Rules
πŸ— Contents πŸ— Basics
Combat
πŸ— Grappling 1 πŸ— Grappling 2 + Unarmed + Prone
Challenges
πŸ— Challenges 1 πŸ— Challenges 2
Damage
πŸ— Damage + Constitution + Injuries πŸ— Dying + Stress + Trauma
Terrain
πŸ— Swimming + Climbing + Terrain πŸ— Hazards + Blasts/Impacts + Items
Long-Term
πŸ— Resting πŸ— Travel + Survival
Glossary
πŸ— Glossary 1 πŸ— Glossary 2
Other
πŸ— Vehicles
Intro
πŸ— Intro Rules πŸ— Reward Reference πŸ— Regions and Settlements πŸ— Character Creation
Rule Cards
Contents
1
Basics (Morale, Will, Dodge)
2
Grapple (Close grabbing combat)
3
Grapple Continued, Unarmed, Improvised Combat, Prone
4
Challenges (Combat, Positioning, Mobility)
5
Challenges Continued (Endurance, Notice, Social, Stealth)
6
Damage, Constitution, Treatment, Injured
7
Dying, Mental Strain, Traumas
8
Swimming, Climbing, Terrain
9
Hazards, Blasts/Impacts, Items
10
Resting, Weeks
11
Travel, Survival, Character Progression
12
Glossary A - H
13
Grapple I - Z
1
WARPS RULES
Determination
Combat: / Will / Morale
Other:
1F
/ Morale
Use
May apply only once per Check.
OR: Reroll Check. May replace Result.
OR:
+
2
D
to a Check. Ignore
6 Only
for these dice.
Stamina
Short term exertion. Con Point recorded with . Goes away after combat.
Recover
Free
Fort
+
1
D
1S: Reduce 1 Harm.
1S: Prevent 1 Damage.
Note: Prevented Dmg can still apply Bleeding.
Catch Breath
Active
Regain 1
S
+
Endr
Stamina. Full:
+
1
S
.
Will
Willpower and resolve. Goes away at end of Combat.
-
1 Will
Use
OR: Spend 1 Will instead of Cost
OR: Remove 1 Terror.
Encourage
Active
Cha
+
1
D
1S: Ally within gains 1 Will.
Morale
Long term confidence and resolve. May come from effects, items, or experiences.
-
1 Morale
Use
OR: Spend 1 Morale instead of Cost
OR: Remove 1 Stress/1
D
Dread.
General Combat
Cover
Free
Requires Character to be behind Cover. Can't be combined with Defend.
Reduce Proj/Blast by
Sense
+
Cover Bonus.
     Cover Bonus Examples: Shrub (
+
1
D
), Wall Corner (
+
1
S
), etc.
Dash
Active
Endr
+
Agl
:
+
1
S
1S: Move +1 Spaces.
:
+
1
S
to Dodge
Dodge
Defend
Reduce Strike/Proj by
Agl
+
1
D
.
6 Only
:
5s do not count as Successes. Each additional applies
-
1
S
.
      Doesn't effect Resist/Rest/Catch Breath/Compose Self.
Bleed: Resist w/
Fort
. Only applies upon 1 or more Dmg. Doesn't cause Wound Effect.
      Each point applies Torso Dmg or Stamina Loss. Effected Character chooses.
Flanking: If attacking Target from opposite sides, each attacker gets
+
2
D
to Hit.
Breather
After Combat
After Combat Characters remove Harm, Stamina Loss, Terror, Will, and other temporary effects.
For Characters who have received Wounds see the Wounds Section.
2 Grappling
Grappling Characters may only attempt Grapple Actions.
Prevent is done against each Grapple Action Targeting you.
Assist is used to add Successes to an Ally's Grapple Action.
Leaving a Grapple can occur whenever both decide to end the Grapple.
Grapple Actions
Any
Grapple
Action
1S: Reposition yourself and Target within space. (Ex: Switch sides.)
1S: Attacks against are considered Friendly Fire against Target.
0S: May Knockdown yourself and Target.
Action
Grapple
Str
+
Agl
1S: Attempt Active Action. (Attacks have
+
2
D
Bypass.)
1S: Attempt Defensive Action (ex: Block, Dodge.)
1S:+2
D
Bypass.
Full Action
Grapple
Str
+
Int
1S: May attempt Full Action. Can't Move.
Escape
Grapple
Str
+
Agl
+
1
D
1S: Leave Grapple and/or remove Pin. Move 1 Space.
1S: Prevent Pin Damage.
1S: Attempt Defensive Action (ex: Block, Dodge.)
Disarm
Grapple
Str
+
Dex
1S: Disarm Target. (Item falls 3
D
Spaces away.)
2S: Take/Unstrap Item. Must Unstrap Armor 1-3 Times to Remove.
3S: Take and use Target's Item.
Shove
Grapple
Str
+
Fort
1S: Move 1 Space with Target.
2S: Push 1
S
+
Str
. Knockdown 2. Collision
Str
+
1
D
.
Strangle
Grapple
Str
+
Endr
Target must have Head/Neck within reach. May Muffle Target.
OR 1S:
Str
+1
D
Dmg. +1
D
to Strangle next Round.
OR 2S:
1
S
+
Str
+
Endr
Dmg. +2
D
to Strangle next Round.
Take
Hostage
Grapple
Str
+
Cha
2S: Take Hostage Req Executing Weapon.
Holding
Hostage
At any time may attempt:
Execute Executing Weapon Dmg w/ +4
S
to Hostage.
Hostage
Prevent 3S:Prevent Execute. Escape to Grapple.
Hitting Into Grapple
Must Friendly Fire w/ -1
S
to avoid Hostage.
Lift
Grapple
Str
+
Endr
2S: Lift
:
+
1
S
to Grapple vs Target. May move Pace in Grapple.
Lifting
1S: Hurt
:
1
S
+
Str
+
Endr
Bash Dmg to Target Body Area.
2S: Throw
:
Apply 3
S
+
Str
+3
D
Impact Dmg.
Knockdown + Throw Target 1
S
+
Str
Spaces.
Ranged: Certain Actions (ex: Disarm) cannot be applied when Grappling at distance.
Flying: Flying Characters must still succeed in moving every Round or begin to fall.
Size Differences: A Lift occurs automatically if Grappling a Target below Capacity.
Grapple Continued + Unarmed + Prone 3Grapple Prevent / Assist Actions
Prevent is used to reduce the effectiveness of a Grapple Action targeting you.
Assisting in a Grapple is one another Character helps an ally in a Grapple.
      When Assisting a Character may do an Grapple Assist and a Prevent Assist.
      Grapple Assist is applied to the Ally's chosen Grapple Action.
      Prevent Assist is applied to an Ally's Prevent Action.
      A Character can only be Assisted by a single Ally at a time.
      Characters may leave Assisted Grapples w/o Escaping only if the opponent agrees.
Prevent
Defend
Reduce Target's Grapple Check by
Str
+
1
D
OR
Endr
+
1
D
.
Prevent Assist: Add
Str
+
1
D
OR
Endr
+
1
D
to Allies Prevent Check.
Grapple Assist
Grapple
Str
+
1
D
OR
Endr
+
1
D
Add Successes to Ally's Grapple Check.
Unarmed
Unarmed
Active
Strike 
1
S
+
Dex
+
2
D
Bash
Str
+
2
D
:
+
1
S
Push
Active
Strike 
1
S
+
Dex
+
2
D
Contest:
Str
+
Fort
:
+
1
S
. Move with Target.
Win:Push: 1. Knockdown 1.
Grab
Active
Strike
1
S
+
Str
+
Dex
Enter Grapple and attempt Grapple Action. See Grappling Section.
Tackle : Move +1 Space. Knockdown Self and Target.
Interrupt : Attempt
Agl
+
Spirit
Contest.
     If Won: Grab Target before their Action.
Improvised Combat
Sometimes combat can get messy, Characters can pick up items and objects around
      them to use in combat.
Improvised
Active
Strike 
1
S
+
Dex
+
2
D
Bash
1
S
+
Str
+
1
D
Throw Item
Active
Proj 
Dex
+
Sense
Bash
1
S
+
Str
+
Sense
If Edged: Bleed 1
Prone
A Character is knocked to the ground or off their feet (or other mobility providing limbs), listed below are the only actions that can be done while prone.
Act
Full: Prone
Any Active/Full Action.
(Can't Move. Can't Defend, Can't attempt Actions.)
Stand
Full: Prone
Agl
Stand. 1S: Move 1 Space.
Crawl
Full: Prone
Agl
Move 1 Space. 1S: Move 1 more Space.
Roll
Full: Prone
Agl
+
Dex
May Defend. 1S: Move 1 Space. 2S: Stand.
4 Challenges
Challenges are used for most anything a Character may attempt that isn't an action.
           Some Challenges are listed with suggested results.
           Others the GM will create and evaluate in the moment.
Challenge Checks are made by combining two Stats or a single Stat and adding 1
D
.
           For example a
Str
+
1
D
to move a heavy log or
Agl
+
Endr
to get over it.
Difficulty is chosen by the GM. With 1
S
for Easy, 2
S
for Hard and 3
S
for Very Hard.
      If Simulation is desired replace flat Successes to be with a 3
D
check.
Cumulative Challenges are those where each Success is added to a result.
      Often 2
S
for Easy, 4
S
for Hard and 6
S
for Very Hard. About 1
S
per round expected.
Helping Characters may add Dice or Successes to Challenges.
      Some Challenges may be attempted together.
Contests may occur when Characters are working against each other.
      Contests will cancel each other's Success. They may be the same or different Checks.
Expertise Some challenges require expertise in certain subjects to attempt.
      (Ex: Magic, Languages, Music, etc.)
Combat Challenges
Friendly Fire
Challenge
Dex
+
Spirit
Must attempt when in danger of hitting an Ally.
2S: Avoid Hitting Target.
1S or Less: 1
S
+
3
D
to Hit Target. (GM directs Hit).
Guile
Challenge
Cha
+
1
D
By taunting, distracting, or otherwise influence a Target's Action Choice.
Priority
Challenge
Contest:
Agl
+
Spirit
Winner is quicker. May effect action order.
Ex: Grab sword first, Beat to space, etc.
Positioning Challenges
Reposition
Challenge
Contest:
Str
+
Agl
May reroll on a Tie.
Win: Change You and Target's position in Space.
Impede
Challenge
Str
+
Agl
Must be in Same Space as Target.
Win: Target can’t Move/Hit past you. Target may Attack you instead.
Mobility Challenges
Jump
Challenge
Str
+
Agl
Typically 1
S
per 5' forward or 1/2' up.
Off by 1: Typically get a chance to grab the nearest ledge or helping hand.
Maneuver
Challenge
Dex
+
Agl
Avoid obstacles. Low wall, fruit stand, car hood.
Off by 1: May lose movement that round.
Fail: Typically fall Prone.
Balance
Challenge
Agl
+
Sense
Move slowly over precarious ground.
Thin Ledge, log over chasm, earthquake.
Typically move 5' per 1
S
.
Fail: Fall prone or off surface.
Challenges Continued 5 Endurance Challenges
Hard physical effort may be represented by resisting an amount of Fatigue received.
1 (Easy): Hopping a Fence, Climbing a Hill.
3 (Hard): Climbing a mountain, Carrying a person.
5 (Brutal): Dragging a boat a mile through the mud.
Endurance
Challenge
Resist 1-5 Fatigue/Stamina w/
Endr
+
Stat
.
Stats depend on type of exertion. Ex:
Str
(pushing a cart),
Agl
(climbing), etc.
Notice Challenges
Notice
Challenge
Sense
+
1
D
Used to notice ambushes, hidden Characters, and other dangers, like falling rocks. Typically the higher the result the more time to react.
Search
Challenge
Sense
+
Int
If there’s something to find it's found by the Character w/ the most Successes. High Result may find more.
Social and Other Challenges
Social
Challenge
Cha
+
1
D
Convince someone of something, endear yourself to people, or get a small discount. Characters cannot typically be convinced to act way outside their interests or totally change their opinion but may have their disposition shifted.
Haggle
Challenge
Cha
+
Sense
0S: +1 Gold to Price. 1S: No Effect.
2S: -1 Gold to Price. 3S: -3 Gold to Price.
Prepare
Day Challenge
Increase preparation (usually per success). Often requires Expertise. Prepare a magical spell to disarm a trap, practice an infiltration maneuver.
Stealth Challenges
Stealth may occur whenever a Character is not in-sight of another character.
      Stealth may be ignored until Characters in danger of being noticed.
Alertness determined how interested a guard is in finding a Hidden Character.
     Distracted Characters don't have any clue hidden character might exist.
     Relaxed Characters may look around, and say 'I think I heard something.'
     Searching Characters are actively trying to find source of noise.
Disadvantage in Stealth may apply Negative mods. Ex: Armor, carrying things, noisy actions.
Sneak
Challenge
Agl
+
Sense
Sneak past or act quietly. The more successes, the more quiet. When doing as a group, failures may be counted together.
Easy: Sneaking past distracted guards.
Hard: Moving past a guard tower in the night.
Very Hard: Creeping up behind an alert guard.
Hide
Challenge
Cha
+
1
D
OR
Spirit
+
1
D
Stay hidden. Fail: Found.
May have to beat a Notice Action.
Some hiding spaces may add bonuses.
Sneak Attack
Challenge
Agl
+
1
D
vs. Target's
Sense
+
1
D

Win: Target cannot react to being grabbed/attacked.
Tie: Target may react to Action with
6 Only
.
Lose: Target notices and may react to Action.
Damage + Wounds + Injured 6Damage
Damage (Dmg) is often applied by Attacks and applies Harm, Wound, and other effects.
Harm 2 Effects: When in Harm 2 effect is active. Lost when Harm 2 is Empty.
:
Limb (Arm) can't be used. Anything it is holding is Disarmed.
      Main Arm: Use Off Arm with
6 Only
on all Aim/Attack Actions or similar
:
Limb (Legs) Can't be used. Knockdown occurs.
KO
:
Unconscious, Can only Catch Breath, Recover, or Remove.
Downed
:
May move max of 1 Space,
6 Only
to most actions.
Sticky Harm: Does not go away after combat, removed with one Healing Point.
Regain Consciousness
Full
Fort
+
2
D
2S:
KO
becomes Downed.
Wounds
Wounds: Wounds are injuries that stick around after Combat and take a while to heal.
Healing Points: Wounds are removed when the wound accumulates 3 Healing Points.
      Body Areas takes Dmg: Lose Dressed/Treated and lose all Healing Points.
Dressed/Treated: All wounds on a Dressed/Treated Body Area heal faster.
Healing
Daily
Preform once per Wounded Body Area.
+
1
D
if getting Bed Rest.
+
1
D
if Dressed.
+
2
D
if Treated.
Fort
1S: +1 Healing Point to a Body Area.
On 3 Healing Points, a Wound is Healed, and Healing points Reset
Wound Effects
Wound Effect: Whenever getting a Wound or higher you gain may gain a Wound Effect to that Body Area. This can only occur if you do not already have a Wound Effect. Note: You do not gain MysteryWounds from Bleeding.
Wound Effect
Fort
+
1
D
Note:Cannot use Morale.
0S: Roll D6
      1-2: Disabled
      3-4: Severe
      5-6: Hemorrhage(Vitals), Infection(Limb)
Disabled (Fractured/Sprained/Internal Bleeding): When using Body Area take 2
D
Sticky Dmg to that Body Area.
      Note: Disabled Vitals means you take Dmg on any Combat Action other than moving 1 Space.
Severe: (Punctured/Tear/Burn) SixOnly to Heal Wound.
Hemorrhage: Resist 3
S
+
3
D
Blood Loss w/
Fort
when received. Resist 3
S
+
3
D
Blood Loss w/ Fort at the end of day. Blood Loss is marked as Fatigue or Torso Sticky Dmg.
Infection: While Infected Resist 2 Rot (Con) per day w/
Fort
+
1
D
.
      All Wound removed: Remove Infection and all Rot (Con) becomes Fatigue.
      Note: Multiple Infected Body Areas still only apply once per day.
Remove
Infection
Surgery
Interim
Int
+
Dex
+
First Aid
Untrained:
6 Only
3S: Remove Infections. All Rot becomes Fatigue
2S: Remove Infections. All Rot becomes Fatigue. Fill All Wounds on Body Area.
1S: Remove Infections. All Rot becomes Fatigue.
      Limb: Lose Body Area
     Torso: Gain Bloody Cough/Hemorrhaging
0S: Limb: Lose Body Area + Vitals 1
S
+
3
D
Wound
     Vitals: Die
Major Injuries and Dying 7
Injured, Critical Limb
When Damage to a Limb is filled, there is a chance you get an Injury.
Injury
Check
Resist Critical Value w/
Fort
+
Spirit
+
1
D
All Harm becomes Sticky
On Resist Fail Gain:
      Slash: Limb Severed, gain Hemorrhage
      Bash: Broken: Take 4
D
Dmg when using Body Area.
      Pierce/Other: Gain Infected + Severe
Aesthetic Damage: When Injured choose a descriptive scar, lost digit, etc.
Finger Damage: If on Arm roll 4
D
. 3S: Gain Lost Finger Aspect.
Dying, Critical Vitals
Dying
Check
Full
Every round make this check if you have Critical Dmg.
Fort
/
Spirit
+
1
D
,
6 Only
as a Free Action.
You may move 1 Space.
0S: +1 Dying Point
1S: +1 Recovery Point
Cannot use Determination.
3 Dying Points: Dead.
6 Recovery Points: Stabilized. Gain a Mortal Wound and Aesthic Damage.
Save Life
Full
Add 1
D
+
First Aid(Healer) to Dying Check. (Target must be stationary)
Aesthtic Damage: Choose a descriptive scar, etc.
Eye Damage: If from Head Wound roll 4
D
. 2S: Eye Dmg.
Eye
Dmg
3
D
0S:Lost Eye until Mortal Wound Healed. 1S: Blind until Mortal Wound Healed.
2S: Permanent Lost Eye. 3S: Permanent Blind.
Mortal Wound
Do not remove Critical Dmg or Harm after battle. All Harm (including Harm 2) becomes Sticky. Character is critically wounded and may die.
End of Each Day with Critical dmg:
      Gain 2
S
+
5
D
Death Con point (D).

      Remove
Fort
/
Spirit
+
1
D
Critical Damage.
When Critical Dmg is gone, Death (D) becomes Illness (I).
Advice: Give Treatment every day. Remove all other Con Points. Carry to Hospital.
Give Treatment
Downtime
Resist:
1F
w
/
Endr
per Target helped.
For Mortally Wounded Characters, Add
Int
/
Spirit
+
First Aid to Resist Death Con point (D) Points
Consitution + Mental Strain + Traumas 8Constitution
A Character's Constitution represents a Character general health and wellbeing.
Con Points such as Fatigue, Hunger, etc. and get recorded in the Constitution Meter.
Physcial Breakdown: A Character may immediately remove 3
S
+
Endr
points of Fatigue/Stamina/Hunger/Thirst/Illness/Poison and possibly others at GM descretion. When doing so Character gains a random Ailment card. This cannot be done if a Character already has an Ailment card.
Expire Checks occur when Characters would go over their Constitution limit.
Expire
Check
Resist points over Con Limit w/
Fort
+
1
D
/
Spirit
+
1
D
.
0 Remaining: Pass out for a bit/KO'd if in Combat.
1 or more: Dead
Mental Strain
Mental Strains negatively effect Characters psychology. Often resisted with
Spirit
+
1
D
.
Mental Strain
Challenge
Resist 1-5 Terror/Stress/Dread w/
Spirit
+
1
D
.
Terror: Intense short term Fear. Con Point represented by (T). Removed after combat.
Compose Self
Full / Active:
6 Only
Remove
Spirit
+
1
D
Terror from self.
Stress: Fear or strain. Con Point represented by (S). Remove by using 1 Morale.
Dread: Long term mental damage. Con Point represented by (D).
      Each use of 1 Morale removes
Spirit
+
1
D
Dread.
Gaining Morale: Morale can be gained by Drinking, Drugs, Feats, Playing Games, Pets, and other in world activities.
0 Max Morale: May still spend Morale as they gain it to remove Stress/Dread.
Mental Breakdowns may be applied by Characters with too many Mental Effects.
      When applied Characters remove all current Terror/Stress/Dread and gain a Trauma.
      If they already have 2 Traumas they may gain an Insanity instead.
Insane Characters place Terror/Stress/Dread into their Insanity Card's Insanity Meter.
      If Insanity meter is full additional points go in the Constitution Meter as normal.
Traumas
Some choices and consequences of adventure may cause acute psychological damage.
Cannibalism: Eating other Humanoids. Resist 3 Dread w/
Spirit
.
First Kill of a Humanoid: Resist 2 Dread w/
Spirit
.
Cold Blooded Murder: Resist 4 Dread w/
Spirit
.
      May use 2 AP to gain Sociopath Aspect.
Witnessing Traumas: Cannibalism, Cold Blooded Murder performed by an ally.
      Resist 1 Dread w/
Spirit
.
Death of a Friend: Resist 3 Dread w/
Spirit
.
Swimming + Climbing + Terrain 9Swimming
Swimming Characters must be at surface to breathe and cannot attempt Actions.
Typically may only attempt Wade/Swim. If Character can't act they sink below surface.
Wade
Full: Swimming
Agl
+
Endr

Grabbing Something:
+
2
D
1S: Move 1 Space.
1S: Gain
Endr
+
1
D
Stamina.
Swim
Full: Swimming
1
S
+
Agl
+
Endr
1S: Move 1 Space.
1S: Attempt Active and Defensive Actions.
Air Loss: Resist 2 Air Loss per Round w/
Endr
+
1
D
.
     10:
KO
. 20:
. All Air Loss removed whenever able to breathe.
Difficult Swimming/Helping: Heavy Clothes, Carrying someone, etc.
     
6 Only
to all Checks while Swimming.
Currents: Moved that many Spaces in the direction of the Current each Round.
Sinking: Wearing metal armor, carrying heavy items. Sink 1 Spaces per Round.
Climbing
Climbing Characters must Hang/Climb each Round or fall. Can't attempt Actions.
Hang
Full: Climbing
Endr
+
1
D
/
Fort
+
1
D
0S: May Fall.
1S: Don't Fall. Gain
Endr
+
1
D
Stamina.
Climb
Full: Climbing
Agl
+
Endr
1S: Climb 1 Space. Max:3
1S: Attempt Active and/or Defensive Action.
OR 2S: Attempt Full Action w/
6 Only
.
OR 3S: Attempt Full Action.
Boost
Full
Str
+
Endr
1S: +2
D
to Target's Climb. 2S: Boost Target up 1 Space.
Easy Climbs: Ladders, Easy holds, etc.+1
S
to Climb. May stop Climbing without falling.
Difficult Climbs: Poor holds, slippery, one hand, etc.
6 Only
to Hang / Climb. On 0S: Fall.
Terrain
Terrain effects the area, causing difficulties for movement and combat.
Narrow/Crowded: Narrow Pass, Crowded Areas, etc.
     
-
1
S
to Dodge , Actions, and using long weapons (Ex: Swords).
      Applies when 2 or more Allies are operating in a single Space.
Slow X: Bushy Ground (Slow 1), High Water (Slow 2) Reduce Speed by X.
Difficult X: Slippery, Shaking, Narrow Ledges, Dense Crowd, Uneven footing, etc.
      When moving X spaces, make
Dex
+
Agl
0S: Fall. (Interrupts movement.)
Obstacles: Fallen Column, Fence, Table, etc
      Reduce Speed by 1 or 2. May attempt
Agl
XS: Ignore Obstacle.
Darkness: Night: Visibility 3.    Full Moon: Visibility 1R.    Caverns: Visibility 0-3.
Fog: Typically Visibility 2-1R.
Light: Counteracts Darkness and raises Visibility to that amount.
Hazards + Blasts/Impacts + Items 10Hazards
Hazards make areas more dangerous, typically applying Damage while inside.
Acid: Causes 2
S
Damage to all Body Areas within it every Round.
Note: If Hazard would apply Dmg to Head and Torso together, only the Head Dmg is applied.
Blasts/Impacts
Blast/Impact: Hits that spread over body. On 5 or more Impact Dmg: Apply Break.
Blast/
Impact
1
S
+
3
D
0S: No Effect.
1S: Target chooses 1 Body Areas. Knockdown.
2S: Torso + Target chooses 1 Limb. Knockdown.
3S: Head + Target chooses 1 Limb. Knockdown.
Collision: If Character collides with an object Impact Dmg is applied. (Landing in water Reduces Falling Damage Level by 1.)
Falling: Characters/Items Fall 10 Spaces/Round. Landing causes Impact Hit. 5-10': 1
S
+5
D
    10-25': 2
S
+5
D
    25-50': 3
S
+5
D
    50-75': 4
S
+5
D
    75-100': 5
S
+5
D
   
100-200': 10
S
+5
D
    200+': 20
S
+5
D
Landing
Agl
1S:Reduce Falling Damage Level by 1.
Carrying Items
Encumbrance (E) represents a size/weight of an Item to carry.
      Characters can only carry up to their Capacity Value.
Worn Items can be worn on the body, with a limit of one piece of armor per Body Area.
Readied Items are those worn on the Hip/Back or that are being Held.
      Characters can switch out Readied Items as a Free Action.
Carried Items, such as in Backpacks, require an Active Action to pull out/put away.
Item Damage
Items can be Damage by being struck or used to Block.
DR (Damage Reduction) reduces Damage applied by the listed amount.
      Some Items may have different DR values for different Damage Types.
      Ex: 3 Dmg to an Item with DR1, is reduced to 1 Dmg.
Absorb lists the maximum Dmg applied to the Armor. The rest is applied to the wearer.
      Absorb is always applied after DR.
      Ex: 3 Dmg to an Item with Absorb 1, will apply 1 Dmg to the Armor and 2 to the Wearer.
Dmg is usually the first points of a Dmg to an Item and can often be repaired.
Brk is applied after Dmg is full and are more difficult to repair.
Dmg Back is how much Dmg the Item does to whatever is striking it.
      This Dmg ignored the DR of whatever it is applied to.
      Ex: When struck, and Item with Dmg Back 2
D
, applies that much Dmg to the Item hitting it.
Item Mods
Items made of special materials may have their attributes altered.
Rusty/Low Quality: 1/2G. Half Brk and Dmg (rounded down). If Weapon: Takes 1
D
Dmg every Hit.

Mythril: x2G. +3 Brk and Dmg. Weapon:
+
4
D
AP, +1 Bleeding (Slash),
+
1
D
Dmg (Bash). Armor: -33%E.
Travel + Rest 11
During a Day there are 3 ways to spend your time.
Adventure
* Exploring Dungeons, Hijinks, etc.
* Interim
* Daily
Travel
* Travel
* Interim
* Daily
Rest
* Rest
* Downtime
* Interim
* Daily
Travel moves a Character through the world, Can't Rest or do downtime.
Rest replinishes a Character's energy and can be combined with Downtime Actions.
Downtime Actions are those a Character can do when Resting. Can do one per day.
Characters may also attempt Day long challenges and other activities.
Shorter things such as conversations do not counts as an action.
Interim An Action done once per day. Can't be done in combat.
Daily Actions occur at the end of the day. Can do as many as required.
Travel
Travel
Travel 1 World Space (10 Miles). Resist Travel Difficulty Fatigue w/
Endr
+
1
D
.
March: May Travel additional World Space.
      Additional Resist 1 + Travel Difficulty Fatigue w/
Endr
+
1
D
.
Travel Difficulty: Fatigue caused by traveling through different terrains.
      0: Road.     1: Trail, flat land.     2: Wilderness, rough, snow.
      3: Mountainous, very rough, jungle, deep snow, swamp.
Travel Mods: Things that make traveling harder.
      Heavy Winds: Increase Travel Fatigue by 1.
      Dark:
+
4
D
Leg Wounds. Ex: Night w/ Light or Full Moon.
      Dangerous:
+
4
D
Leg Wounds.
Carrying: Adds Fatigue. Can be divided among Characters. Ex: Person +2
      Characters can Rest while carried, but w/o stretcher apply Uncomfortable Mod
6 Only

Other: Additional Travel constraints.
      Horses: Horses typically cannot do Level 3 Terrain.
      Wagons: Wagons typically cannot do Level 2 Terrain and above.
Resting
Rest Actions are important as they're one of the few ways to remove Fatigue.
Rest
Remove 1 Fatigue OR Remove
Endr
Illness.
Nice Bed
Daily
Each Day if staying in a bed: Eg: Inn, Cabin.
     
+
1
D
to Healing. (See Wound Healing)
      Remove 1 Fatigue OR Remove
Endr
Illness.
Each Day If staying in a quality bed: Eg: Nice Inn. Gain 1
D
Morale.
Time Skips
The GM may allow Characters to time skip forward for weeks, months, or more. When doing do Characters may be able to remove Wounds, Dread, etc. and even gain Morale or AP if the situation permits. Alternatively in certain harsher situations (working on a ship) Character may need to lose or resist Fatigue or Morale loss.
Survival 12
Survival refers to Characters getting their daily need met such as food and water.
Without these things Character will weaken and eventually die.
Daily Needs
Daily Needs are things Characters need daily to live such as food and water.
Daily
Needs
Daily
Thirst
Drinking 1 Drink: Prevents 1 Thirst OR a (W) becomes Fatigue.
Resisting Thirst: Resist Thirst (Ex: 2) w/
Endr
.
Dirty Water: Get 1
D
Illness per Drink. Foul Water: Get 2
D
Illness per Drink.
Mixing Water: When water is mixed it all becomes the dirtier type.
Hunger
Eating 1 Food: Prevents 1 Hunger OR an (H) becomes a Fatigue.
Eating 1/3 Food: Resist Hunger (Ex: 1) w/
Endr
+
1
D
.
Resisting Hunger: Resist Hunger (Ex: 1) w/
Endr
.
Sleep
No Sleep: Must Resist Sleep (Ex: 1) Fatigue w/
Spirit
.
Sleepy: When not Sleeping may need to Resist falling Asleep w/
Spirit
.
Exposure
Daily
Exposure ranges from 0 (mild) to 3 (extreme) and can be from Heat or Cold.
Rolled once per Exposure type applied (Ex: Cold 1 and Heat 1 would be 2 Checks.)
Exposure may be modified by conditions such as being wet or having shelter.
Heat/Cold Protection
+
Endr
+
1
D
1S: Resist/Remove 1 Exposure of the associated type.
Feast
Interim
Spend 1 additional Food per person.
All Characters doing a Feast Action gain
Cha
+
1
D
Morale.
Alcohol and Drugs can also boost Morale!
Wildnerness
Surviving in the Wilderness might require Characters to forage for food or find shelter. Cook
:
Improve food. Requires Fire, Cooking Supplies, may add Herbs.
Campfire
:
+
1
D
Cold Protection. Create Visibility . Required to cook food.
      Creating A campfire: use Tinderbox Item or Magic, etc.
      Campfire is put out by rain and heavy snow, Need Shelter in these conditions.
Wet
:
Unable to make a fire due to weather or region dampness.
Forage
Interim
Resist:
1F
w
/
Endr
    Attempt Additional Forage: Resist
+
1F
.
Sense
+
Endr
1S: 1 Rummage. 2S: 1 Food.
Find Shelter
Interim
Resist:
1F
w
/
Endr
Sense
+
Int
2S: May make Fire. +1 Warmth/Cool Dice.
Character Progression 13
Characters improve their Abilities, Talents, and Classes by gaining Experience from quests and combat, and by earning Progress through interacting with the world.
Earning Experience: Experience is one part of the training towards the next class. Characters gain Experience by: completing quests or by engaging in combat
Progress
Progress reflects a character's growth through roleplaying, exploring, interacting with NPCs, and completing personal quests and character arcs. It is measured as a percentage, representing how much of a particular side story or skill development is complete.
Earning Progress: Characters can use their free time to gain Progress. Some ways of earning progress are with Downtime Actions, like Reading a book, other ways may look more like an Interim Action, like resist 1 fatigue and practice swordsmanship. However, progress can sometimes be obtained during a quest, or roleplaying. Progress is about storytelling. Create a measurable Goal, and work towards achieving it. The more risky and interesting, generally the faster you progress. If it's boring or, not interesting, even if you get successes, you might not be rewarded with much or any progress.
Partial Marks: As a GM feel free to award a half a AP Mark, no Mark or multiple marks per Success.
Partial Progress: Even partial progress can be beneficial. For example, a character who is 50% through learning to swim might receive a bonus on swim checks.
Completion: Most progress requires a capstone event or significant challenge to reach completion.
Capstone Event: This is the climax of your character's journey to gain a new Ability. It's a moment to remember. Something more than a check happens, make a story.

Challenges generally fall into one of these Categories:
Exploration: Be out in the world, or in a specific place
Knowledge: Reading a book or researching at a library.
Physical Training: Working out, gaining fatigue, and training your muscles.
Socialization: NPCs may have knowledge or insights that characters can learn from.
Glossary A - I 14
6 Only
:
5s do not count as Successes. Each additional applies
-
1
S
.
      Doesn't effect Resist/Rest/Catch Breath/Compose Self.
Absorb: How much Dmg Armor takes when Hit. See Items Section.
Acid: Dmg is Sticky and has Severe Wound Effect.
      If KOd by Harm after Combat may ignore but apply
6 Only
until removed.
Air Loss: Resist 2 Air Loss per Round w/
Endr
+
1
D
.
     10:
KO
. 20:
. All Air Loss removed whenever able to breathe.
Armor Piercing: Ignores that amount of DR and/or Absorb.
Bleed: Resist w/
Fort
. Only applies upon 1 or more Dmg. Doesn't cause Wound Effect.
      Each point applies Torso Dmg or Stamina Loss. Effected Character chooses.
Blast: Dmg that is spread over multiple areas. See Blast/Impact Section.
Blind: Can't see or react. When moving make a Stumble.
6 Only
in some Terrain.
      Stumble
Agl
+
Sense
0S: Knockdown occurs.
Burning: +1 Dmg to Body Area at end of every Round. (Includes Round received).
     Remove(Self) Full:
+
3
D
/Active/Free
w/
Agl
+
1
D
.
     Remove(Ally) Full:
+
3
D
/Active
w/
Spirit
+
2
D
.
      Each Water used adds
+
1
D
(Max 4). Submerged Removes completely.
Bypass: Check when hitting armor. Successes use Armor's Bypass effect.
Climbing: Must Hang/Climb every Round or fall. Cannot attempt Actions.
      See Climbing Section.
Collision: Spreads Dmg over multiple areas. See Blast/Impact Section.
Contest: A Challenge where Characters attempt the same Check.
Cooling Dice: Aids in Checks to Resist/Reduce Heat Exposure. See Daily Section.
Dazed:
6 Only
and Pace 1. Remove Free w/
Fort
/
Spirit
Disarm: Item falls 3
D
spaces away in random direction.
      Two Handed Items are disarmed if the Main Arm is Disarmed.
Dmg Back: Does associated Damage, ignoring DR, to Item/Limb that Strikes it.
DR: Damage Resistance. Reduces Dmg by that amount. May list applicable type.
Dread: Long term mental damage. Con Point represented by (D).
      Each use of 1 Morale removes 1
D
Dread.
Encumbrance: How difficult an Item is to carry. See Items Section.
Exposure: The effects of cold/warm weather.
      Con Point represented by (EH) for Heat and (EC) for Cold. See Daily Section.
Falling: Causes Impact Damage. See Blast/Impact Section.
Fatigue: Long term exertion. Con Point represented by (F).
     
1F
:
Gain 1 Fatigue.
2F
:
Gain 2 Fatigue.
3F
:
Gain 3 Fatigue.
Flanking: If attacking Target from opposite sides, each attacker gets
+
2
D
to Hit.
Frozen: 1-3:
6 Only
Pace 1. (0 if already 1). 4-6: Can't Move/Act. 7: Dying
      Remove Active/Free(
6 Only
) w/
Fort
+
Spirit
Glossary H - Z 15 Grappling: When Characters are linked by grabbing/wrestling. See Grappling Section.
Hunger: Loss of energy due to lack of food. Con Point represented by (H).
     Eating 1 Food: Prevents 1 Hunger (daily resist) OR an (H) becomes a Fatigue.
Illness (I): Toll taken by sickness or disease. Con Point represented by (I).
Impact: Dmg that is spread over multiple areas. See Blast/Impact Section.
Knockdown: Become Prone or Fall if climbing/on narrow ledge. Resist w/
Fort
+
Agl
.
Light: Counteracts Darkness and raises Visibility to that amount.
Mobile : Requires the use of Limbs tagged with (typically legs.)
Morale: Character's long term confidence and resolve. See Morale Section.
Mortal Wound: Slowly dying. See Injuries Section.
Pin: Stop Target's Movement and enter Grapple. If so, may attempt Pin Actions.
      Dmg Effect only applies upon 1 or more Dmg. Pin Actions ignore Armor.
      Dmg from Pin Actions is applied to the Body Area Pin was applied to.
Poison: Resist Poison w/
Fort
when receiving. Con Point represented by (P).
      Becomes 2
D
Illness After Combat.
      Purge Full Turn 1 Poison into 2
D
Illness.
Push/Pull: Move Target listed Spaces. May apply Collision.
     Push over 1: Knockdown.
Rot: Limbs becoming gangrene. Con Point represented by (R).
      See Injuries Section.
Slowed: Some Effect is making it difficult for a Character to move or act.
     1-3: Pace is 1 (0 if already 1).
6 Only
. 4 or more: Can't Move, or attempt most Actions.
Sinking: Wearing metal armor, carrying heavy items. Sink 1 Spaces per Round.
Stamina: Short term exertion. Con Point represented by (). Removed after combat.
      See Stamina Section.
Step: Move 1 Space. Must not be Slowed and have a Pace of 1 or more.
Stress: Fear or strain the linger. Con Point represented by (S).
      Removed by using 1 Morale.
Swimming: Can't breathe unless at surface. Cannot attempt Actions.
      See Swimming Section.
Terror: Intense short term Fear. Con Point represented by (T). Removed after combat.
Thirst: Thirst and dehydration. Con Point represented by (W).
      Drinking 1 Drink: Prevents 1 Thirst (daily resist) OR (W) becomes Fatigue.
Two Hands : Requires using Two Hands.
6 Only
or impossible with one hand.
Visibility: Can't see or react to anything more than X Spaces away.
      Some Actions may be done with
6 Only
in Low Light. For Visibility 0 see Blind.
Warmth Dice: Aids in Checks to Resist/Reduce Cold Exposure. See Daily Section.
Wet: Unable to make a fire due to weather or region dampness.
Will: Willpower and resolve. Goes away at end of Combat. See Will Section.
Vehicles
Vehicles are things which can carry Characters around. They can often also carry cargo, passengers, as well as take Dmg. Vehicles are represented by Vehicle Cards, where the Vehicle information is stored.
Vehicle Travel
Vehicle Travel allows Characters to ride the Vehicle for days at a time, often with a room in the Vehicle for sleeping.
Day Speed: How far the Vehicle can travel in a single day.
Crew: How many people are needed for the boat to be able to travel in the boat.
Occupants: How many people the boat can carry.
Port: Where a Vehicle can port, meaning dock and safely and unload cargo.
      Any: Anywhere. Port: Any region port. Deep Port: Only select large ports.
Adrift: When a ship is broken or unmanned and merely follows the ocean currents.
Cargo
Cargo (C): Ships list how many boxes of Cargo (C) the ship can carry. Each is 10E.
Food (5G): Food for the crew.
Water Cargo (5G): Water for the crew.
Alcohol Cargo (5G): All crew gains 2
D
Morale. May be used 3 times.
Trade Cargo (5G): Merchants can trade through Sell Trade Cargo at ports.
      Like quests, profitability of trade depends on the journey the cargo travels.
      Minor:
+
3
D
Major:
+
2
S
+
5
D
Epic:
+
3
S
+
6
D
Crew Health/Morale
Crew Health states the crew's status regarding injuries, sickness and death.
      Injuries: Wounds the crew has which can typically be healed through R&R.
      Casualties: Deaths and debilitating injuries. Removed through Hiring at a Port.
      Critical: Almost everyone on the crew is dead. Removed through Hiring at a Port. Morale is the mental health of the Crew.
      5 (Good): 1
D
to Ship Actions and Daily Movement, 1
S
to Weekly Movement.
      3-4 (Fine): No effects.
      1-2 (Disgruntled): Unhappy. May even pick fights.
6 Only
on all Ship Actions.
      0 (Mutiny): Adrift. Can't attempt Ship Actions. Typically an armed revolt occurs.
Oceans
Ocean Regions have information which describes how they affect travel through them.
Wind: This is done daily and may increase or decrease the ship's travel speed that day.
Drift: This is the direction and distance traveled if Adrift.
Sea Challenge: These are challenges that each PC with a Sailor Ability may attempt.
Vehicle Combat
Vehicle Combat occurs when there is combat between or on Vehicles.
Vehicle Combat Round a Vehicle will move every 5 Rounds of Standard Combat.
      If there is no Standard Combat occurring, this can be ignored.
Combat Speed: How far the Vehicle travels in a single Vehicle Combat Round.
Boat Combat: Terrain on a boat in Combat is considered Difficult 1.
      A storm or large waves are considered Difficult 2.
Ports
Personal: 1G Full Repair      Small: 2G + 1 Day per Dmg, 5G + 2 Days per Brk.
Medium: 3G + 1 Day per Dmg, 10G + 5 Days per Brk.
Large: 5G + 1 Day per Dmg, 20G + 7 Days per Brk.
Shore Leave: Gain 1
S
+
3
D
Morale and remove 1
S
+
3
D
Injuries/Casualties per week.
Introduction
Basics WARPS
An immersion focused RPG where players take on the role of Player Characters (PCs) and a Game Master (GM) takes on the roll of the world their exploring and all the Non-Player Characters (NPCs) within it.
Dice
Players roll 6-sided Dice with each 5 or 6 counting as Successes. Example:
⚂ ⚅ ⚄
would be a result of 2 Successes.
Successes
The more Successes a Character rolls on a Check (a roll of the dice) the better they perform on meeting their intended task.
Checks
Resolution in WARPS is done via a Check which involves rolling a given number of Dice, usually a Character's Value in an associated Stat, and then counting the Successes.
Stats: These describe a Characters core aptitudes. A
Str
of 3 would add 3 Dice.
Mods: Some Abilities add Dice to Checks. These can be applied once per Check unless otherwise stated.
Resolution Keywords
Dice: D6s. Added to a Check using a +X
D
notation. Ex: +2
D
would add 2 Dice to a Check.
Value: The amount of Points a Character has in a Stat.
Roll: The total amount of Dice being rolled for a Check. Includes all the Stats and any other added Dice.
Auto Successes: Added to a Check using a +X
S
notation. For example +1
S
would add 1 Success to the total.
Result: Sumtotal of all Success, including those via the Roll and Auto Successes.
Check Types
Checks can be categorized in the following ways:
Action Check: Made as part of an Action (as opposed to an Action).
Challenge Check: Made as part of a Challenge. Typically has one or more Stats.
Stat Check: Check that involves the associated Stat.
Resist
Resist Checks Reduce the amount of something that would be applied. Each Success on Resist Check reduces its points by 1. For example Burning 2 is being applied and a Character gets 1
S
to Resist in, then only Burning 1 would be applied instead.
Combat Rounds
In situations where every second counts the game is broken into Rounds where each Character takes their Actions simultaneously. Each Round can be considered roughly 2 to 5 seconds long.
Spotlights
The GM facilitates Rounds by breaking them into Spotlights. Typically a GM will ask which PCs want to be involved in a Spotlight. A Spotlight is a focus on how two or more Characters interact with each other and perform their Actions. Then the GM runs through how the Spotlighted Character’s Actions play out, as if happening roughly at the same time. The GM then moves to the next Spotlight until all PC/NPCs have gone.
Spaces
Often in combat, the world is divided into roughly 5 feet by 5 feet Spaces, typically on Hex Grid.
These Spaces can be considered 5 feet tall and stacked vertically as well.
: Can only Target Effect the Space the Effect takes place.
: Represents a single space unit.
: Represents one ranged unit. This is equivalent to 3 spaces.
     It is recommended to use and on hand measuring short cut (like a roughly 6' pencil or marker.
Line of Sight: Most Hits go through each Space, meaning anything between them and the Target is Hit first, typically stopping the Hit.
Blast: A type of Hit that covers an area, hitting everything inside.
Circle X: Effects every Space X away from Effect. Circle 0 only affects the current Space.
Semi-Circle X: Effects all Spaces X away in a Half-Circle from Effect. Semi-Circle 0 only affects the current Space.
Cone X: Effects all Spaces X away in a 45 degree cone from Effect. Cone 0 only affects the current Space.
Thrown: Travels in an arc, and may move over things in its way.
Diagonals: If a distance would be measured diagonally (vertically and horizontally) the distance is the shortest of the two.
Actions
Each Round a Character may choose one Action, which may involve Attacking, Running, or many other options. There are several types of Actions which can be divided into two major types, Combat Actions and Long Term Actions.
Combat Actions: While Combat Actions can be done out of Combat, they are often done in Combat situations and have a type determining how much focus they require in that setting.
   Use Action: Something a Character can attempt as long as they can pay the cost. Additional restrictions may be listed.
   Active Action: Can be mobile while doing, Can move Pace and Block/Dodge. Typically cannot move after attempting Active Actions.
   Full Action: Require focus. Can only do the chosen Action. Cannot only 1 Space max. Cannot attempt Defend Action (ex:Block/Dodge)
   Defense Action: Can be attempted as a reaction to an Attack.
        Dodge Action: Typically reduce Hit of Strike and Proj. Does not affect Blasts.
        Block Action: Typically reduce Hit of Strike only. If reduced to 0, apply Attack to Item/Body Area used to Block.
        Cover Action: Involves shielding oneself with an object. Typically reduces Hit of Proj and Blast Hits.
   Free Action: Can be done at any time. These may be done once per Round unless otherwise stated.
   Grapple Action: While in a Grapple these are the only Actions you can do.
Long Term Actions: These Actions typically take hours and cannot be done in Combat.
   Downtime Action: Can do once per day during a Character's Rest. Things such praying or maintaining weapons.
   Interim Action: Takes somewhere between 5 and 30 minutes. Unless stated otherwise can only do once per day.
Actions Subtypes: Actions may have one or more Subtypes which may have in game consequences. Some examples are listed here, but there are others.
   Nurse: A special type of a Shift Action. A Character can only be the Target of a single Nurse Action at a time.
   Prone: Actions Characters can only do while Prone.
   Swimming: Actions Characters can only do while in water deep enough to swim in.
   Climbing: Actions Characters can only do while hanging/climbing on to a vertical surface.
   Practice: Actions used to hone a Characters skills.
Action Mods
Action Mods are listed in Actions listing situations/options which may apply changes to the Check.
Unless stated otherwise, all Action Mods can only be applied once.
Movement States
In addition to the standard Standing other Movement States. In these Movement States Characters can only attempt Actions with the Movement State listed in the subtitle. (These often allow the CHaracters to access other Actions.) Switching from one movement state to another can involve an Action as Prone to Standing, but often is a Free Action (to start climbing from the ground.)
Prone: Character is off their feet or otherwise on the ground.
Swimming: Character is mostly/completely submerged in liquid.
Climbing: Character is hanging on to a semi-vertical surface.
Effects
The Effect of an Action, states what happens when the Action is attempted.
Some Effects have Success costs that must be expended from an associated Check.
   XS: This effect can occur once if the associated Check has enough Successes to be expended on it.
   XS: This effect can occur multiple times, as long as there is enough Success for each time activated.
   XS: This effect occurs if the amount of Successes matches the amount here, regardless of the wishes of the Character.
Pace
How many Spaces a Character can freely move in a Round while attempting a Standard Action. Requires a Character be upright and have access to the Mobile Limbs. Mobile Limbs are marked with a symbol.
Pace may be a type a movement across different environment types.
Pace Types
Ground: Moving over a relatively flat surface like walking. Pace is assumed to be Ground based unless stated otherwise.
Surface: Can move across any surface even horizontal and inverted.
Swim: Moving through a liquid such as Water.
Fly: Moving through the Air. These often include a Min-Speed which must be moved or the Character falls. Flying Characters may move downwards up to 10 Spaces per Round.
     Ascend: The value Flying Characters can Ascend whenever moving through the Air. Sometimes Ascend may only be done via a Dash Action and/or Stamina.
Float: Floating through the air. May move in any direction.
Large Creatures: For Characters that take up more than 1 Space turning in place counts as moving a single Space.
Remove
Remove is a special Action that is used to remove Con Points. Remove will list if it can be used as Full/Active/Free Action as well as the Check used.
After Combat
After Combat is over Characters may take a Breather which involves roughly 10 minutes to relax.
This allows Characters to remove Stamina Loss, Harm, Terror, and other temporary effects.
This is not possible if Characters ar being chased or are otherwise unable to take a break.
Attacks / Damage Attacks
An Attack is typically an attempt to Harm another Character. The Attacker will make a Hit Check potentially counteracted by the Target’s Defensive Check. The Attacker will then choose a Body Area to Hit from the Target’s Hit Box and apply Damage to it.
Attack Example:
   Attacker attempt Hit Check (3
S
). Target attempts Dodge to Defend (1
S
). This results in Attacker having 2
S
to Hit.
   Attacker chooses 2S: Torso from Target’s Hit Box and rolls Damage (4
S
). Target records 4 Damage in Torso Damage Meter.
Hits
When Attacking a Hit Check is made to determine the Hit Value of the Attacker. The remaining value left over after the Target's Defend Check can be used to choose a Body Area from the Target’s Hit Box.
Hits are denoted by Checks with a Hit Heading, which can be a Strike or a Proj (Projectile).
The Target may use a Defense Action to limit the Hit. Different types of Defensive Actions may apply depending on the type of Hit.
Body Areas
Each Character has a Hit Box with each Body Area that can be Hit, and a corresponding value needed to Hit it. When successfully Hit, Attacks typically apply Damage to the corresponding Damage Meter.
Arms are typically divided into a Main Arm (M) which is primarily used for holding weapons and special tasks, and an Off Arm (O).
Some Hits, typically with 1
S
may require rolling a die to randomly determine which of the possible Body Areas is Hit. This effect can be ignored, and the body area chosen with an additional success.
Damage
Each Body Area has a Damage Meter broken into Harm, Wound, and Critical.
   Harm: Damage that can be removed in the short term. Broken into two phases with second often applying a debilitating effect.
   Wound: Damage that can typically only be removed over time.
   Critical: The Max Damage a Body Area can take, typically has a severe effect.
Damage
Types
Damage can come in various forms, some of which may have certain interactions with certain armors, Characters, etc.
If Damage Types are separated by a '/' then the ser may choose 1 of those whenever making an Attack.
Physical Damage: Damage caused by physical trauma/force.
     Bash: Blunt force or bludgeoning damage such as from a hammer or club.
     Slash: Slicing or cutting damage such as from a sword or claws.
     Pierce: Penetrating damage such as from an arrow, or bullet.
Energy Damage: Damage that comes from focused energy, often from magic or technology.
     Energy: A generic type of Energy Damage which can be from many non-specific origins.
     Fire: Energy from heat or fire.
     Ice: Energy from concentrated cold or ice.
     Elec: Concentrated electrical energy.
     Light: Energy from concentrated light, often related to in-universe deities.
     Dark: Energy from concentrated darkness, often related to in-universe deities.
Hands /
Mobility
Some Body Areas have special uses/penalties when damaged.
   Hand : Can be used to pick up and use items. Character drops anything held and cannot use Hand if lost.
   Mobile : Used for a movement. Characters cannot stand/move their listed Pace if lost.
Challenges Challenge
A Challenge is a freeform Check typically prompted by the GM. This may include seeing if the Character can jump over a ravine, push a boulder, resist pain, etc.
The outcome is based on the number of Successes of the Challenge, with more required for a more difficult outcome.
Challenges can happen both in and out of Combat, and can be done as a team, over time, or versus other Characters.
Challenge
Checks
GMs may choose whatever Stats they feel are most appropriate for the Challenge.
Multi-Stat: These are combined from two different Stats. Ex:
Str
+
Fort
.
Pure Stat: These use only one Stat and add 1
D
. Ex:
Str
+1
D
.
Multi-Round
A type of Challenge where Successes are accumulated over time. These can add tension to make players work over multiple rounds. Can be used in place of a very difficult check.
Contest
A type of Challenge Success determined by winning a Check against one or more other Characters. Can be listed with a single stat, or with separate Checks for the different Characters. Ties can be determined randomly by a 50/50 roll (Ex: Odds vs Evens).
Constitution Constitution
A Character's Constitution can be affected by Con Points such as Fatigue, Hunger, Dehydration, Drowsiness, Dread, etc. Con Points are logged in a Characters Status Section with each point recorded by its associated letter (Ex: 'H' for Hunger). Different Con Points have different means of removal.
The size of a Character's Status Meter is determined by their Species (typically 3).
As Characters gain too many detrimental Constitution Points they have a
6 Only
Status applied to them. Even more points lead to a
Condition.
Stamina
A Characters Stamina can be used for doing Special Abilities, with each putting a Stamina Point in the Constitution Meter. All Stamina Points gained are removed once a Character may take a 10 minute break.
Will
Will represents a Characters determination to push through fatigue and adversity.
Will can only be gained in Combat and is lost when Combat ends.
Morale
Morale is a Character's mental strength and health.
Mental Effects
Mental Effects are something that negatively affects a Character's mental health. There are three types of Mental Effects: Terror, Stress, and Dread.
Each point of Terror/Dread goes into a Character's Constitution Meter with a Tr (Terror) or a Dr (Dread).
Terror
:
Character's immediate mental anguish and fear over a situation.
Stress
:
Lingering psychological trauma that can last for days.
Dread
:
Long term psychological trauma with far ranging impacts.
Mental Breakdowns
A Character can remove all Mental Effects they currently have with a Mental Breakdown. In a Mental Breakdown a Character gains a Trauma Card. If a Character already has two Trauma Cards types they take an Insanity Card instead. A Character can only have up to one card of this type.
Trauma: A lingering mental problem such as Depression, Nightmares, or the Shakes.
Insanity: A severe mental crisis that may end with the Character or others severely hurt or dead.
Abilities Abilities
Abilities are one of the key things that define a Character. Abilities list several Character Skills that are granted to the Character that has them. Abilities are divided into Classes, Talented, and Doctrines and are represented by Ability Cards, which Characters gain by Training. Sequenced Abilities must be gotten in order. (Ex: Runner 1 must be learned before Runner 2.) Only 1 Ability Card can be used in a single round, meaning Characters cannot use any Bonus or Action from two different Ability Cards in the same Round.
Training
Abilities are gained by Training. Training is done through the Train Action which grants Characters
AP
. A Character cannot use the Skills associated with an Ability until they have fully trained it.
Study: Abilities with the Study keyword cannot be gained without a text to study from. Some study materials are listed as Uncommon or Rare, meaning they are harder to find in the world. (If a rarity is not listed, it is considered Common.)
Teachers: Teachers may grant bonuses to Train Actions. If Training with a Teacher, Characters do not need a Study Material. Any Character with an Ability may act as a Teacher for another Character.
Classes
Classes are a Character's primary combat skills. Class Abilities are often divided into levels. Classes also have an associated Class Card which contains information about the Class and can be used to track Class Training.
Using Classes: A player may use abilities one Basic, Advanced, and Master Class each round.
Class Types
Basic Classes: These are the first classes in the game, and act as a foundation for Advanced Classes.
Advanced Classes: Skills that require deeper levels of training and typically require at least 3 Base Class levels.
Master Classes: Rare skills that few characters progress. Typically take a minimum of 7 Classes to be available. A Character may only obtain 1 Master Level class.
Talents
Talents are mostly non-Combat Abilities such as Vocation or Athletic skill. Talents are divided into Talent Types.
      Athletics: Physical skills such as Climbing and Riding.
      Wilderness: Skills that involve using or surviving in the wilderness.
      Crafts: Creating Items from raw resources.
      Arts: Artistic skills such as music and painting.
      Intellectual: Study in specific field of knowledge.
      Organization: Membership or rank in an organization within the world.
Doctrines
Doctrines represent a connection and worship of a god or divine being within the universe. The being grants specific special bonuses and abilities for performing acts and deeds supporting the deity. It is up to the GM to role play the interests and thoughts of the god.
Initiation: In addition to standard training, Characters must be initiated into a Doctrine. This Initiation typically involves some physical ceremony to connect them to the will of the god. Invitations are often done through an organization involved with the god, though sometimes the god may grant more direct forms of initiation.
Favor: The interest or support of a god. Favor grants skills to Characters they may use. Favor is typically granted by a god for doing acts which they support and taken away for acts that go against their interests. Since GM's roleplay the gods, they may choose how much favor is granted or lost, though it typically is from 1, a minor act such as helping a beggar, to 5, a large act such as destroying an opposing temple. GM's may roll dice to determine how much Favor is granted from a god as well.
Character Level
Character level is based on the amount of Class Cards they have obtained.
Basic Characters: 1-3
Advanced Classes: 4-7
Elite Characters: 8
Epic Characters: 9-12. Elite Characters may put 20XP toward a Stat to raise it by 1.
Legend Points (LP)
As Characters progress in their journeys they gain fame, fortune, and may start becoming legends in their own right. As it happens Characters also gain more innate ability to go along with that status.
Minor Fame (3LP): +1 Stat Point. Character may be newsworthy for some deeds they have done primarily at the local level.
Renown (6LP): +1 Stat Point. Many have heard of the Character and word of their exploits has traveled far.
Legend (9LP): +1 Stat Point. Character is famous and many songs are sung and tales told of their incredible deeds.
Other Interims
An Interim is a period of time that typically takes between 5 and 30 minutes. Interim Actions can only be done at this time. An Interim cannot take place if the Characters are rushed (Ex: Being chased.)
A Breather is a common Interim Action in which Characters catch their breath and treat their wounds, allowing Characters to remove Stamina Loss and Harm.
World Spaces
The world is divided in World Spaces, each with a diameter of approximately 10 miles. Traveling through a World Space typically incurs a listed amount of Fatigue usually ranging from 0 to 5.
Bonuses
Many Classes and in-game effects will apply Bonuses (Dice, Successes, etc.) to Checks. Each type of Bonus may only be applied once per Check. For example a Character cannot apply a +1D Proficiency Bonus and a +2D Proficiency Bonus to the same Check.
Penalties
Some in-game effects will apply Penalties (Dice, Successes, etc.) to Checks. Whenever receiving multiple Penalties of the same type, always only apply the greater one. For example a Character has a -2S Armor Penalty and a -1S Armor Penalty, they would only apply the -2S Armor Penalty.
Rule Zero
Because WARPS does not include a rule for everything possible, it is up to the GM to use/ignore/create rules as they see fit, according to what makes sense and what is best for the game/world they are playing.
Stats Stats
Represent a Character's core characteristics. Act as the base value for most Checks.
Strength
Might, Muscularity, Physical power.
Fort
Toughness, Pain Tolerance, Resistance to Damage.
Endurance
Stamina, Fitness, Health.
Agility
Speed, Mobility, Flexibility.
Dexterity
Coordination, Hitting, Deft Hands.
Sense
Alertness, Awareness, Sharpness.
Charisma
Talking, Leading, Inspiring.
Intellect
Problem Solving, Mental Power, Intuition.
Spirit
Resolve, Will, Inner Strength.
Raising Stats
Stats can be raised by training in Abilities.
Different cultures have different maximum values listed in Character Creation. After Character Creation the Character may raise a Stat up to 3 more than their Culture Maximum.
Items Item Cards
Each Item is represented by an Item Card taken by the Character who currently has the item.
There are several types of Items including Weapons, Armor, and others.
Encumbrance
Items have an E Value representing how heavy or difficult to carry they are. When carried items are placed into E Slots. For example each Item with an E of 1, takes up one E Slot.
The amount of E Slots a Character can carry before becoming Slowed is the Character's Capacity value.
Capacity =
Str
+
Fort
+
Endr
+ Species Capacity Mod

Some smaller items take up 1/5 E. These can be rounded down to 0, if carrying less than 5 in any particular Capacity area.
Note: A average human weighs about 100E.
Carriers
These carry other Items such as a backpack or pouch and have E Slots for Characters to hold Items.
Any E Slots a Character has filled on a Carrier, are applied to the wearer's total.
Using Items
Held Items: Held Items must be Held in order to use their Actions. A Character may hold 1 Item in each Hand.
Unless otherwise stated an Item can only be used for one Action per Round. For example, without an Ability that says otherwise, you cannot Attack and Block with the same sword in the same Round.
Readied Items: These are Items that are worn on the body and can be Drawn as a Free Action. A Readied Item can usually be any Item 1E or Less. Ex: Sword worn on a belt.
      Sidearm: These Items can be Readied regardless of their E.
Worn Items: Worn Items are Worn on the location stated. Armor worn only protects those locations when they are Hit.
Carried Items: Carried Items are those that are in a backpack or similar. Usually getting an Item out of a Carrier is an Active Action.
Item Damage
Items can take Damage similar to Characters. Like Characters, Items with DR reduce that Damage by the DR value.
Damage is applied to Item Damage Points (Dmg), then, if no more remain, to Item's Broken Points (Brk).
If no more Damage Points or Broken Points remain, the Item is Broken and cannot be used until repaired.
     Damage Resistance (DR): Amount of Damage ignored. May list an associated Type it applies to, otherwise applies to all Damage.
     Damage Points (Dmg): Damage to Item that can usually be removed through field repairs.
     Broken Points (Brk): Damage to Item that requires special techniques or equipment to remove.
Full Block: If an Item used to Block reduces a Hit is reduced to 0 (from 1 or more), apply Attack and Damage to Blocking Item/Body Area.
Armor: Armor is worn to take Damage whenever it is applied to the Body Area the it is worn on.
     Absorb: When the Armor takes Damage the Absorb amount is applied to it's Damage/Broken Points.
      Remaining, non-Absorbed Damage is applied to the wearer.
     Bypass: The Bypass effect listed is what occurs if a Successful Bypass is applied to it.
Broken: Items that are Broken cannot be used as anything other than Improvised Weapons. When a Weapon breaks it becomes of an Improvised Weapon it becomes the nearest Improvised Weapon of the GM's choice (Bludgeon, Shiv, Bulky Weapon, etc.)
Dmg Back: When items strike another Item with a Dmg Back value, the listed value of Dmg is applied to the item. This Damage value ignores DR.
Item Keywords
Item Keywords apply special effects to Items.
Dmg Back: Applies associated DM Back to whatever Body Area/Item that successfully Strikes it.
Threaten: You+Target Attacking each other, Contest:
Dex
(You) vs.
Agl
(Target)
      Win: Loser chooses: You get listed Bonus to Hit OR Loser can't Attack you this Round.
Monsters and Non-Player Characters Non-Player Characters (NPCs)
In WARPS GMs will control many other people and creatures. These are represented using an NPC Card and, if appropriate, a NPC Status Card.
NPC Card
NPCs Cards contain all the information needed to NPCs in battle or in a campaign.
Basics: The front of an NPC Card contains its Species (and possibly additional Species types), a reference picture, Hitbox, and information about how it may fit into the campaign or ecology of the world.
Stats, Difficulty, Body Areas, Common Action Dice (ex: Dash, Dodge, etc.)
Abilities: These are the special abilities the NPC can use. This may include special info about their body or special powers. It may also include Tactics about how these abilities can be used. This section may also include basic species info such as Appetite or reward for defeating them.
Difficulty
NPC Difficulty determines how dangerous NPCs are if engaged in Combat.
Normal: An enemy which can be expected to take on a single PC. A '+' may used to designate an extra amount of danger.
Hard: Hard enemies can pose a particular danger against a single PC, even able to take on 2 or 3 PCs at once.
Dire: A single Dire enemy can take on a whole party at once and still pose a major threat.
Epic: Epic levels are extremely dangerous if taken head on, and may eliminate an entire party if not careful.
Godly: Beyond the scope of what a party may be able to defeat. Best avoided at all costs.
NPC Status Card
The NPC Status Card is used to track NPC data such as Damage or Stamina. One card can be used per NPC. An additional NPC Info Card can be used to track additional NPCs such as their name or story details.
Reward Reference
Treasure
F
Treasure: 1x Copper Coin
Weapons: Shiv, Bolt
Arrows: Arrow, 3x Improvised Arrows
Other: Rags, Herb, Torch (Improvised), Parchment
E
Treasure: 3x Copper Coins
Arrows: Quality Bolt, Quality Arrow
Other: Holy Water, Spell Material, Pelt, Common Scroll, Oil Bottle (w/3 Oil), Torch (Quality), 50’ Rope (Weak), Bandages, Cloak, 10 Cigarettes, Cigar, Holy Fragment, Vial of Holy Water
D
Treasure: 5x Copper Coins, 1x Silver Coin
Weapons: Throwing Blade, Club
Armor: Leather Vambrace/Shoulder Pads, Leather Leg Guard, Leather Vest
Arrows: 5x Arrows, 5x Bolts
Other: Scroll (Common), Symbol of Mercy, Cooking Pot, Stamina Potion, Orichalcum, Healing Potion, 50’ Rope (Sturdy), 3x Spell Material, Drugs (Trip/Sleet/Fizzyn), Wine, Fiction Book
C
Treasure: 5x Copper Coins, 1x Silver Coin, Bauble
Weapons: Throwing Axe, Edged Club, Old Bow
Armor: Leather Vambrace/Shoulder Pads, Leather Leg Guard, Leather Vest, Buckler, Round Shield,
Arrows: 5x Quality Arrows, 3x AP Arrow, 3x Barbed Arrow, 3x Poison Arrow, 3x Fire Arrow, 5x Quality Bolts, Power Arrow, Elven Arrow, Black Arrow
Other: Textbook (Common), Explosion Potion, Uncommon Scroll, Prayer Beads, Book of Azeal
B
Treasure: 3x Silver Coins, 15x Copper Coins, 1x Gold Coin
Weapons: Knife, Low Quality Sword, Low Quality Spear, Javelin
Armor: Kite Shield, Tower Shield, Holy Shield, Unified Cross
Other: Textbook (Uncommon), Spell Book (Empty), Quality Leather Boots, Lantern (w/ 3 Oil), Poison, Cheap Instrument
A
Treasure: Gold Bar, 4x Silver Coins, 20x Copper Coins
Weapons: Crossbow, Dagger, Bow
Armor: Gambeson (Short), Chainmail Hood, Metal Greaves, Gambeson (Long)
Other: Textbook (Rare)
A+
Treasure: 25x Copper Coins, 5x Silver Coins, 3x Gold Coins, Gem
Weapons: Axe, War Hammer, Mace, Flail, Straight Sword, Curved Sword, Thrusting Sword, Spear, Glaive, Halberd
Armor: Brigandine, Metal Skullcap
Other: 50’ Rope (Superior), Rare Scroll, Instrument
S
Treasure: 35x Copper Coins, 7x Silver Coins, Mythril, Etherium
Weapons: Large War Hammer, Large Axe, Longbow, Elven Bow, Great Sword
Armor: Scale Cuirass
Other: Quality Instrument
S+
Treasure: 65xCopper Coins, 10xSilver Coins, 5xGold Coins, Gold Ingot, Jewel, 2xGem
Armor: Breastplate, Chainmail Tunic (Short), Great Helm, Chainmail Tunic (Long), Splint (Full Set), Arnet Helm
S++
Treasure: Gold Idol, 10x Gold Coins, 25x Silver Coins, 2x Jewel
Armor: Scale (Full Set)
S+++
Treasure: 200x Copper Coins, 40x Silver Coins, 20x Gold Coins, 3x Gold Ingots, 3x Jewel
Armor: Plate (Full Set)
Inspiration
Represents Characters learning and growing from their experiences. Typically Characters will receive 1-3 Inspiration per Session.
Combat Inspiration can receive for:
Combat: Typically 1 Inspiration per Combat, 3 Inspiration for a very dangerous Combat.
Quests: 1 Inspiration for a Minor Quest, 3 Inspiration for a Major Quest.
Quests
Quests are tasks given in world typically with a reward in G per person based on difficulty and Character Level.
Minor ~25G (Level 1): Local NPC asks the party to take care of a pest problem in his basement. Kill a few rats and be on your way.
Medium ~50G (Level 3): The Town is being terrorized by a werewolf. Investigate what’s going on, find the werewolves lair near town and slay it.
Major ~75G (Level 5): Land you arrive in is ruled by an evil wizard. Talk with the locals, find your way to his tower, defeat his many minions and kill him.
Epic ~100G (Level 7): Travel Far away to a distant dungeon, encountering dangerous combats along the way. The dungeon takes a few days to clear and go through, and at the bottom an Epic Dragon Boss battle is fought.
Other
Puzzles: Typically 1
Morale
and taking about 20 min to solve.
Journeys: +
Cha
Morale
Short (5 to 10 World Spaces), +2
S
Morale
Long (+30 World Spaces). Some Journey's may grant Inspiration as well.
Major Tasks: 1 - 2
Morale
including investigations, fetching, searching, stealthing, building/crafting, survival, escape, intrigue, talking, etc.
Regions and Settlements
Regions Regions
Regions represent the locations of the world. A Region Sheet contains info that can be used to determine things such as Character's survival, encounters, visual descriptions, and weather. GMs can use either prebuilt Regions, make their own regions, or use basic Region info. Regions are divided into Region Basics, Scenery, Events, and Quests.
Region Types
Types: Regions types break regions into broad categories.
     Arid: Very dry and hot climates for large portions of the year.
     Lush: Very dense in plantlife.
     Severe: Is marked by very cold temperatures, either in the winter or year round.
     Temperate: Mostly consisting of mild weather.
Sub Types: These are subtypes of biomes. Each has a corresponding General Region Sheet as well.
     Alpine: A high and cold biome usually found on steep mountain ranges and plateaus.
     Badlands: An area made up of mostly uneven rocks with little vegetation.
     Chaparral: A dry area with scatter shrubbery.
     Coniferous: A forest often made of tall evergreen trees and typically in higher and mountainous areas.
     Desert: An area made up primarily of dry dirt and rolling sand dunes.
     Forest: A standard forest, typically in cool temperatures.
     Ice Field: An area consisting of massive ice shelves, often with fissures. Extremely dangerous.
     Jungle: An area of very dense trees and plant life, often warm and humid.
     Pastoral: Cool area with long fields and some trees.
     Plains: Area of sparse woodlands along with grass and shrubs.
     Tundra: A barren area found in very cold climates.
     Wetlands: A colder flooded area of trees and shallow water.
Region Basics Region Basics
Region Basics are used to determine the amount and kind of resources a Region has, as well as other standard survival information.
Temperature
This describes the effects the region's temperature has on Characters such as Cold and Heat Exposure. This may change in certain seasons such as winter.
Scarcity Check
For each World Space the GM may make a Scarcity Check using 3
D
. The Scarcity Check determines things about the space such as how lush or barren the area is.
Barren 0S: Area has relatively low fauna, and comparatively less water/food/resources.
Standard 1S: Area average fauna/water/food/resources.
Plentiful 2S/3S: Area has relatively high amount of fauna, and comparatively more water/food/resources.
Forage Results
Lists the results of a Character's Forage Roll such as how much Rummage is found. This may include an attempt to Hunt, which requires the use of a Bow and Arrow or some other Hunting tool.
Scenery
Scenery is used to create a description of the environment. This can also be used as a seed for a more expansive or personal description as well.
There are Scenery descriptions for each type of area: Barren, Standard, and Plentiful.
Scenery can be chosen randomly or chosen by the GM.
Events Events
Events are things the Characters find or that happen to the Characters while in the region.
Events can be chosen by the GM or determined randomly, or mixed. Additionally Events can be used however the GM wants, including tying together different ones or using just parts to tie more directly into the story of the particular campaign.
Events are divided into categories such as Weather, Obstacles, Crossings, Settlements, Aid, Encounters, Interiors/Entrances, and Incidents.
Weather
These are weather effects which may make it difficult to travel. They usually last for a set number of shifts. Sometimes these are determined by the season.
Obstacles
Obstacles are things which impede the Character's travels, often creating additional hardship.
Barriers
Barriers are very difficult to cross areas such as a river or ravine. These may involve a Crossing that can be used to pass them.
Crossing
A Crossing is a bridge, ferry, or other method of getting through a Barrier, such as a river. These may also present a opportunity for a Challenge or Encounter such as a toll.
Settlements
These are settlements, typically of humanoids, that are neutral or helpful for the Characters. Often these involve Villages or Towns. See the Settlements section for more details.
Aid
Aid are helpful events or beneficial things that Characters might find.
Encounters
Encounters are the types of creatures that may fight or be dangerous to the Characters. When used by the GM these may be Active (acting the Characters), Passive (in a place where the Characters may choose to attack them), or Stalking (actively hunting, ambushing, or otherwise attempting to attack the party.).
Interior/
Entrance
These are locations that the Characters might explore. Often they have monsters or treasure inside. Additionally these sections may be used to describe areas the Characters find themselves in.
Hooks
These are things that might happen to the Characters of other kinds and may be used to trigger quests or move the narrative forward in other ways.
Quests
Fill this out...
General Region General Region
Generals Regions are used to fill in for Regions that don;t have more specific information. These can be divided into biomes that best match the Region Type. These include Woods, Plains, Jungle, Desert, and Snow.
Settlements Settlements
Settlements are places where many creatures, typically humanoids, live and depending on the size offer various goods and services.
Settlements are divided into Villages, Towns, and Cities. Each type of Settlement has a corresponding General Settlement Sheet which describes the basic activities and services available in the Settlement.
Villages
Villages are the smallest type of Settlements and usually have a population between 50 to 100 people.
Villages may have special characteristics described by the Region they are in as well.
Villages are typically not marked on the map and are often instead found while moving through a Region.
Towns
Towns are bigger than Villages but not as big as Cities and usually have a population between 500 to 5,000 people.
Towns are typically marked on the map though some not on the map may sometimes be found in some Regions.
Like Villages Towns often have specific characteristics listed within the Region they are in.
Cities
Cities are the biggest type of Settlement and typically have between 10,000 and 1,000,000 people.
Cities are almost always marked on the map. In addition to a General City Sheet, most Cities have a City Sheet listing Scenery, Events, and Quests specific to that particular City.
City Sheets
Each Specific City Check will have Weather Holidays/Festivals Labor/Training Districts Scenery Locations Events Jobs Quests Underworld(?)
Time Table Time Table
In WARPS, time passes as it normally does, one day after another. Each day passed can be marked on the WARPS Time Table. Which has a place of Seasons, and Months. The Time Table may also be used to track various weather events.
Months and Seasons
In WARPS each month is 28 days long to simplify tracking with each season (SPring, Summer, Fall, and Winter) being 3 months long.
In addition, various important days and holidays can be listed on the months section of the Time Table.
Weeks and Days
The days and weeks section is used to track which date within the month is the current one and can also be used to track other events at the daily level as well.
Character Creation
Introduction Introduction
Character Creation is the process of creating your Player Character for WARPS. You will likely have this Character for a while, so feel free to put as much thought as you need till you are satisfied with your Character.
Stat Points
These points are used for Character Stats and other things that represent a Character's natural abilities and aptitudes.
The amount of Stat Points a Character starts with and can spend is listed on their Culture Card.
Character Points (CP)
Represent a Character's skills, knowledge, and training.
The amount of Character Points a Character starts with and can spend is listed on their Culture Card.
1. Culture Culture Card
A Culture Card sets the foundation of your Character. At the top will be the Culture, Species, and possibly a Species subtype.
Cultural Info
At the top of the Culture Card will be info about the culture and society of your chosen Culture. This can be read or referenced at any time and can be used to help properly role play your Character's Culture and Species.
Subcultures are more specific types of cultures within a larger one.
Starting Points
This is the amount of
CP
your Character has to spend on Abilities and Aspects.
Stats
This section includes all the Starting and Maximum Values for your Character. (If a starting Stat is not listed then the Starting Value is 0.)
1 Stat Point may be used to raise a Stat by 1.
Max Stats: A Character's max Stat at Character Creation is listed on the Culture Card. Other Stat raising effects can cause a Character to have up to 3 more in a Stat then the maximum listed on the Culture Card. Some Aspect Cards may raise the maximum as well.
Background
Choose a Background for your Character.
A Character's Background represents how they grew up, were raised, and/or the culture they were in.
Backgrounds often come with Talents Characters can choose, starting equipment and gold, and/or Stat Bonuses.
Other
These include Special Abilities or Drawbacks specific to your chosen Culture. Some may be automatically applied to the Culture, while some require spending
CP
to obtain.
2. Character Sheet Character Sheet
Take a Character Sheet corresponding to your Species Card. (Ex: Human, Elf, Dwarf, etc.) The Species will determine which kind of Character Sheet your Character will use unless stated otherwise.
Stats
Fill out your Stats from your Culture Card on the Character Sheet.
Special Abilities
Your Character Sheet may also list Species Abilities unique to that Species.
Capacity
A Character's Capacity =
Str
+
Fort
+
Endr
+ Species Capacity Mod
Morale
A Character's Morale = 1 +
Cha
+
Spirit
+ Morale Mod
3. Customization Spending CP
Spend CP directly on Aspects, or convert CP to progress on Ability Cards.
1CP per Tally Mark.
Abilities
Abilities are represented by Ability Cards. These include both Talents, Classes, and Doctrines.
Classes
Classes are represented by a Class Card, used to track progress within that class, and a Class Ability Card, which has a Characters skills gained from that Class.
Unless stated otherwise, a Character may only put points into Level 1 Classes during Character Creation.
Doctrines
Doctrines are represented by Doctrine Cards. They represent a Character's relationship with a God.
Aspects
Aspects are represented by Aspect Cards and can be both positive, often called Edges, or negative, often called Drawbacks. Some have special stat requirements as well.
Edges (Green Cards) are Aspects that provide a net-positive and require spending
CP
. A Character can have up to 3 Edges.
Drawbacks (Red Cards) are Aspects that provide a net-negative and increase a Characters spendable
CP
when taken. A Character can have up to 4 Drawbacks.
Stat Drawbacks are special Drawbacks that bring a Stat to 0. A Character may take more than 1 but can only gain 1 SP this way.
Gold
Characters may spend their starting Gold on any items in the game.
Additionally 1
CP
may be spent to gain 5G.
Other
1XP may be spent to gain 2
CP
.
4. Background Background Card
The Background Card provides a space to flesh out your Character's look, personality, and history.
Basics
Basics are Character's Name, Age, and Birthdate. Typically a Birthdate is gained by choosing randomly.
Basics
A Description typically includes things such as a Character's Height, Eye and Hair Color, and other notable physical features.
Bio
A Characters should have some information about where they are from, their family, as well as some connections they have in the world, such as friends or associates.
Goals
A drive that is personal to the Character and is worked out with the GM when chosen (this can often be in private). These should be difficult to accomplish, and can be from the Character Goal List, or created personally by the Player. Either way, a Personal Goal should be worked out with the GM before the game starts.
You may choose a Personal Goal from this list or create your own.
See the World See distant lands, perhaps even those before undiscovered.
Family Name Prove your worth in pursuit of honor and glory for your family.
Wealth Gain enough money that you can live a life of leisure and luxury.
Fame Be known and beloved across the land.
Vengeance You've been wronged and won't rest until you have justice.
Slayer Vanquish a powerful beast for glory and honor.
Clear Name Prove your innocence from a wrongful accusation.
Reclaim Past Find something or someone lost from your past.
Serve God Achieve a decisive victory in the name of your God.
Legendary Warrior Win battles such that they will sing of for generations.
Legendary Blacksmith Be renowned for incredible metal works.
Run a Business Operate a successful business producing a handy profit.
Frontiers of Knowledge Comprehend the universe as no one has before.
Find Artifact Find and claim a powerful artifact from a lost age.
Reclaim Thrown Win back the wrongly taken throne for you or your clan.
Resurrection Bring someone back through forbidden dark magic.
Immortality Seek dark and forbidden means to avoid death.
Complications
Complications are things that create challenges for Characters as they try to achieve their goals. These can be things such as crippling drug addiction, a feared enemy, or memory loss.