 ss
Common Plumage 1 steel/pound Klima 100 +1d10 damage 2 gd
Rare Plumage 50 copper/pound Mphra 10 +1 damage 15 cc
Bone 1 copper/pound Nphra 15 -3 from PSN/d6 turns 5 cc
Monster Bone 1 silver/pound Qu 90 Prevents spellcasting 7 ss
Demon/Dragon Bone 1 gold/pound for 1d6 hours
Organs* 1 steel/pound Rysla 30 Sleep for d6 days 8 ss
Monster Organs* 175/copper pound Tiktra 45 Quarter movement for 1 ss
Demon/Dragon Organs* 30 silver/pound d6 hours
Vishki 25 Pervents healing for 30 ss
*Must be properly preserved. D6 days
Potions Xiin 70 Insanity for d6 days 25 ss
Magic potions can be created through the use of
Zo 100 Death! 2 gd
Alchemy to perform both mundane and magical effects.
Potions are a magical combination of ingredients
creating wonderous effects. There is never a bad side
effect to drinking potions, except that if a character
drinks more than three different potions within an hour, Herbs
he must save vs. Poison Stamina or die. The use of herbs is generally held acceptable in all of
the clans of Monokan. The problem with herbs is that
All potions have a basic availability of 25%. For
many are as addictive as strong drugs. Addicition
more information on creating potions, refer to book III.
occurs after 2nd use within 7 days; allowing in
Excertion roll, modified using the Endurance specs
found below. A unsuccessful excertion causes the
Poisons
character to become addicted to the herb, requiring its
The use of poisons is held differently, depending
use not for the effect but to satisfy the craving. To
upon the guild or clan the character belongs to.
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Advanced Phantasm Adventures 4th Edition
overcome an addiction requires the character to forego Kilma 5 Repells small insects and 5 cc
the herb for 30 days.
Vermin
Those addicted to an herb cause an accumulative
Lomka 15 Add +5 to specific Stamina 1 ss
–1 to all skill and die rolls every other day until the
addicition is beaten. That is, a character will be at –15 skill for d10 turns
on the final days of addiction. Just one use will negate
Mphta 20 Add +1 permanently to 5 ss
all of the penalties, but force the character to start over
from scratch in his battle against the herb. Random Personal Attribute
All herbs are sold in bundles of 4 applications. All Nphta 40 Add +1 permanently to 5 gd
effects are reduced –3 unless prepared with Alchemy or
Random Racial Attribute
Chemistry skill.
Pill 50 Repell Type I – III undead 3 ss
For 1d10 rounds
Herb END Use Cost
Rooswi 25 Breathe water for d10 rounds 1 ss
Azha 20 roll 2d10 for initiative for 2 ss
Tuugi 40 Relieves all stun 1 ss
1d6 turns
Voopka 95 Equal to 1 days worth of food 1 ss
Booka 15 Antidote for poisons of 1 ss
Ziiki 5 Cures hangover 1 cc
30 or less END
Bzikil 70 Restores lost Sense 3 ss
Callpo 35 x2 natural healing for d4 days 2 ss
Cathras 35 Instantly binds bleeding 3 ss
Cellk 50 Heals 5 Hit Points 4 ss
Cepfra 50 Halves Critical Injury result6 ss
Dillma 40 Breathe low oxygen for 2 ss
1d8 hours
Dokra 35 Add +3 to hit for 1d6 turns 3 ss
Dolqu 80 Cures any disease 5 ss
E’ma 50 Returns all PP 10 ss
Ennop 90 Doubles PP 1 gd
Fhullki 20 Add +25 to 1 Sense for 2 ss
1d6 hours
Fiomwr 03 +1 on next 2 skill rolls 15 cc
Gaaah 40 Antidote for any poison 3 ss
of END 31 – 60
Herb END Use Cost
Goop 50 Heals 1d4-1 hit points 1 ss
Hamkqa 80 If applied within 1 round of 1 gd
death, brings character back
to life at exactly HPB
Juujo 85 Antidote for any poison 5 ss
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