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An Introduction
WWN SRD
An Introduction
The Reason For The Document
A Note On Approvals
What You Can Do
1.0.0 Character Creation
1.1.0 Attributes
1.1.1 Generating Attributes
1.1.2 Attribute Modifiers
1.2.0 Skills
1.2.1 Skill Levels
1.2.2 Gaining Skills in Character Creation
1.2.3 The Skill List
1.3.0 Backgrounds
1.3.1 Background Skills
1.3.2 New Backgrounds
1.3.3 Example Backgrounds
1.4.0 Classes
1.4.1 The Three Base Classes
1.4.2 Full and Partial Classes
1.4.3 The Adventurer Class
1.4.4 Classes and Effort
1.5.0 The Class List
1.5.1 The Adventurer
1.5.2 The Accursed
1.5.3 The Bard
1.5.4 The Beastmaster
1.5.5 The Blood Priest
1.5.6 The Duelist
1.5.7 The Elementalist
1.5.8 The Expert
1.5.9 The Healer
1.5.10 The High Mage
1.5.11 The Invoker
1.5.12 The Mage
1.5.13 The Mageslayer
1.5.14 The Necromancer
1.5.15 The Skinshifter
1.5.16 The Thought Noble
1.5.17 The Vowed
1.5.18 The Warrior
1.5.19 The Wise
1.6.0 Foci
1.6.1 Focus List
1.7.0 Final Character Creation Steps
1.7.1 Record Maximum Hit Points
1.7.2 Record Attack Bonus
1.7.3 Record Saving Throws
1.7.4 Pick a Free Skill
1.7.5 Mages Choose Starting Spells
1.7.6 Choose Starting Languages
1.7.7 Choose Starting Gear
1.7.8 Record Weapon and Armor Statistics
1.7.9 Choose a Name and Goal
2.0.0 The Rules of the Game
2.1.0 Scenes, Rounds, And Mission Time
2.1.1 Scenes
2.1.2 Rounds
2.1.3 Turns
2.2.0 Saving Throws
2.2.1 NPC Saving Throws
2.3.0 Skill Checks
2.3.1 Skill Check Difficulties
2.3.2 NPC Skill Checks
2.3.3 Aiding a Skill Check
2.3.4 Opposed Skill Checks
2.4.0 Combat
2.4.1 The Combat Sequence
2.4.2 Combat Initiative
2.4.3 Combat Action Types
2.4.4 Common Combat Actions
2.4.5 Combat Attack Rolls
2.4.6 Damage and Shock
2.4.7 Special Combat Maneuvers
2.5.0 Injury, Healing, And System Strain
2.5.1 Mortal Injury and Stabilization
2.5.2 System Strain
2.5.3 Natural Healing
2.5.4 First Aid
2.5.5 Poisons and Diseases
2.6.0 Chases And Pursuit
2.6.1 Foot Chases
2.6.2 Mounted Chases
2.7.0 Character Advancement
Experience Point Requirements
2.7.1 Advancement Benefits
2.8.0 Crafting and Modifying Gear
2.8.1 Crafting Gear
2.8.2 Modifying Gear
2.8.3 Maintaining Mods
2.8.4 Example Modifications
2.9.0 Encumbrance
2.9.1 Bundled Gear
2.9.2 Bulk Weights
2.9.3 Games Without Encumbrance
2.10.0 Falling and Other Hazards
2.11.0 Overland Travel
2.11.1 Sea Travel
2.12.0 Wilderness Exploration and Expeditions
2.12.1 Exploring a Hex
2.12.2 Supplies for an Expedition
2.12.3 Pack Animals and Porters
2.12.4 Starving, Thirsting, and Freezing
2.12.5 Foraging
2.12.6 Wandering Encounters
2.13.0 Dungeon Exploration
2.13.1 The Order of Play
2.13.2 Timekeeping in the Dungeon
2.13.3 Movement and Fleeing
2.13.4 Encounters and Surprise
2.13.5 Wandering Encounter Checks in the Dungeon
3.0.0 Equipment, Armor, and Weapons
3.1.0 Money and Currency
3.2.0 Adventuring Gear
Adventuring Gear
Beasts and Transport
3.2.1 Gear Bundles
3.2.0 Hirelings and Services
Hirelings and Day Labor
3.2.1 Services and Living Expenses
3.3.0 Armor
3.3.1 Light, Medium, and Heavy Armor
3.3.2 Shields
3.3.3 Types of Armor
3.4.0 Weapons
3.4.1 Weapon Statistics
3.4.2 Types of Weapons
3.4.3 Weapon Traits
4.0.0 Magic and Spellcasting
4.1.0 Spells and Arts
4.2.0 Preparing and Casting Spells
4.2.1 Learning a Spell
4.2.2 Preparing a Spell
4.2.3 Casting Prepared Spells
4.2.4 Creatures, Targets, and Visibility
4.3.0 Dual Partial Spellcasters
PCs with Dual Spellcasting Traditions
4.4.0 High Magic Spells
Abdication of Temporal Presence Level 5
Adopt the Simulacular Visage Level 3
Apprehending the Arcane Form Level 1
Banishment to the Black Glass Labyrinth Level 5
Calculation of the Evoked Servitor Level 2
Calculation of the Phantasmal Eidolon Level 4
Casting Forth the Inner Eye Level 2
Cognitive Supersession of the Inferior Orders Level 1
Conjunct the Vital Viscera Level 3
Conjunction of the Inexorable Step Level 2
Contingent Excision of Arcana Level 4
The Coruscating Coffin Level 1
Damnation of the Sense Level 1
The Dazzling Prismatic Hemicycle Level 5
Decree of Ligneous Dissolution Level 1
Decree of Lithic Dissolution Level 2
Deluge of Hell Level 5
Disjunctive Temporal Reversion Level 4
The Earth as Clay Level 5
Evert the Inwardness Level 4
The Excellent Transpicuous Transformation Level 1
Exhalation of Congelating Cold Level 3
Extirpate Arcana Level 2
Foresightful Apprehension Level 3
The Glass Chimes of the Bamboo Terrace Level 3
The Grinding Geas Level 4
The Howl of Light Level 3
Imperceptible Cerebral Divulgence Level 1
Ineluctable Shackles of Volition Level 1
The Inexorable Imputation Level 2
Invocation of the Invincible Citadel Level 5
The Jade Palanquin of the Faceless God Level 2
The Long Amber Moment Level 1
Mantle of Disjecting Dissection Level 2
Obnubilation of the Will Level 4
The Ochre Sigil of Juxtaposition Level 4
Open the High Road Level 5
Phantasmal Mimesis Level 1
Prudentially Transient Abnegation of Life Level 2
Phobic Storm Level 3
Pierce the Pallid Gate Level 4
Resounding Temporal Echo Level 2
Scorn the Fetters of Earth Level 3
Sigil of Aeolian Auctoritas Level 4
The Torment of Tumefaction Level 3
Touch of Elucidating Intangibility Level 3
Vallation of Specified Exclusion Level 3
Velocitous Imbuement Level 1
The Verdant Vallation Level 2
Visitation of the Clement Clime Level 2
Wardpact Invocation Level 1
The Wind of the Final Repose Level 1
4.5.0 Elementalist Spells
Aqueous Harmony Level 1
Flame Scrying Level 1
Elemental Favor Level 1
Elemental Spy Level 1
Boreal Wings Level 2
The Burrower Below Level 2
Flame Without End Level 2
Pact of Stone and Sea Level 2
Elemental Vallation Level 3
Like the Stones Level 3
Wind Walking Level 3
Calcifying Scourge Level 4
Elemental Guardian Level 4
Fury of the Elements Level 5
Tremors of the Depths Level 5
4.6.0 Necromancer Spells
Command the Dead Level 1
Query the Skull Level 1
Smite the Dead Level 1
Terrible Liveliness Level 1
Augment Mortal Vitality Level 2
Enfeebling Wave Level 2
Final Death Level 2
Raise Corpse Level 2
Compel Flesh Level 3
Festering Curse Level 3
Forgetting the Grave Level 3
Merge Souls Level 3
Boneshaper Level 4
Raise Grave Knight Level 4
Call of the Tomb Level 5
Everlasting Level 5
4.7.0 Developing New Spells
4.7.1 Preparing To Develop a Spell
4.7.2 The Development Skill Check
4.8.0 Building Magical Workings
4.8.1 Designing the Working
4.8.2 Building the Working
4.9 Magic Items and Enchanted Treasures
4.9.1 Scrolls
4.9.2 Potions
4.9.3 Magic Weapons and Armor
4.9.4 Magical Devices
4.10 Creating Magic Items
4.9.1 Designing the Item
4.9.2 Creating the Item
5.0.0 Monsters and Foes
5.1.0 Monster and NPC Statistics
5.1.1 Powerful Foes
5.2.0 Reaction Rolls and Parleying
5.2.1 Making a Reaction Roll
5.2.2 Peaceful Encounter Reactions
5.3.0 Morale Checks and Fleeing
5.3.1 Making a Morale Check
5.3.2 Fleeing and Escape
5.4.0 Instinct Checks
5.4.1 Making an Instinct Check
5.4.2 When to Make an Instinct Check
5.4.3 Assigning Instinct Scores
6.0.0 Factions
6.1.0 Faction Statistics
6.2.0 The Faction Turn
6.3.0 Asset Locations and Movement
6.4.0 Attribute Checks
6.5.0 Faction Tags
6.6.0 Faction Turn Actions
6.7.0 Creating Factions
Example Faction Goals
6.8.0 Cunning Assets
Cunning 1
Cunning 2
Cunning 3
Cunning 4
Cunning 5
Cunning 6
Cunning 7
Cunning 8
6.9.0 Force Assets
Force 1
Force 2
Force 3
Force 4
Force 5
Force 6
Force 7
Force 8
6.10.0 Wealth Assets
Wealth 1
Wealth 2
Wealth 3
Wealth 4
Wealth 5
Wealth 6
Wealth 7
Wealth 8
7.0.0 Major Projects
7.1.0 Renown
7.2.0 Determining the Project Difficulty
7.3.0 Determining the Project Scope
7.4.0 Determining the Opposition
7.5.0 Decreasing Difficulty
7.6.0 Achieving the Goal
7.7.0 Magical Projects
7.8.0 Major Projects and Existing Factions
7.9.0 Player-Run Factions and Major Projects