Table of Contents
π Character Creation
Everything needed to bring a character into the world of Vogelfrei.
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Ability Scores β roll 3d6 in order for Strength, Toughness, Agility, Intelligence, Willpower, and Leadership; note modifiers and decide on one swap.
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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.
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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.
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Alignment β choose Order, Neutrality, or Chaos; determines magical interactions and divine constraints.
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Starting Possessions β roll starting money and buy equipment before the first session.
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Name β guidance on naming characters to fit the setting.
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Advancement β how Experience Points are earned (defeating enemies, recovering treasure) and how levels are gained.
β¨ Spells & Miracles
Complete spell and miracle lists for arcane and divine casters.
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Magic-User Spells β full list of arcane spells:
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Cleric Miracles β full list of divine miracles:
- Level 1: Bless, Command, Cure Light Wounds, Detect Chaos, Invisibility to Undead, Protection from Chaos, Purify Food and Drink, Remove Fear, Sanctuary, Turn Undead.
- Level 2: Heat Metal.
π Equipment
All items available for purchase during character creation or between expeditions.
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Armor β armor types, their Armor Rating, and encumbrance.
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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.
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Animals β horses, mules, and other beasts of burden.
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Containers β sacks, backpacks, chests, and their carrying capacity.
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Food β rations, provisions, and subsistence costs.
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Lodging β inns, stabling, and accommodation costs.
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Vehicles β carts, wagons, and river boats.
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Services β hirelings, professional fees, and other costs.
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Miscellaneous β torches, rope, tools, and other adventuring gear.
π₯ Retainers
The support network that keeps an expedition running.
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Hiring Retainers β how to find, recruit, and pay NPCs; morale and loyalty rules.
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Morale Checks β when and how retainers make morale checks; consequences of failure.
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Basic Retainers β porters, torch-bearers, and simple hirelings.
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Expanded Retainer List β specialist NPCs: men-at-arms, guides, sages, and more.
πΊοΈ Adventuring
Rules governing what happens outside of direct combat.
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Skills β skill checks, the 1-in-6 base chance, natural affinities, career advances, and situational modifiers.
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Time and Movement β turn structure, movement rates in dungeon and wilderness, light sources, and encumbrance.
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Healing β natural recovery of Wounds and Stamina, magical healing, and long-term rest.
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Hazards β non-combat dangers:
- Damage β wound thresholds, incapacitation, and death.
- Physical Deterioration β starvation, thirst, exhaustion, and exposure over time.
- Substance and Toxins β poisons, venoms, alcohol, and alchemical substances.
- Environmental β fire, falling, drowning, extreme cold and heat.
βοΈ Encounters
The full encounter pipeline, from first contact to resolution.
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Surprise β when surprise is possible, how it is determined, and its effect on the first round.
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Encounter Distance β how far apart the parties are when an encounter begins.
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Reaction Roll β determining NPC disposition: hostile, uncertain, or friendly.
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Initiative β how turn order is determined each round.
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Combat Actions β the full list of actions available in a round: Move, Flee, Attack, Counterattack, Charge, Wrestle, and more.
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Morale β when NPCs and monsters check morale and what happens when they fail.