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Contents
Thanks 1
troduction 2
Backqround 3
Character Creation 5-13
How to Play 14-21
The Stone Grave Valley 22
The Axe of the Dwarvish Lords 24
The Tomb of Grehl the Gratuitous 26
The Gauntlets of Ogre Power 28
The Tomb of Silas the Slayer 30
The Horn of Valhalla 32
The Temple of Brazzoth 34
The Cubic Gate 36
The Tomb of Mystak the Necromancer 38
Skate Trick Names 40
Thanks for checking this game out.
Skate Wizards is a collaboration between visual artist (Michael ¢.
Hsiung) and musician (Levi Nuiiez/Loot the Body) who share a love
for old school fantasy. The core rules were inspired by Ben Milton’s
Maze Rats and Nate Treme’s In the Light of a Ghost Star. Thanks to
Chris Lackey, Steve Dempsey, Jason Woodburn, Rafe Ball, Lex Man-
drake, Sam Doebler, Numbered Works, Jon Boyle, and Harley Stroh.
Dedicated to an 0G Skate Wizard Jesse Erickson.
2.Introduction
Skate Wizards is a fantasy adventure game (also
known as a role-playing game or RPG) of exploration,
problem-solving, and arcane skateboarding tricks.
This zine will walk you through Character creation,
basic rules, and an adventure that includes various
non-player characters (NPCs) and four mini-
dungeons.Background
Ages ago the world was civilized. Various cultures
thrived and were protected by wise rulers wielding
powerful magical items. One day, barbaric warlords
invaded from another dimension. They turned the
world into a wasteland, and when there was nothing
left to destroy, they slowly turned on each other.
Today with the warlords long dead, the leaderless
remnants of their diminished hordes roam the land,
seeking to snuff out the embers of civilization.
In this critical moment, a Call
for help has been sent to a re-
mote peak where legend has it
Skate Wizards preserve the
last pure source of magic.You are a Skate Wizard!
You are a member of the Hermetic Order of Skate
Wizards. Once you rolled in the lowlands, and before
the trouble came, you had retired to your sanctuary
high in the mountains with the remaining brothers
and sisters of your order. There you delved deeply
into the mystical skateboarding arts.
One day, several envoys reached your secluded sanc-
tuary, calling for your help. You answer that call to
action and roll down intent on locating the long-lost
magical items that could stoke the dying flames of
civilization.
To be a Skate Wizard means to
exist in symbiosis with your
skateboard. Your board is your
wp identity: the source of your
health and the wellspring of
your magic. You have spent a
lifetime cultivating your skills.
You may be immortal, but your
board can suffer damage and
eventually break.Character Creation
The six steps of character creation involve determin-
ing and notating the following on your character
sheet:
1.
The connection between
Skate Wizards and their
skateboard is so complete
that they share all stats.
Abilities
Health and Defense
Permanent Spells
Rando Spells
Bootleg Spelis
ItemsSTEP 1- Abilities
A Skate Wizard’s abilities are comprised of three
attributes:
+ Strength: raw power, stamina, and physical
resilience.
« Dexterity: speed, agility, and precision.
+ Will: force of personality, perception, and will
power.
Roll 1D6 on the table below to determine your stats:
i von eo |
Step 2 - Health and Defense
Every Skate Wizard begins at + Health and 6 Defense
(DN). These stats increase as you level up.
6STEP 3 - Permanent Spells
Skate Wizards can cast these three spells anytime:
Ramp: A magical ramp about
the size of a park bench ap-
pears below your skate-
board.
Sidewalk: A magical side-
walk appears directly
below your board.
Rall: A magical rail about
as long and tall as a picnic
table appears below your
skateboard.
Depending on the circumstances, the &M can allow
Skate Wizards to cast simultaneously to increase the
area/impact of a spell.Step + - Rando Spells
Starting Pcs get one Rando Spell per day. Once that
spell is cast, PCs must wait until the next day to roll
for a new Rando Spell.
Roll 1012 on each of the columns from left to right to
determine your spell:
poe | me
- Awesome |Animating ae
> [ated Attracting fr
Dope Bewildering |Dust
Epic concealing |Earth
Consuming |Fire Chain
7 -
Expanding |Shadow |Lute
Revealing
12 |Stoked Summoning | Water Well
The effect of the resulting spell will be determined
by the Pcs and GM when it is cast.
9Step 5 - Bootleg Spells
Skate Wizards have access to a sweet and arcane
collection of sick skate vidz. At the start of each day,
PCs can prepare one Bootleg Spell from this collection.
Roll 106 or choose from the tricks below:
1. Mattress: Create a magical cushiony king-sized
mattress that minimizes the impact of a fall
from three stories or less.
2. Wannabe: Disquise yourself as any creature of
your relative dimensions.
3. Trailblaze: Leave a trail of fire in your skate-
board’s wake for a full minute.
4. Sweet Jamz: Create great music that fills the air.
All non-Skate Wizards in the vicinity have Disad-
vantage for five minutes.
5. High Times: Transform your skateboard into a
cloud you can ride up to two stories above the
ground. It lasts five minutes and does not impact
movement or speed.
6. Gleam the cube: Defy gravity with your board for
five minutes, allowing you to skate on walls and
ceilings.
10Whenever a Bootleg Spell is used, roll 1D6 to deter-
mine if the videotape survives:
1-3: Tape’s good. You can cast the trick again.
4-6: Tape’s busted. You can’t cast the trick again
today.STEP 6 - Choose Your Items
Starting characters are equipped with three items
from this list:
(Choose or roll 1D12.)
1. Stat or Wand: Once a day it doubles the dis-
tance, area, size, or effect of a spell you cast.
2. Skate Key: Once a day you
can fine-tune your board and
receive +1 Health.
3. Smoking Plpe: Puffing the sacred
smoke prior to a roll provides Ad-
vantage once per day. Passing to other
Skate Wizards on the left hand side
grants them Advantage as well.
4. Shield: provides +1 Defense when held. PCs may choose
to have it shatter in combat to ignore all damage.
5. Melee Weapon: adds +1 Damage
but not to Attack Rolls (i.e. a knife,
sword or mace).
126. Ranged Weapon: adds +1 Damage but not to Attack
Rolls (i.e. a bow or crossbow).
7. Lore from Yore: Retrieved from under
a mattress, this stack of old skate
mags contain articles and tidbits
about various cultures and bygone
days.
J
{1
INS
mR
Ry
f
re
7
a
A
2
LO
mc?
i?
LK
Q
x
be
ears
So
Q
Voge
i
2
8. Lockpicking Tools: used by
many Skate Wizards to get into
the archmage’s secret stash.
=
NEL Br SEY
9. Oil Flask: viscous (ubricant, flammable, and tastes
great on salads.
10. Rope: made of hemp, obvi.
1. Torch & Tinder: A beautiful monogrammed matching
set received on your last birthday.
12. Ball Bearings: A pouchful taken from the prototype
of a new mega skate wheel design you’ve been messing
with.
13How to Play
The Basics
One player acts as the Game Master (GM) while the
remaining players take on the role of Player Charac-
ters (PCs): Skate Wizards. Although paper, pencils,
and dice are involved, the core of the game is a con-
versation: the GM tells the PCs what is happening; the
Pcs tell the GM what their Skate Wizards do in re-
sponse; and the GM describes how their actions in
turn affect the world.
Danger Rolls
Whenever possible, a PC’s actions should be resolved
by a player simply describing what the character
does. However, if the action is risky and difficult to
resolve through description, the GM may call for a
Danger Roll. The PC rolls 2D6 and adds the relevant
bonus. If the total is 10 or higher, the Pc avoids the
danger. If not, the GM describes how things go wrong.
Opposed Rolls
If one PC takes an action against another, the GM may
decide to call for an Opposed Danger Roll. In this case,
both P¢s make a Danger Roll with each trying to beat
the other’s total instead of trying to roll a 10 or high-
er. Defenders win ties.
14Initiative
Both sides roll a die when combat breaks out, re-
rolling any ties. The side with the higher roll will act
first during the first combat round, followed by the
other side. 0n a side’s turn, each of its characters, in
any order, may move/skate 30 feet and take one ac-
tion. Types of actions include: attacking a target
within range, casting a spell, and using an item.
'f a group ambushes another group or NPC, it auto-
matically gains initiative as well as Advantage on the
Attack Rolls during the first round. The leader of the
ambushed group may be permitted a Will Danger Roll
to avoid surprise.
Advantage and Disadvantage
\f the risk of an action is reduced due to the Skate
Wizard’s preparation or situational factors, the GM
may grant Advantage to the ‘
roll. In this case, the PC rolls
3D6 instead of 2D6 and uses
the two highest dice. The GM
can also grant Disadvantage
to a roll, requiring the Pc
to roll 36 and use the two SX
lowest dice.
asCombat
Here’s what happens when a Character attacks an-
other:
1. The attacker makes an Attack Roll (AR) by rolling
2D6 and adding his or her Attack Bonus (AB), if ap-
plicable.
2. Compare the attacker’s total to the defender’s De-
fense Number (DN).
3. If the attacker’s total exceeds the defender’s De-
fense Number, the attack hits and deals damage
to the defender equal to the difference between
the two scores. Weapons add to this damage (but
not the initial Attack Roll), while Unarmed Attacks
subtract 1 Damage (but may not reduce damage
to zero).
If the attacker rolled double sixes, the roll is a Critical
Hit: The total damage is doubled or some other effect
is applied at the GM’s discretion. Subtract the dam-
age from the detender’s health.
Casting a Spell
Casting a spell takes one action if cast during combat.
The GM is the final arbiter of how the spell manifests
and how it affects the current situation.
16Using Non-Skate Wizard Magical Items
Skate Wizards possess their own source of magic.
Non-Skate Wizard magical items will not work for
them. Those who try will lose their Skate Wizard
abilities and become posers. (See next page.)
Encumbrance
All of a Pc’s items must have a recorded location:
worn, in a satchel, on the belt, or carried in his or her
hands. PCs can grab belt items in combat at any time,
but satchel items take 1D6 rounds to find.
Money
Although precious metals and jewels still have value
for some, there is no money in this post-apocalyptic
civilization. Bartering is how goods and services are
acquired,
17Becoming a Poser
If Pcs attempt using non-Skate Wizard magic or their
health drops to zero or less, their magical abilities
are extinguished, their board shatters, and their ap-
pearances are diminished. Roll 1D6 to determine spe-
cific poser attributes.. You wear breathable workout clothes and have a
pair of rollerblades slung over your shoulder. You
have an overwhelming urge to calculate how many
calories everyone is burning.
. You wear the latest “streetwear.” In one hand
you’re mall-grabbing a skateboard that has never
been and will never be used. In your other hand
you’re holding a sending stone with which you’re
livestreaming to an audience of zero.
. You have a sensible haircut and wear a suit and
tie. You have the irresistible urge to convince the
Skate Wizards that they should monetize their
brand.
. Every item of clothing you have is branded with
the names and logos of obscure bands. Your irre-
sistible urge to talk about how cool the bands are
is only there to mask the fact that you’ve never
actually listened to any of them.
. You are a security guard. You keep telling the
Skate Wizards that the legal liability is too great
to allow them to skate anywhere. This over inflat-
ed sense of authority must surely hide a deep in-
security.
. You have a two-wheeled scooter which you can’t
use. Nevertheless, you insist on explaining why
your scooter is just as cool as a skateboard.
19Healing
Skate Wizards recover 1 Health when they eat a meal
(preferably a burrito) and get a full night of rest.
Twenty-four hours of rest in a safe location re-
stores all health to injured PCs.
If a poser wants to become a Skate Wizard again, he
or she must go through the character creation pro-
cess by bonding with a new skateboard as a level 1
Skate Wizard. This process takes 2+ hours and re-
quires the remaining PCs to craft a new deck, inscribe
it with fresh runes, and chill around the campfire
with the poser.
Leveling Up
All Skate Wizards begin at level 1 and gain levels
over the course of the campaign. At the end of each
session, the GM will grant an Experience Point (XP)
for every “yes” given to the following questions:
+ Did you show up to the game? 1XP
+ Did you overcome a difficult challenge? 1XP
+ Did you recover a magical item? 1XP
Award 1-3 Experience Points to all PCs based on how
much the party has achieved.
20vt | xP Level Features |
2 [2 +2 max Health. +1 to an ability bonus. |
3 6 +2 max Health. Pick one: Attack bonus +1
or gain a Rando Spell.
+2 max Health. +1 to an ability bonus.
+2 max Health. Pick one: Attack bonus +1
or gain a Rando Spell.
fe [30 | +2 max Health. +1 to an ability bonus.
7 42 |+2 max Health. Pick one: Attack bonus +1
or gain a Rando Spell.
21