100867_RAA_Quill & Codex_R1_PROOF

The Cullen Bunn Role-Playing Game

may enhance them with addi tional skill points if you like. The skills are Alchemy, Arcane Lore, and Occultism. • You have 3 additional Skills to as sign as you see fit. •Magicians have access to a spe cial ability—SPELLCRAFT. This allows you to cast spells. See SPELLCRAFT. • Magicians CANNOT wear armor (unless the armor has some mag ical property that allows such things). If they do, they lose ac cess to Spellcraft. • You start with a Light Weapon. things). If they do, they lose ac

CULLEN SAYS – You might find yourself saying, “But… but… but… my campaign is set in the modern world. There are no Magicians! People don’t walk around as Warriors with swords!” Oh, no? Is an MMA Fighter not a Warrior? Is a guy performing card tricks on the street not a Magician? Is a Cat Burglar not a Thief? Yes, the Adventuring Classes above are focused on more of a Fantasy Setting, but with a lit tle tweaking they can apply to any world in which you want to play. Find the closest Adventuring Class and go with it. No magic in your world? Well, then, don’t allow the Magician class… unless the Adventur er is the ONLY person in the world with magic, which could be kind of badass. Want to make a statement about religion, faith, and theology? Maybe a Priest would be writ ten as a Thief. Future supplements for the QUILL & CODEX will offer some guidance on tweaking and adding Adventuring Classes, but this is your game, do with it what you want! class… unless the Adventur Maybe a Priest would be writ

The Magician prepares to call forth a fireball, a Rank 5 spell.

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