Tegwyn Saga Roleplaying Game
Print-on-Demand now available! If you already bought the digital version and aren't signed up for emails¸ you can email joel at finefalcongames.com with your DriveThruRPG order number to get a discount link. Do you fancy being a kindly Sun Giant empowered by plant magic? What about shapeshifting into a werespider and attacking with four swords? Playing a photosynthetic rhino-cobra-person who hurls explosive potions? Creating an enchanted hammer that splits the very earth before you? Welcome to Tegwyn Saga ¸ a tabletop roleplaying game for adventures in a bronze age to medieval fantasy setting! In this game¸ you and your friends play heroes in a world of swords and city-states¸ arrows and empires¸ monsters and magic. You might be a Human¸ an Elf¸ a Giant¸ a Troll¸ or something unique to this fantasy setting¸ like a Relakite or a Zorglixian. Through a combination of acting¸ thinking¸ and dice rolling¸ you can make friends¸ thwart enemies¸ explore forbidden places¸ converse with characters¸ cast spells¸ and slay monsters. Are you ready to play Tegwyn Saga? This book has the complete rules to play or run your own Tegwyn Saga adventures! Full game rules¸ with bookmarks¸ a table of contents every chapter¸ and an index Introduction for players new to tabletop roleplaying games Unique experience system that ties into session recaps Advice for creating parties and adventures Dozens of fantasy races from humanoid to feline to reptilian to... strange 14 character classes Nearly 200 spells Blank character sheet¸ plus an example Information for a pre-made character for each class Tutorial adventure to help you get started Cheat sheets for players and GMs Creature templates with 80 example monsters for levels 1-10 Game Mechanics Tegwyn Saga uses its own¸ unique rules system. You'll be rolling plenty of dice¸ from handfuls of classic six-siders to mixed pairs of 8-¸ 10-¸ and 12-sided dice. You even get to roll to dodge enemy attacks! And speaking of combat¸ different kinds of weapons have their own critical hit effects to turn the tide of battle. Interested in playing a spellcaster? Magic uses an MP system where all your spells come out of the same pool of energy-no need to keep track of individual spell slots. You can even invest some of this MP to fuel enchantments! Want to know more about Tegwyn Saga's rules before you buy? Here's a summary of the system. There are two basic kinds of rolls built into the rules: attribute rolls and skill rolls. Attribute rolls are usually opposed rolls¸ where you roll a die based on how high your character's attribute is¸ and the GM does the same for your opponent or obstacle. The higher roll wins! The attributes are strength¸ endurance¸ dexterity¸ agility¸ magic¸ and aura¸ and each one begins with a 6-sided die that can increase in size as you level up and spend points to improve it. In combat¸ attribute dice are combined with weapon mastery dice (unarmed¸ blunt¸ edged¸ pole¸ throwing¸ and archery) to determine whether an attack hits: the attacker rolls for accuracy¸ the defender rolls to evade¸ and the higher roll wins. Armor reduces damage¸ while shields boost your evasion. Critical hits are determined by how high the combatants' weapon mastery dice rolled¸ and the effect is based on the weapon: a spear ignores armor instead of deducting it¸ a katana does extra damage¸ and a mace stuns your enemy¸ making them clumsy and vulnerable! Skill rolls use sets of 6-sided dice and are usually (but not always) against a fixed difficulty number. With level 4 wits¸ roll 4 dice to see if you can spot a narrow passageway¸ obscured by foliage. If you want to make a vicious blade that costs your enemy their turn whenever you get a critical hit¸ and have level 5 craftin