1. INTRODUCTION

     WEAPONMASTERS OF KONAR (WOK) is the TWERPS expansion set of mystical melee combat on the fantastic world of KONAR. The TWERPS Basic Rules are needed to play.

 

     2. CHARACTER GENERATION

     Characters in WOK are warriors without equal (almost..), trained in semi-magical techniques of combat and armed with exotic weapons.

     Character generation is as follows;

The player chooses one of the races from the list below for his/her character to be. The player then chooses one (1) Ability, Profession or Technique. Each additional Ability, Profession or Technique chosen (from this or any other TWERPS set) costs the character one (1) point of Strength (ST). The minimum ST that a character may start with is 2.

     A character may choose the same Ability or Profession more then once. This has the effect of giving a +1 bonus to any of that Ability or Profession. For example, choosing NINJA a second time would give the character +3 to all sneaking and hiding rolls, while choosing PHYSICKER a second time would give a +1 to all Healing Difficulty Rolls.

     All player characters also start with one trait (see TRAITS, below) and one background (see BACKGROUNDS, below). The character may choose two additional traits and gain a bonus Ability, Profession, Technique or a point of ST.

 

     RACES

     There are numerous races on Konar. The four listed are known as the Major Races as they form the bulk of the population. All are variations on humanity and can interbreed.

      1) KODOR: Huge, nearsighted and brown furred. Kodor are known for their physical size and toughness and their bad aim with ranged weapons. +2 to any physical strength Difficulty Rolls, +1 to ST for purposes of taking damage only and -1 to all ranged combat to hit and notice things at a distance rolls.

      2) PARER: Dark skinned, husky and hardy, the Parer are a nomadic race of hunters and wanderers. No modifiers.

      3) VIANE: A handsome but dim witted race, with blonde hair and amber skin, the Viane are valued as slaves. +1 to any appearance/charisma  Difficulty Rolls and -1 to any intellect/wit Difficulty Rolls.

      4) WIAR: Thin, pale skinned and hairless, the Wiar are quick and agile, but physically weak. +1 to any agility Difficulty Rolls and -1 to any physical strength Difficulty Rolls.

 

 

     PROFESSIONS

      1) HUNTER: +2 to animal lore rolls, +1 to hit with a bow.

      2) MARTIAL ARTIST: Receives +1 defense, +1 on rolls to hit when fighting unarmed and does two (2) points of damage with his hands when fighting unarmored opponents.

      3) MERCHANT: Can buy items at 1/2 the normal price and sell them elsewhere at full price (see EQUIPMENT, below).

      4) MESSAGER: Training in long distance running, +2 to all endurance rolls, +1 hex movement.

     

 5) NINJA: +2 to all sneaking and hiding rolls.

      6) PHYSICKER: Able to treat injuries in the field and, at times, may save characters wounded to the point of death. Can use healing draughts (see HEALING, below).

      7) SCOUT: +2 to survival/tracking rolls.

      8) SCHOLAR: +2 to Read/understand and library use.

      9) WARRIOR: Skilled in fighting, +1 to rolls to hit in combat.

     10) WEAPON MASTER: Mastery of a single weapon (chosen by character), +2 to hit, +1 defense, when using mastered weapon.

 

     ABILITIES

      1) HAS FOLLOWER: A follower, friend, etc. A beginning character with a ST of two (2), a single Ability, Profession or Technique (not Follower though) and 10 Coins of equipment.

       2) HAS PET: A high intelligent animal, can be treated as a slow human for most purposes. It has a ST of 4, +2 Ground Movement, Claw or bite for 1/L. The details of appearance are up the the player.

      3) HEALER: Can empathically heal others. Can transfer a number of point of Lethal damage from a creature he/she is touching to him/herself as Bruise damage (see DAMAGE, below).

      4) NOBLE: Nobles start with 40 coins instead of 20, and possibly have a title and estate... (see TITLES, below).

       5) SPELL CASTER: See TWERPS MAGIC if you are including magic-using PCs in your campaign. Spell casters start with two levels of spells. Reducing starting ST will give two additional spell levels per -1 to ST.

      6) TELEPATH: Can exchange simple mental messages with creatures he can see. Maximum range is ST+10 hexes. The creature must be willing to communicate.

 

     TECHNIQUES

         Each Technique (except REDAR DEFENSE) can be used a maximum of twice per battle, each use being one turn in length. Multiple Techniques can be used at the same time.

      1) DRAX BLOW: +3 to damage to any attack in melee.

      2) HORIN TECHNIQUE: Recover 4 ST Bruising or 2 ST Lethal damage.

      3) LYGNTN ATTACK: +4 to ST for determining order of attacks.

      4) MOIUT DEFENSE: +4 to defense in melee, +3 vs. ranged attacks.

      5) MONIR LEAP: Leap up to three hexes to attack or leap out of melee combat.

      6) PENITIR STRIKE: +3 to hit.

      7) REDAR DEFENSE: Requires a shield, lasts entire battle. Allows the user to defend against any number of attackers using the shield, rather than just one.

      8) SHATTAR STRIKE: Break opponent's weapon on successful hit.

      9) SUIFT ATTACK: Attack twice in a round. Can attack separate targets.

     10) SURIN TECHNIQUE: +4 Hexes to movement.

     11) VURIN TECHNIQUE: On successful hit, opponent must roll ST or under or be rendered unconscious for a number of rounds equal to 1d10 plus the amount missed by. Attack does no damage.

 BACKGROUNDS

     A background is the general learning and knowledge the character would have based upon where and when he grew up. This will affect the DN of tasks the character attempts as tasks encompassed by his background will be easier then tasks that are outside of it. A background can be nearly anything. Here are some sample backgrounds;

 Farmer, Nobility, City dweller, Village dweller, Caravan rider, Camp follower, Circus performer, Gem cutter, Son of Innkeeper, Daughter of Head of thieves guild.

 

TRAITS

     A trait is a particular habit, preference or noticeable thing about the character. This can be nearly anything, so either pick from the short list given here or make up your own. The character must display each trait he/she has at least once per adventure or gain one (1) less experience point at the end of the adventure (see EXPERIENCE).

     Some possible traits: Curious, Stubborn, Lazy, Submissive, Responsible, Friendly, Gruff, Vengeful, Playful, Sentimental, Cheap, Shy, Outgoing, Loves "x", Listener, Hates "x", Treacherous, Mysterious, Loyal, Mischievous, Talks to self, Tuneless whistles, Overbearing, Greedy, Proud.

 

TITLES

     Nobles sometimes have or are granted titles and estates. For beginning characters roll 1d10 and on a roll or 8 or better the character has a title and estate (roll on the table below) else the character is just someone with noble blood and has to gain a title during the course of adventuring.

     Each title and estate below has a Trouble Number given. This is rolled once a month (game time). If the 1d10 is equal to or lower, there is a problem with the estate or a debt of fealty has been called, TMs choice.

 

     TITLE AND ESTATE TABLE

 1d10   Title      Estate

 1-4    Vor    Small keep and surrounding farm land. Has a population of 1d10+50 and provides an income of 1d10 coins per month. Owes fealty to a Drol. Trouble Number: 2.

 5-7    Drol   Large keep and surrounding farm land with a population of 2d10+100, providing an income of 2d10 coins per month. Has a couple of Vor that owe him/her fealty and owes fealty to a Ekud. Trouble Number: 3.

 8-9    Ekud   Small castle and nearby town and farms. Population of (1d10x25)+250. Provides an income of 1d10x5 coins per month. Has a couple of Drol that owe him/her fealty and owes fealty to a Lrae.  Trouble Number: 4.

 10     Lrae   Large castle and nearby city, villages, etc. Population of (1d10x100)+1500. Provides an income of 2d10x5 coins per month. Has a couple of Ekud that owes fealty to him/her.  Trouble Number: 5.

    

EQUIPMENT

     Each player character starts with 20 Coins worth of equipment.

          ITEM

COST

          ITEM

COST

          ITEM

COST

Knife

2

Shield

4

Rations/ 1 Week

2

Sword

Varies

Leather Armor

2

Night at Good Inn

1/2

Club/Mace

 

Chain Mail

8

50’ Rope

1

2-Hand Sword

Varies

Plate Armor

16

Flint & Steel

1

Bow

 

Riding Beast

8

Backpack

3

12 Arrows

1

War Beast

16

Physicker’s Kit

4

Spear

 

Saddle & Bridle

4

Healing Draught

5

Helmet

2

Wagon

12

 

 

 

 

 

 

 

 

     NOTES ON EQUIPMENT:

Used or captured equipment may be sold at a town or village for one-half of it's listed price.

 

  SWORD: Each of the four main races uses a slightly different style of sword.

WEAPON

ACC

DAM

RNG

SHTS

SZE

COST

ADVTS/DISADVTS

Kodor Sword

-1

3

-

-

1h

1C

 

Parer Sword

+0

2

-

-

1h

2C

 

Viane Sword

+1

1

-

-

1h

5C

 

Wiar Sword

+1

1

-

-

1h

8C

AP+1

TWO HANDED SWORD: There are also four types of two handed swords on the world of Konar.

WEAPON

ACC

DAM

RNG

SHTS

SZE

COST

ADVTS/DISADVTS

Kodor 2h Sword

-1

4

-

-

2h

5C

 

Parer 2h Sword

+0

3

-

-

2h

4C

 

Viane 2h Sword

+1

2

-

-

2h

5C

 

Wiar 2h Sword

+1

2

-

-

2h

11C

AP+2

SPEAR: 3 damage, 1 hex range as thrusting weapon used 2-handed. If used 1 handed, only 2 damage. 3 hex range if thrown, 3 damage, 1 hand. Cannot attack in own hex, breaks on any unmodified roll of 10.

  HELMET: May be worn with any other armor, but provides no defensive bonus. Instead, a helmet helps defend against the VURIN Technique by subtracting three (3) from the roll to stun.

  SHIELD: +2 to Defence Rolls, Only usable vs. 1 attacker per round, can be used while wearing other armor. Can't be used with two handed weapons.

  RIDING BEAST: One of a wide variety of riding creatures, such as horses, etc. Typically has a ST of 4 and moves with a +5 to ground speed.

  WAR BEAST: A riding beast bred and trained for combat. ST of 6, +3 to ground speed and can attack at rider's command for 2 damage points.

  WAGON: Allows a riding beast to carry/drag up to ten (10) times it's normal maximum weight allowance with a reduced move of -2.

 

       Each character is also assumed to own a set of clothing, a bedroll and, if they purchase a mount, a saddle and bridle.

 

     3. THE COMBAT SYSTEM

 

     AERIAL MOVEMENT:

     Flying characters & creatures may move up at a cost of 1 hex per 10' of altitude. Downward flight costs 1/2 hex per -10'.

     Otherwise, flying is as per normal movement.

 

     AERIAL MOVEMENT RESTRICTIONS:

     Flyers aren't subject to movement restrictions when in combat with non-flyers. When flyers fight each other, the normal restrictions apply with these modifications: a flyer may move while engaged in combat, but his opponent may immediately spend hexes of movement out of turn to follow him.

     He may only follow for up to as many hexes as he has left unused this round and he must follow his enemy's trail exactly.

     Following must be done immediately in order to be simultaneous; otherwise the opponent must wait to move in his normal turn.

 

     AERIAL RANGE:

     Add +1 hex to range per 10' difference in altitude.

 

     DAMAGE:

     Fists, Kicks and Clubs do Bruising damage. Bruising damage is handled as per the regular TWERPS rules, i.e. damage restored after combat. Lethal damage is handled the same except that Lethal damage must be healed at the rate of one point per day.

     When a character is driven to negative Strength by Bruising damage, every two points below zero are treated as a point of Lethal damage. For example, John with a ST of 3 is in a fight and takes 5 points of Bruising damage before going unconscious. Since his ST is now -2 Bruising, when he wakes he will still have 1 point of Lethal damage or ST 2. This means that characters can be beaten/ bruised to death.

 

     MOUNTED/VEHICLE COMBAT:

     When a combatant is riding on an animal or vehicle special rules apply. The mount's ST, not the rider's, is used to determine order of movement (unless the rider powers the mount directly, i.e. a bicycle, a magic spell cast by the rider, etc.) The rider's STRENGTH, and not the mount's, is used to  determine order of attack (unless the mount is under it's own control, i.e. a centaur, a runaway horse, a trained war mount, etc.) The rider and his mount may attack separately, but must move together; mounting/ dismounting takes all of the rider's movement, but the mount may still move it's full rate in the same turn.

     A rider who is powering or controlling his mount may not make an attack, but he can cause the mount to make an attack of it's own. A character on a trained war mount can attack and have the mount attack in the same round.

 

     4. HOW TO DO EVERYTHING

 

     DIFFICULTY ROLLS:

     When characters try to do anything too difficult to be a sure thing, they must make a Difficulty Roll. A Difficulty Roll is a 1d10 roll vs. a Difficulty Number, the DN being rated as to the level of difficulty of the task. If the character beats the DN, then the character successfully performs the action. Some characters will have modifiers to certain types of Difficulty Rolls. Here is a list of standard Difficulty Numbers:

     1  Simple                6  Challenging

     2  Very Easy             7  Hard

     3  Easy                  8  Difficult

     4  Lo Average            9  Very Difficult

     5  Hi Average           10  Nearly Impossible

 

     FALLING:

     Falling damage is 1/Bruising  per 10' fallen. Conscious characters are allowed a save vs. this damage amount; if they succeed, only half damage is taken (round down). Things fall at the rate of 1000' per turn.

 

     HEALING:

     Physickers can heal wounds sustained during combat (they do not require a Physickers Kit to do so). Difficulty=the number of point sustained. The number of points healed=the number by which the Physicker's roll exceeds the Difficulty Number. If the Physicker uses a healing draught (medicine), add +1 per draught used (non-Physicker characters cannot use this bonus). Healing draughts cannot be re-used.

     Giving medical assistance takes an action and the patient must hold still as well. Medical attention may be given and received any number of times during a battle, unless the patient has received a fatal wound (i.e. ST less then one (1)).

     If the Physicker tries to save a fatally wounded character, he/she must repair enough damage to bring the character back up to 1 Strength point (1 ST). Otherwise, the character dies. At the end of a battle, the Physicker may try this once on each fatally wounded character.

     A Physicker's Kit can be used by any player to heal wounds sustained in combat, with the same difficulty as above. However, these kits do not give any pluses to the attempt. Once a kit is used, it cannot be reused.

 

     LARGE-SCALE MOVEMENT:

     On a large-scale terrain map, 1 hex represents a distance of 5 miles and one turn represents a day. Characters in a group move together simultaneously, at the speed of the slowest member (hexes/day=Strength).

 

     POISON:

     Characters may be exposed to poison is various ways, such as poisoned weapons, creatures with venomous bites, etc. If so, the character must make a Difficulty Roll against the poison's Difficulty Number (i.e., it's toxic strength). Poisons have different effects such as paralyzing, additional damage or sleep.

 

     READ/UNDERSTAND THINGS:

     At certain points in the game it will be important to see how well a character can understand ancient carvings, writings, etc. This is done as follows: The item to be understood is give a Difficulty Number, the higher the DN the harder to understand the item (typical DN is 4).

 

     SNEAKING:

     If a character wishes to enter a place silently, hide or otherwise act in a ninja-like fashion the following rules apply: If nobody is trying to find or listen for the character, a save vs. a DN of 4 will enable the character to sneak about unnoticed. A failed save means the character made some noise, stepped too close to the light or otherwise did not sneak unsuccessfully. If someone is attempting to detect the character, the character rolls vs. the seeker, the higher total winning.

 

     TRACKING:

     At points in the game characters might wish to follow a character or creature by it's tracks. The following rules apply: If the followed character/ creature is making no attempt to cover or hide it's tracks, a save vs. a DN of 4 will enable the character to follow the tracks. A failed save means the character lost the tracks or tracking the wrong creature.

     If the character/creature is attempting to cover or hide it's tracks, it rolls vs. the seeker, the higher total winning.

 

     5. ADVENTURES

     The most common adventure that PCs in WOK is the Arena of Al'Maar. The PCs are gladiators, competing against each other and/or other warriors, captured beasts.

     Here are sample statistics for a selection of typical characters and creatures.

 

CHARACTERS:

 ARCHER: ST 5, Leather Armor, Bow, Dagger. Mounted?

 BANDIT: ST 5, Chain or Leather, Shield?, Club or Sword, Dagger, War Beast? (Bandit leaders sometimes have a Profession or Talent).

 PEASANT: ST 2. Usually no weapons or armor, sometimes has a club or dagger.

 SAVAGE: ST 6, Leather?, Club or Sword, Bow?, Mount?

 SLAVE: ST 2, No possessions.

 SOLDIER: ST 4-5, Commonly Sword, Shield, Leather Armor or Chainmail, Helmet.

 

CREATURES:

 ANIG: Fist sized wasp, live in giant hives. ST 1, Flying x 4 (not subject to movement restrictions), Sting does no damage, but target must save vs. 4 or take 1/L poison damage.

 BEZMAZI: Large armored lizard. ST 6, Armor +2, Bites for 2/L or Tail lash for 1/B (targets in rear).

 DUNERUNNER: Flightless bipedal bird with sharp spurs on it's feet. ST 3, Ground Move x3, Claws for 1/L.

 NISLVO: Sixteen foot long snake that lives in the grasslands. ST 8, Bite for 1/L, on successful bite can wrap around target and constrict for 2/B per round.

 POGGO: Small quick rat-like creatures that can camouflage themselves. ST 1, Ground Move +1, Claws for 1/B, Sneak/Hide with a DN of 5.

 ROUGE WAR BEAST: Trained riding beast that has revolted or gone mad. ST 6-8, Ground Move +3, Bites/Claws for 2/L.

 SLASHWING: Large and bat-like with razor sharp edges on it's wings. ST 3, Flying x2 (not subject to movement restrictions), Slashes for 1/L, Can attack without penalty in darkness or shadow.

 WILTIG: Giant, slow moving covered with spines that it can fire at a distance. ST 6, +6 to ST for purposes of taking damage only, Ground Move x1/2, Armor +3, 2hex creature, Claw for 1/L or fire spine for 1/L (6 hex range).

 WUR: Brutal barbaric humanoid creatures that hunt in large packs and use clubs. Just barely intelligent, -3 to any intellect/wit Difficulty Rolls. ST 5, punch for 1/B or use club.

 

EXPERIENCE:

     Characters gain Victory Points (VP) by going on adventures. Going on an adventure gains the character one (1) VP, while successfully completing an adventure gives another (+1) VP. Thus a character that goes and completes an adventure would gain two (2) VPs.

     VPs can be used to increase the character's ST, with the cost being equal to present ST to get an increase of +1. (For example, if your current ST is 5, it would cost you 5 VPs to increase it to ST 6.)

     New  Abilities, Professions or Techniques can be purchased with VPs, at a cost of 5 VPs each. New Spells cost 4 VPs per level. New Backgrounds cost 3 VPs each and must be approved by the TM.

 

 

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