Ancestry (OSR)
Ancestry (OSR)
Ancestry (OSR)
Escrito por
Gustavo Tertoleone
_______
circa 638AD
Table of Content
ABILITY SCORE
T o create a character,
players must roll 3d6 and compa-
re the results, in order, to the table
bellow. Then, they should note the
modifiers to their ability score:
d6 Roll / Modifier
1 +1
2 +1
3 +1
4 +2
5 +2
6 +3
VII
HOLY ONES
Characters who have received the gift of perform miracles for their gods. A
Holy One can be a priest, an acolyte, a witch doctor, a shaman, or any
other follower and agent of a creed. They can use any type of weapon,
shield and armor in order to defeat monstrous beasts! But need a sacred sym-
bol to perform their miracles.
A Holy One is able to perform 2d4 miracles per week, those can be se-
lected by the player at the beginning of a new decade. When a new deca-
de is achieved, the second level miracles become available for the character
to choose, being possible to select either from the first or the second level.
That repeats when the third decade arrives with third level miracles.
PROWLERS
Individuals who had to learn how to survive in the streets, stealing, killing
and lying. Prowlers are characters with sharp skills and very versatile. They
can use any type of weapon or armor, but prefer to use light equipment in
order to do less noise and keep their agility.
Prowlers receive a bunch of skill points every decade so they can distribute
them into their skills. The skills they have are shared with any other cha-
racter, but only Prowlers are able to put up points on them, increasing the
chances of success while rolling them.
SKILL
DECADE / WOUND POINTS / DEX | VIG | INT | SPE / POINTS
1st 08 11 14 12 15 +5
2nd 08 07 10 08 11 +10
3rd 08 03 06 04 07 +15
Witches and Warlocks have the possibility of calling upon their unholy pa-
trons to conjure spells. They can perform up to 2d4 spells a week, but they
do not have a spell book to note their formulations, instead, they have access
to a profane mental list of spells learned throughout the decades. They can
choose the spells they want to get fixed to their minds once a week.
WARRIORS
Characters who trained their whole life to combat, maybe in a war, or
maybe as a guard. Some of them end up choosing a mercenary life, and
others decide to become bounty hunters. Warriors normally wear the best
type of armor available, and choose the weapons they are more comfortable
to fight with.
These adventurers are the only ones who receive a new attack bonus every
decade, making them great combatants, even though not every encounter
should be solved crossing steel, at least they are a fail safe for problems that
can’t be solved through conversation.
ATTACK
DECADE / WOUND POINTS / DEX | VIG | INT | SPE / BONUS
1st 12 12 12 14 17 +3
2nd 12 08 08 10 13 +6
3rd 12 04 04 06 09 +9
X
oma nativo STARTING
e em outros idiomas. MONEY & EQUIPMENT
wRolagens de Salvamento: O modificador aplica-se às rolagens de salvamento versus
efeitos mágicos.
A
INT / IDIOMA CONHECIDO
03
04 Coins
brand new PC, during
their first decade
Nativowill(mal
- 05 of Copper. Nativo
havefalado)
3d6 x5
That is the star-
/ ALFABETIZAÇÃO
sary for their first adventure. Because
of that, itAnalfabeto
pment only
is preferable to buy equi-
after all is set to go into
Analfabeto
ting money you will have to spend their first adventure.
06 in- 08 Nativo
equipment and any starting pro-
Analfabeto
09 perty.
- 12 That amount should improve
Nativo The equipment for their first decade
Alfabetizado
13 considerably
- 15 after
Nativo the+ first adventure.
1 extra can be Alfabetizado
bought from the following
However, at the beginning of play table of goods available in their
16 characters
- 17 Nativo
should + 2 extra
carefully use that Alfabetizado
small village:
amount to buy
18 the equipment
Nativo + 3 extraneces- Alfabetizado
COINS
The value and amount of the metals
will vary according to the ages, but
for characters starting an adventure,
copper will be the main type of coin
in their village. However, even co-
pper is fairly uncommon, with villa-
gers surviving on barter, paying ta-
xes with products they produce such
as grains and animals.
1 GC = 50 SC = 2.500 CC
GC = Gold Coin
SC = Silver Coin
CC = Copper Coin
XII
SKILLS
Ordeiro
CLIMB- Personagens ordeiros
- Used to climb são o contraponto dos caóticos, eles creem que
vertical
nada é por surfaces.
acaso, que existe um relojoeiro comandando os acontecimentos universais
e ao olhar DISARM
para um descampado,
TRAP - Used enxergam apenas um grande e perfeito tapete verde.
to disarm
Sacerdotes devem ser sempreof Ordeiros.
the mechanisms a trap after it has
been found.
Neutro - Com todos- osUsed
LANGUAGES problemas mundanos e seculares, se interessar pela rea-
to describe
lidade de maneira
how manyprofunda é paraa poucos,
languages characterprincipalmente
is com tantos inocentes morrendo
able topessoas
de fome, tantas learn. sendo torturadas e assassinadas, intrigas políticas borbulhando
por toda parte…
LOCK PICKING -neutro
O personagem Used está
to open
desinteressado por toda essa ladainha, e está
regular and small locks silently.
apenas preocupado em sobreviver, lidando com os problemas um dia de cada vez.
Prowler’s tools are necessary.
XIII
Arquétipos
ENCOUNTERS
Arquétipos são conglomerados de características que juntas formam um tipo de
personagem possível de ser jogado como aventureiro. Essas características são tanto me-
E
cânicas quanto narrativas e descritivas. Existe um total de sete Arquétipos possível de
serem escolhidos,
ncounterssendo
e três delesa são
countering NPC
4 deles
are the
meio-humanos
act ofhumanos
or a Beast during
an adventure. Those normally tend
(Sacerdote,
en- number
(Hobbertos,
armorAnãos
Combatente,
is changed
used. e Elfos).
accordingFeiticeiro
to the e Gatuno),
HEALING
Character can heal during an adven-
ture by using specific items that can
cure a number of Wound Points.
Those items are normally found du-
ring adventures, such as potions, or
scrolls. Cure can also be done throu-
gh the use of spells and miracles.
A
Línguas: Comum
fter returning from the
São seguidores
coins and with proof that the regio-
aventureiros
sua fé.
the place where they grow their
_________________________________________________________________________
first adventure, PCs might
da fébee full of food.tementes
Draw 5a ofuma those squares Treinados
Entidade.
de the area around the d20, so those
insi- nas
artes da batalha, canalizam a energia divina para efetuar milagres. Graças a doutrina
nal problem has been settled. That are the Land Lord’s (PC) fields.
queenough
is seguem,for não
thempodem utilizar
to receive landarmas perfurantes ou cortantes contra seus inimigos.
and title as de
Necessitam payment for theirsagrado
um símbolo ser- e devem
t Finally,
seguir draw a hexagon
a hierarquia aroundde sua fé.
terrena
vices. So, during the first and the the d20, so this will be the PC’s
Após atingir o nível
second decade of adventure, generate9, um Sacerdote
fortress.pode
Theconstruir
number on ou the
comprar
d20 uma forta-
leza pela
each PC’s metade do preço,
new village using graças
the to- a intervenção divina,
represent the amountse of
o Sacerdote
guards pro-ainda estiver
ols
sob bellow.
proteção de sua Entidade. Uma veztecting the place.
estabelecida, a fortaleza atrairá seguidores
(6d6x10 Combatentes
GENERATING de nível 1-2). As tropas são devotas do Sacerdote e de sua
A VILLAGE
Entidade, e nunca precisarão fazer testes Rollde once
moral.
for Seus
each níveis
hut: serão definidos pelo
t Roll 1d20
Mestre, assim over
comoa quais
sheet tipos
of white
de combatentes
d20 Rolleles/Villager’s
são (infantaria, arqueiros, etc).
Possession
paper. Cover the die with a saucer
or something de
Progressão withNível
similardesize, and
Sacerdotes 02_______________________________________
- 04 1d4 cows
outline it on the paper with a pencil. 05 - 07 1d6 pigs
08 - 13 2d4 chickens
t Roll 6d4s on the top of the whi- 14 - 16 2d4 goats
ROLAGENS DE SALVAMENTO MILAGRES
NÍVEL/
te XP in
sheet of paper, /DV
17 1d6 horses
| M / O / P / R / F | 1 / 2 / 3 / 4 /
one specific 5
side
01 instead 0.000
of making
1d6 them roll11all 12 18 14 - 2016 2d415 sheep
over
02 the paper. 1.500This
2d6will generate
11 12 14 16 15 1
the
03 huts presented
3.000 in3d6
the PC’s 11 land. 12 14 16 15 2
Remove any of them from the area Roll twice to define what already
around the d20, relocating them to
04 6.000 4d6 11 12 14 16 15 2
exists at the PC’s new land:
1
a05different 12.000
part, and5d6
circle the 09dice. 10 12 14 12 2 2
Those are 25.000
the locations
6d6 of the 09 huts. 10 d20 Roll / Place
06
01 - 12 A well2 2 1 1
12 14 12
07 50.000 7d6 09 10 1213 14 12 A church
2 2 2 1 1
t Then, write the result of each
dice
08 inside100.000
each circle,
8d6so those09 are 10 1412- 15 14 12 A heathen
3 cemetery
3 2 2 1
the
09 number of villagers
200.000 06 07 0916 11 09
9d6 living in A river3 3 3 2 2
each
10 hut. 300.000
They could be a family,
9d6+1* 06 07 1709- 19 11 09 Roman4 Ruins 4 3 3 2
or a bunch of brothers, is really up
11 the PC400.000
to to define.9d6+2* 06 07 0920 11 09 A circle
4 of 4stones
4 3 3
12 500.000 9d6+3* 06 07 09 11 09 5 5 4 4 3
t13 Now, 600.000
draw a square next to03each 05 07 08 07
9d6+4* 5 5 5 4 4
hut with 4 times its size. The squa-
14 700.000 9d6+5* 03 05 07 08 07 6 5 5 5 4
res represent the fields, property of
the villagers living
*Modificador de CONin each
não hut, and
é aplicável.
XVI
MÃO MORTA
Villagers should pay different types Payment that a son or daughter
of taxes to the PCs. Bellow you will should pay in order to keep living
find the list of taxes: at the land after their parents have
died.
ALBERGAGEM TALHA
Every servant must open their doors A third of the servant production
to the Land Lord of this needs it. should be sent to the Land Lord.
BANALIDADE
Payment demanded by the use of the
Lord’s tools, such as the mill, the
oven, the barn, the bridges and ro-
ads.
CAPITAÇÃO
Payment per each member of the
family.
COMBATENTE XVII
Combatentes podem anunciar com uma ro-
Requerimentos:Nenhum dada de antecedência, a manobra de bata-
Requisitos Primários: FOR lha que pretendem adotar:
Dado de Vida: 1d8 Agressivo - +2 Bônus de Ataque/-4 CA
MANAGING A VILLAGE
Nível Máximo: 14 Defensivo - -4 Bônus de Ataque/+2 CA
Armas: Qualquer arma Comum - +0 Bônus de Ataque/ +0 CA
A
Línguas: Comum
fter the second decade it
guerreiros quere-dominam
sources from the village in order to
suffers effects from different events
_________________________________________________________________________
will be Poderosos
time to start managing thatasalso
artestake place annually.
marciais Aftere guerras.
das batalhas
Seu papel em um grupo de aventureirosa édecade, and an adventure session,
o de proteger seus companheiros e enfrentar
keep your domain successful. In this players can get together with the
criaturas,
book fisicamente
you will find theserules
for neces-
necessário. GM
Qualquer
to checkcombatente
how many queresources
tiver moedas o sufi-
sary
cientetopode
keep comprar
the gameourunning in um castelo
construir they gotou from the last
fortaleza 10 yearsmomento,
a qualquer and desta
an interesting way, for a long long how they are going to invest them
forma controlando as terras
time, but if you are looking for ao redor. throughout the next 10 years. Use
Após onatingir
more details raisingo an
nível 9, Combatentes
empire, podem
the table bellow receber o título
to define de barão ou ba-
the amou-
and becoming
ronesa, a more
suas terras powerful
passam entãomem-
a ser nt of each type
consideradas um ofbaronato.
resource Combatentes
produced rece-
ber of the royalty, check the “Ad- during the last 10 years, then roll
bem bônus
vanced de ataque
Ancestry Book”.de maneira progressiva,
10 times1 at ponto por nível Event
the “Annual avançado.
Ta- Este bônus
é válido apenas para rolagens de ataque, nunca
ble” para othis
to modify dano causado.
amount.
RESOURCES
Progressão de Nível de Combatentes ____________________________________
A village generates a specific amount
of resources every year, this amount
ROLAGENS DE SALVAMENTO
NÍVEL/ XP /DV | M / O / P / R / F | BÔNUS DE ATAQUE
01
TABLE0.000 1d8
OF ANNUAL 12 RESOURCES
13 14 15 16 +1
02 2.000 2d8 11 12 14 16 15 +2
03 4.000 3d8 6 - 1011 12 11 14 - 18
16 15 19 - 24 +3
RESOURCES / VILLAGERS / VILLAGERS / VILLAGERS
04 8.000 4d8 11 12 14 16 15 +4
Cattle
05 16.000 5d8
4 7
09 10 12 14 12
10 +5
Copper
06 32.000 6d8 1d4 09 10 12 2d4 14 12 3d4 +6
Grain
07 64.000 7d8 12 09 10 12 18 14 12 24 +7
Iron
08 120.000 8d8 2d4 09 10 12 2d4 14 12 2d6 +8
People 240.000 9d8 1d4 06 07 09
09 2d4 11 09 3d4 +9
Silver 360.000 9d8+2*
10
1d4 06 07 09 1d4 11 09 1d4 +10
CATTLE PEOPLE
Half of the cattle raised is proper- A tenth of the amount of grain pro-
ty of the PC. A third of the rest duced should be paid by people born.
is also property of the PC, paid as Every ten years, an amount of peo-
“Talha”. ple is picked to serve as soldiers or
guards. More people mean more huts
COPPER should be make, increasing the amou-
Two thirds of the amount mined is nt of taxes every year.
property of the PC.
SILVER
GRAIN Two thirds of the amount mined is
Half of the cattle raised is proper- property of the PC
ty of the PC. A third of the rest
is also property of the PC, paid as WOOD
“Talha”. Half of the wood gathered is proper-
ty of the PC.
IRON
Two thirds of the amount mined is
property of the PC
XIX
INVESTMENTS
STONE WALL
An improvement to the PCs fortress,
and a symbol of power to other real-
ms. Can handle a siege for 1d4 ye-
ars, depending on the amount of food
and water available. This symbol
of power will attract 3d6 peasants
to the PC’s lands per year. It costs
400 Iron, 800 Wood and 900 Sil-
ver to build a stone wall.
TOWER
Towers are build near the borders of
PC’s land to notify the Lord of any
suspicious action occurring. To every
XXII
MIRACLES
4. Purify Poison
The PC touches a poisoned individu-
al, canceling the poison effects.
5. Resistance to Cold
Any cold based Wound Point caused
against the PC is negated. Works
for 1d4 rounds.
6. Resistance to Fire
Any fire based Wound Point caused
against the PC is negated. Works
for 1d4 rounds.
XXIII
5. Genesis Spark
Light is cast from the PC’s fingers, THIRD LEVEL MIRACLES
blinding foes for 1d4 rounds. Their
attack rolls should be done with 2 1. Calling the Third Sphere
dice, with the worst result being An Archangel descend to our plane
chosen. and incarnate the PC’s body, figh-
ting against enemies for 2d4 rounds.
6. Israel’s Army The PC causes 2 damage dice, and
A rain of ghostly arrows fall over has 20 bonus Wound Points that di-
the PC’s foes causing 2d4 Wound sappear with all damage caused when
Points to an area of 20’ radius. the Archangel leaves the PC’s body.
6. Bless Water
The PC can make a whole bun-
ch of water sacred, by touching the
body of water. The body of water
can’t be bigger than a 10x10x10
feet pool of water. Holy Water cau-
ses 1d4 Wound Points to undead
beings per round.
7. Transmutation
The PC can turn anything into a
different physical state, liquid water
into vapor, or solid gold into liquid,
for example.
8. Insect Plague
The PC summon a cloud of flying
insects that can be controlled by the
PC during a whole encounter, dissi-
pating after that. The cloud can be
commanded to attack foes, causing
1d4 Wound Points per round and
creating a disadvantage to their atta-
ck rolls.
XXV
SPELLS
4. Runic Lock
Upon the PC’s call, an arc of runes
is summoned around a door, locking
it magically, only opening by the
command of the PC.
XXVII