Arcanum: World of Arator Core Rule Book and Arcanum: World of Arator Core Rule Book Version 1.0 1 Arcanum:

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  • Arcanum: World of Arator Core Rule Book Version 1.0


    Arcanum: World of Arator Core Rule Book and

    Character Class Codex (Version 1.0)

    These are the core rules for the Realm of Arator adventure setting. All rules within this

    book are needed in terms of how the game is played. This book will explain various

    aspects of the game that are not covered in other volumes such as Creature Compendium,

    The Gods of Arator, etc.

    The basis of this volume revolves around how battles, combat, and stats are primarily

    used within the game as well as spells. Even though the magic of Arator is fully

    explained sphere by sphere in its own book Magic of Arator, this book will explain how

    spells work when in and out of combat.

    All the basic mechanics of the game are explained in this core rule book as well as other

    features that are important to the game in order to be played.

    The Basics: How to Play the Game

    The World of Arator is played very similar to other role playing games with storytelling

    and pen and paper.

    A calculator is also essential to add and subtract the various bonuses, damage done, and

    percentages that are present in the game.

    The World of Arator can also be used in conjunction with D20 system. All one needs is

    the 20 sided dice and that is all. The 20 sided dice can be used to figure out how much

    time remains in between player, NPC, and monster cool down times for their talents,

    powers, and abilities. For example, if a warrior just used their trip and kill talent it cannot

    be used again for another 60 seconds. To figure out how much time remains for that same

    talent to be used again, the game master should have the player roll the 20 sided dice. If

    the number is 6 or over then 60 seconds has transpired and they get to use that talent

    again. If the number is 5 or lower, then not enough time has passed and the player will

    have to wait for their next turn in which the talent will then be automatically available.

    This also applies to monsters and NPCS that the game master controls. Each number on

    the 20 sided dice would represent increments of 10 (there for a 1 is 10 seconds, 2 is 20

    seconds, etc.) If the game master is controlling a monster that uses a special ability that

    cannot be used again for 120 seconds for example, then they must roll a 12 or higher for

    it to be used on the GM’s turn, if 11 or lower than the GM must wait on their next turn to

    use that monster’s ability. Character classes and most monsters and beasts have numerous

    talents with cool down times. Since all character classes have ten different special talents

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  • Arcanum: World of Arator Core Rule Book Version 1.0


    below level 50 and then an additional five more after level 50 along with their specialties

    and normal attacks, they can opt to use these other methods of combat powers while the

    talent they just used cools down. In such cases, a dice roll is not even required and the

    GM can just allow the player to use the talent again at the GM’s own discretion. If the

    player opts out of the rolling the dice to see how much time is needed to pass to use that

    ability again, then they must use other talents in that given round or turn until the GM

    says they can use the other talent once more. However, if the player or the GM feels they

    need or wants to use a talent at a particular moment and they are waiting for it to become

    available again, then a dice roll is required.

    20 Sided dice are available at any role playing or basic game store, and can also be found

    easily online. The World of Arator currently does NOT come with dice.

    The game master is the rule keeper and story teller, and must keep track of all elements of

    the game being played. To make World of Arator fun for players, the game master should

    be flexible with the aspects of the game, but not so much so as to make things too easy.

    The World of Arator is a huge setting, with an expansive world and hundreds of different

    places, monsters, beasts, NPCS, and more to populate that world with. A good GM is

    able to incorporate their own stories within this game world using the given rules,

    regions, and monsters successfully.

    If a GM is unsure as to how to proceed with a certain aspect of the game, they can refer

    to the many supplemental volumes that add to the game such as the Races of Arator, The

    Gods of Arator, Magic of Arator, and the Creatures of Arator.

    The World of Arator was made to be flexible and easy to play. Even though much of the

    material can be quite in depth, much of it is self explanatory.

    All one needs to begin a game within World of Arator is a good story, a couple of

    players, and a lot of imagination.

    Getting Started: Making a Character and Example


    Making a character in the world of Arator is meant to be fun and creative. Players should

    really put some thought into the characters they make as they will be extensions of

    themselves within the game.

    To begin creating a character, one should choose their race first (see below for possible

    options) and then the class they wish to be. Some races are restricted to what classes they

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    can or cannot be but all races will have what is called a “preferred class” or a class that

    fits that race the best. Preferred classes do not offer any additional bonuses or perks

    currently to the game, but they do offer players the chance to play to the best of its


    In order to figure out a character’s stats, health, armor, and weaponry, we will use a level

    1 fighter as an example.

    Begin by assigning your character a name, then depending on their class and race, you

    can begin to figure what starting stats they will have.

    In this example, our level 1 fighter starts off like ALL character classes with a base 5

    points in all their stats; however, since our character is a fighter they automatically gain

    +2 to their Stamina, weapon skill, fighting skill, and agility. This bonus is also applied

    each time our fighter levels. There for, our fighter will have 5 points in perception,

    intelligence, wisdom, strength, charisma, and will power but will have 7 points in agility,

    weapon skill, fighting skill, and stamina. Health is determined by the formula mentioned

    below by taking 100 points that all character classes receive as a base + stamina score (in

    this case 5 points) and then + the fighter’s health bonus percentage as a class which is

    +50%. There for our fighter will have roughly 160 health points at level 1. Health points

    can be gained by leveling of course, as well as additional bonuses which can be earned by

    jewelry, armor, and weapons (but should not be applied at such low levels and should be

    earned by the player at the GM’s discretion.)

    Now since our fighter is a battle class they will have physical energy points as well and

    this is determined by taking the character’s stamina score (7 points) and multiplying it by

    the character’s level (which is only 1) then that number is doubled so in this example the

    fighter will have 14 points of physical energy to spend. This of course is not that much, it

    is meant to be that way because characters are just starting out and are meant to be weak

    in the beginning and then grow stronger as they level and progress.

    In the start of any character’s life within the world of Arator, weapons, armor, magical

    items, and other treasure is crucial to survival. The World of Arator does not have any

    restrictions for players in terms of what weapons they wish to start with on the exception

    that they cannot start off as being magical in nature.

    There for, in this example, since our fighter gains a base +5% damage bonus by dual

    wielding any form of one handed weapon in either hand, we will start them off with a

    pair of standard short swords that as a base deal 10 damage on each strike. We will also

    give this fighter starting leather armor with a 10 durability rating.

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    The game master should allow players to have any form of standard weapon that the class

    is allowed to have at the start of the game. There for a warrior can have a standard two

    handed weapon, a gladiator can have normal rated gauntlets, etc. All classes are also

    allowed to start the game with a long ranged weapon such as a bow and arrow, crossbow,

    firearm, or a wand (for spell casters).

    For information on how weapons and armor work for the game please refer to the

    Weapons and Armor of Arator supplement book. This book will give game masters all

    the information they need on base weapon and armor durability, damage rating, and

    magical properties. If the game master does not wish to use the Weapons and Armor of

    Arator book, they can simply add their own base damage and durability to weapons and