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Table of Contents

πŸ“œ Character Creation

Everything needed to bring a character into the world of Vogelfrei.

  • Ability Scores β€” roll 3d6 in order for Strength, Toughness, Agility, Intelligence, Willpower, and Leadership; note modifiers and decide on one swap.

  • Class and Career β€” roll or choose a social class, then your career within it; determines Wounds, Weapon Skill, Ballistic Skill, Saving Throws, and starting Talents.

  • Classes β€” all available classes with their careers, special rules, and advancement tables:

    • Warrior β€” the martial class; careers include Mercenary, Pit Fighter, Soldier, Knight, Witch Hunter, Duellist.
    • Magic-User β€” arcane spellcasters; careers include Bright Wizard, Grey Wizard, Light Wizard, Witch, Wizard.
    • Cleric β€” divine miracle-workers; careers include Priest, Warrior Priest, Zealot.
    • Ranger β€” wilderness wanderers; careers include Boatman, Bounty Hunter, Coachman, Peddlar, Road Warden, Sailor.
    • Rogue β€” urban opportunists; careers include Charlatan, Grave Robber, Outlaw, Smuggler, Thief, Wrecker.
    • Peasant β€” common folk; careers include Hedge Witch, Herbalist, Hunter, Miner, Scout, Villager.
    • Academic β€” learned scholars; careers include Alchemist, Apothecary, Barber, Cartographer, Engineer, Scholar.
    • Townsman β€” urban civilians; careers include Artisan, Beggar, Merchant, Militia, Rat Catcher, Scion.
    • Dwarf β€” stoic demihuman; careers include Artisan, Brewer, Engineer, Karak Ranger, Miner, Troll Slayer.
    • High Elf β€” ancient demihuman; careers include Artisan, Hunter, Shadow, Sword-master, Wizard.
    • Wood Elf β€” forest demihuman; careers include Artisan, Blade Dancer, Hunter, Waywatcher, Wizard.
    • Halfling β€” small-folk demihuman; careers include Artisan, Badger Rider, Charlatan, Herbalist, Merchant, Scout.
  • Alignment β€” choose Order, Neutrality, or Chaos; determines magical interactions and divine constraints.

  • Starting Possessions β€” roll starting money and buy equipment before the first session.

  • Name β€” guidance on naming characters to fit the setting.

  • Advancement β€” how Experience Points are earned (defeating enemies, recovering treasure) and how levels are gained.

✨ Spells & Miracles

Complete spell and miracle lists for arcane and divine casters.

πŸŽ’ Equipment

All items available for purchase during character creation or between expeditions.

  • Armor β€” armor types, their Armor Rating, and encumbrance.

  • Weapons β€” weapon categories, requirements, and combat properties:

    • Melee Weapons β€” hand-to-hand weapons, reach, and special qualities.
    • Ranged Weapons β€” bows, crossbows, slings, and thrown weapons.
    • Firearms β€” black powder weapons and their rules.
  • Animals β€” horses, mules, and other beasts of burden.

  • Containers β€” sacks, backpacks, chests, and their carrying capacity.

  • Food β€” rations, provisions, and subsistence costs.

  • Lodging β€” inns, stabling, and accommodation costs.

  • Vehicles β€” carts, wagons, and river boats.

  • Services β€” hirelings, professional fees, and other costs.

  • Miscellaneous β€” torches, rope, tools, and other adventuring gear.

πŸ‘₯ Retainers

The support network that keeps an expedition running.

  • Hiring Retainers β€” how to find, recruit, and pay NPCs; morale and loyalty rules.

  • Morale Checks β€” when and how retainers make morale checks; consequences of failure.

  • Basic Retainers β€” porters, torch-bearers, and simple hirelings.

  • Expanded Retainer List β€” specialist NPCs: men-at-arms, guides, sages, and more.

πŸ—ΊοΈ Adventuring

Rules governing what happens outside of direct combat.

  • Skills β€” skill checks, the 1-in-6 base chance, natural affinities, career advances, and situational modifiers.

  • Time and Movement β€” turn structure, movement rates in dungeon and wilderness, light sources, and encumbrance.

  • Healing β€” natural recovery of Wounds and Stamina, magical healing, and long-term rest.

  • Hazards β€” non-combat dangers:

βš”οΈ Encounters

The full encounter pipeline, from first contact to resolution.

  • Surprise β€” when surprise is possible, how it is determined, and its effect on the first round.

  • Encounter Distance β€” how far apart the parties are when an encounter begins.

  • Reaction Roll β€” determining NPC disposition: hostile, uncertain, or friendly.

  • Initiative β€” how turn order is determined each round.

  • Combat Actions β€” the full list of actions available in a round: Move, Flee, Attack, Counterattack, Charge, Wrestle, and more.

  • Morale β€” when NPCs and monsters check morale and what happens when they fail.