D100 II SRD

This System Reference Document uses the Open Game Licence and several existing System Reference Documents to re-create the mechanics and play of the first versions of the classic D100 system. See the OGL at the end of this document for more information.

 

ADVENTURERS

 

Optional Rules

A number of optional rules are presented in blue text. These may be added to the game at the referee's discretion.

 

Character Creation Checklist

Follow this checklist when creating a new character.

  1. Determine the character's characteristics.
  2. Determine the character's combat abilities.
  3. Determine the character's other abilities.
  4. Determine the character's background.
  5. Outfit the character with starting equipment.

 

1. Characteristics

All characters and creatures have seven characteristics.

 

Strength (STR): A character's brute force, STR affects the amount of damage he deals, what weapons he can wield effectively, how much he can lift and so on.

 

Constitution (CON): A measure of the character's health, CON affects how much damage he can sustain in combat, as well as his general resistance to disease and other illnesses.

 

Dexterity (DEX): A character's agility, co-ordination and speed, DEX aids him in many physical actions, including combat.

 

Size (SIZ): This is an indication of the character's mass and, like STR and CON, can affect the amount of damage a character can deal and how well he can absorb damage. Unlike most other characteristics, a high score in SIZ is not always an advantage. While a large character can take more damage, a small character will have a much easier time when sneaking around in the shadows.

 

Intelligence (INT): A character's ability to think around problems, analyse information and memorise instructions. INT is a very useful characteristic for characters interested in becoming accomplished spell casters.

 

Power (POW): Perhaps the most abstract characteristic, POW is a measure of the character's life force and his personal force of will.

 

Charisma (CHA): This quantifies a character's attractiveness and leadership qualities.

 

Determining Characteristics

Players will need a number of six-sided dice to generate their characters' characteristics. For a human character, roll 3D6 to determine each of his characteristics.

 

Alternative Characteristic Generation

The referee may also allow players to use one of the following methods of characteristic generation, or make up one of his own devising:

  1. Roll 2D6+6 for each characteristic.
  2. Roll 2D10 or 1D20 for each characteristic.
  3. Roll again for any characteristic that is 6 or lower, as long as no other characteristic is 15 or higher.
  4. Throw out any character whose characteristics average less than 12.
  5. Assign a base value of 8 for each characteristic and then distribute 20 additional points at will, to a maximum score of 18 for any single characteristic.

 

2. Combat Abilities

These are a set of secondary scores that define exactly what the character is capable of. For characteristics higher than those given in the tables, add the modifier in the last column at the intervals shown (e.g. 17-20 followed by +4 means the sequence continues as 21-24, 25-28, 29-32, etc.).

 

Attack

The attack ability is added to a character's base attack chance with any weapon.

 

 

Characteristic Score

 

01-04

05-08

09-12

13-16

17-20

+4

STR

−05%

+05%

+05%

INT

−10%

−05%

+05%

+10%

+05%

POW

−05%

+05%

+05%

DEX

−10%

−05%

+05%

+10%

+05%

 

 

Parry

The parry ability is added to a character's base parry chance with any weapon.

 

 

Characteristic Score

 

01-04

05-08

09-12

13-16

17-20

+4

STR

−05%

+05%

+05%

SIZ

+05%

−05%

−05%

POW

−05%

+05%

+05%

DEX

−10%

−05%

+05%

+10%

+05%

 

 

Defence

A character's defence ability can be subtracted from one opponent's attack chance, or be split among several.

 

 

Characteristic Score

 

01-04

05-08

09-12

13-16

17-20

+4

SIZ

+05%

−05%

−05%

INT

−10%

−05%

+05%

+10%

+05%

POW

−05%

+05%

+05%

DEX

−10%

−05%

+05%

+10%

+05%

 

Damage

The damage modifier applies whenever the character uses a melee weapon. For thrown weapons, the modifier is halved.

 

Sum of STR + SIZ

01-12

13-24

25-32

33-40

41-48

+8

−1D4

+1D4

+1D6

+2D6

+1D6

 

 

Hit Points

A character has both total hit points and location hit points. Total hit points determine how much damage the character can sustain before reaching unconsciousness or death. Total hit points equal CON modified by STR and POW:

 

 

Characteristic Score

 

01-04

05-08

09-12

13-16

17-20

+4

SIZ

−2

−1

+1

+2

+1

POW

−1

+1

+1

 

 

Location hit points are assigned to certain areas of the character's body, representing exactly how much damage he can sustain in that part.

 

Location

Total Hit Points

 

01-06

07-09

10-12

13-15

16-18

19-21

+3

R. Leg

2

3

4

5

6

7

+1

L. Leg

2

3

4

5

6

7

+1

Abdomen

2

3

4

5

6

7

+1

Chest

3

4

5

6

7

8

+1

R. Arm

1

2

3

4

5

6

+1

L. Arm

1

2

3

4

5

6

+1

Head

2

3

4

5

6

7

+1

 

POW Points

These are used to activate any spells the character knows. The character's starting POW points will be equal to his POW.

 

Strike Rank (SR)

This determines how quickly the character acts in combat. SR is determined using a combination of factors depending on whether the character is using melee weapons, missiles or spells and on other considerations such as surprise.

 

POW Points Used in Battlemagic Spell

1

2

3

4

5

+1

1

2

3

4

5

+1

SIZ Score

 

 

01-06

07-14

15-21

22+

 

 

3

2

1

0

DEX Score

01-05

06-08

09-12

13-15

16-18

19+

5

4

3

2

1

0

Weapon Length (metres)

 

0.0-0.4

0.5-0.9

1.0-1.4

1.5-1.9

2.0+

 

4

3

2

1

0

Other Factors

Weapon/Spell Unready

+3

Surprised (0-3m range)

+3

Surprised (4-9m range)

+1

Movement (every 3m)

+1

 

Movement (MOV)

Human characters have a MOV of 8.

 

 

3. Other Abilities

Every character has a range of skills that allows him to perform a variety of actions with varying degrees of expertise. Each skill has a base chance modified by one or more characteristics, depending on which category the skill belongs to. The skill categories are knowledge, manipulation, oratory, perception and stealth.

 

Experience

A character's experience modifier is added to his chance when making an experience roll. Every point that INT is below 6 results in an additional -3% modifier.

 

 

Characteristic Score

 

−1

06

07

08

09-12

13

14

15

+1

INT

−03%

−09%

−06%

−03%

+03%

+06%

+09%

+03%

 

Knowledge

 

Characteristic Score

 

01-04

05-08

09-12

13-16

17-20

+4

INT

−10%

−05%

+05%

+10%

+05%

POW

−05%

+05%

+05%

 

 

Manipulation

This ability encompasses both fine hand-eye coordination and feats of agility such as jumping and climbing.

 

 

Characteristic Score

 

01-04

05-08

09-12

13-16

17-20

+4

STR

−05%

+05%

+05%

INT

−10%

−05%

+05%

+10%

+05%

POW

−05%

+05%

+05%

DEX

−10%

−05%

+05%

+10%

+05%

 

Oratory

Oratory is the art of influencing others through speaking. It is an ability in itself and not a group of skills.

 

 

Characteristic Score

 

01-04

05-08

09-12

13-16

17-20

+4

INT

−05%

+05%

+05%

POW

−05%

+05%

+05%

CHA

−10%

−05%

+05%

+10%

+05%

 

Perception

The perception ability embodies the use of all the senses, but most frequently sight and sound.

 

 

Characteristic Score

 

01-04

05-08

09-12

13-16

17-20

+4

INT

−10%

−05%

+05%

+10%

+05%

POW

−05%

+05%

+05%

 

Stealth

This ability represents the character's facility in doing things without being noticed.

 

 

Characteristic Score

 

01-04

05-08

09-12

13-16

17-20

+4

SIZ

+10%

+05%

−05%

−10%

−05%

INT

−10%

−05%

+05%

+10%

+05%

POW

+05%

−05%

+05%

DEX

−10%

−05%

+05%

+10%

+05%

 

 

4. Background

The player rolls on the table below to determine the background the character comes from, which determines starting money, equipment, and which types of previous experience are available.

 

Background Table

D100

Background

Starting Wealth (sp)1

01

Noble, Very Rich

1D100 x 20 per game year

02-05

Noble, Rich

1D100 x 10 per game year

06-15

Noble, Poor

1D100 x 5 per game year2

16-50

Townsfolk

2D100

51-75

Peasant

1D100

76-85

Barbarian, Mounted

1D1006

86-00

Barbarian, Foot

1D1006

 

1 Starting wealth is only for characters that begin play at 16 years of age. It is not cumulative with wealth gained in previous experience.

2 A poor noble only receives this allowance until his 21st birthday.

 

5. Starting Equipment

The starting equipment and wealth below is for 16-year old characters. Characters that undergo previous experience will get the same basic ear, but their weapons, armour and wealth will be as given under their profession and not in addition to the equipment given here.

 

Common Equipment: Loincloth or shift; breeches or kilt; tunic; sandals, shoes or boots; warm cloak or coat; headgear such as a hat, hood or cap; belt knife and fire starting gear.

 

Barbarians: Riding animal and gear (mounted barbarians always have a cavalry horse; 20% chance for foot barbarians to have an ordinary riding horse); soft leather armour or clothing; one each of a basic melee and missile weapon (taken from the lists given under previous experience below); torches; 1 week's trail food; simple traps and snares; and camping gear (small tent, blanket, cooking utensils, etc.).

 

Peasants: Basic camping gear; snares; water skin; and torches.

 

Townsfolk: Assorted tools (spikes, mallets, etc.); rope; torches; flasks; and an oil or tallow lamp.

 

Poor Nobles: A ringmail hauberk and open helm; a basic hand weapon (like a broadsword or battle axe); and a missile or two-handed weapon as appropriate for the adventurer's DEX.

 

Rich or Very Rich Nobles: Riding horse and gear; chainmail or brigandine hauberk, chainmail sleeves and leggings; a good hand weapon such as a broadsword or scimitar; and a two-handed or missile weapon. The difference in equipment between rich and very rich nobles is mainly one of quality.

 

Previous Experience

Previous experience consists of 5 years spent in a profession. Different professions are open to characters depending on their background, and most have some form of entry requirement. Characters will be 21 years old when they begin play.

 

Militia

The militia is open to townsfolk and peasants. Guild apprentices may join the militia at the same time. Applicants must supply a 1-handed spear and shield and have the minimum STR and DEX to handle them.

 

Militia Training

This is equivalent to 900sp worth over 5 years, spread between spear and shield. In addition, characters get 1D4 experience rolls for 1-Handed Spear Attack and Shield Parry as well as 1D4 chances to improve an existing defence bonus.

 

Equipment

The militia does not provide any equipment, but the character will still have his own spear and shield.

 

Payment

There is no payment for being in the militia.

 

 

Guilds

Apprenticeships are open to townsfolk and peasants. Guild apprentices may join the militia at the same time. Townsfolk will be accepted 95% of the time. Peasants must prove themselves:

 

Guild Requirements for Peasants
Alchemists INT x 03%, plus 05% per 100 sp donation
Armourers (average of STR and CON) x 05%
Foresters 70%
Horsemasters Riding skill
Maritime 70%
Players 70%
Sages INT x 05%
Thieves POW x 05%

 

Guild Training

Apprentices receive 4,000 sp worth of training in one guild skill per year, a different skill every year. Any excess not used that year is lost.

Armourers train an apprentice to 75% in only one skill over the 5 years.

Sages allow apprentices to train in at least 2 different skills, or up to 5 different skills the same as other guilds.

 

Equipment

Apprentices leave their master with the tools of their trade.

 

Payment

Apprentices receive a parting gift of CHA x 1D100 sp at the end of their previous experience.

 

 

Mounted Barbarians

Mounted barbarians may stay with their tribe for an additional 5 years of previous experience.

 

Combat

Roll 3 times on the table below to determine the tribal weapon types. Choose the particular weapon from the weapon type and re-roll any duplicate results. Only one type of shield will be known. One weapon will be known at 40% plus modifiers, two at 20% plus modifiers. In addition, barbarians have 1D4 chances to improve any existing defence bonus.

 

1D8 Weapon
1 One-handed Spear
2 One-handed Axe
3 One-handed Sword
4 Lance
5 Bow
6 Javelin
7 Small Shield
8 Medium Shield

 

Magic

Barbarians gain 1D6 points of battlemagic from the following list:

 

Bladesharp 2

Detect Silver

Fanaticism 2

Bludgeon 2

Detect Spirits

Farsee

Countermagic 2

Detect Traps

Glue 2

Detect Detection

Detect Undead

Healing 2

Detect Enemies

Detection Blank 2

Ignite

Detect Gems

Dispel Magic 2

Ironhand 2

Detect Gold

Disruption

Light

Detect Life

Dullblade 2

Mindspeech 2

Detect Magic

Extinguish

Multimissile 2

 

Skills

Mounted barbarians learn 70% plus ability modifier in Riding. They can choose two more skills from below at 50% plus ability modifier. The other four will be known at a flat 30% (or base chance plus ability modifiers, whichever is higher).

 

Camouflage

Oratory

Spot Traps

Hide in Cover

Spot Hidden

Tracking

 

Equipment

Mounted barbarians will have their cavalry-trained riding animal, their 3 tribal weapons, a mix of hard and boiled leather armour and a composite helm.

 

Wealth

Barbarians end their previous experience with 1D100sp.

 

Foot Barbarians

Foot barbarians may stay with their tribe for an additional 5 years of previous experience.

 

Combat

Roll twice on column 1 and once on column 2 on the table below to determine the tribal weapon types. Choose the particular weapon for each type and re-roll any duplicate results. Only one type of shield will be known. One weapon will be known at 40% plus modifiers, two at 20% plus modifiers. In addition, barbarians have 1D4 chances to improve any existing defence bonus.

 

1D6

Column 1

Column 2

1

One-handed Axe

Two-handed Axe

2

One-handed Mace

Two-handed Spear

3

One-handed Spear

Thrown Axe

4

One-handed Sword

Javelin

5

Medium Shield

Sling

6

Large Shield

Bow

 

Magic

Foot barbarians receive exactly the same spell training as mounted barbarians.

 

Skills

Foot barbarians can choose any three skills from below at 50% plus ability modifier. All others in the list will be at a flat 30% (or base chance plus ability modifiers, whichever is higher).

 

Camouflage

Move Quietly

Spot Traps

Climbing

Oratory

Tracking

Hide in Cover

Spot Hidden

Trap Set/Disarm

Jumping

 

 

 

Equipment

Foot barbarians have the 3 tribal weapons, a mixed set of hard and boiled leather armour, a composite helm and 1D100sp.

 

 

Cavalry

Mercenary cavalry bands will accept nobles automatically. Other characters must roll equal to or less than the sum of their characteristics on D100 to enlist. Cavalry can be heavy or light:

 

D100

Company

01-40

Cavalry, Heavy

41-00

Cavalry, Light

 

Combat

The weapon and armour combinations in the table below can be modified if wished. Cavalry will be trained to 50% plus ability modifier in 1 weapon, and to 30% plus ability modifier in the other 2. Characters have 1D6 chances to improve any existing defence bonus.

 

Heavy Cavalry

1D6

Weapons

Armour

1

1-Handed Spear, 1-Handed Axe, Javelin

Stiff leather barding; heavy or light scale hauberk; plate greaves and vambraces; closed helm.

2

Lance, 1-Handed Sword, Bow

3-6

Lance, 1-Handed Sword, Medium Shield

 

Light Cavalry

1D6

Weapons

Armour

1

Lance, 1-Handed Sword, Medium Shield

Boiled Leather cuirass, greaves and vambraces; stiff leather skirt; open helm.

2

Lance, 1-Handed Axe, Small Shield

3

1-Handed Sword, Medium Shield, Javelin

4

1-Handed Sword, Small Shield, Crossbow

5

Lance, 1-Handed Sword, Bow

6

1-Handed Sword, Small Shield, Bow

 

Magic

Cavalry troops learn Xenohealing 2 plus 2,500 sp worth of spells from the list below:

 

Bladesharp

Detect Enemies

Protection

Countermagic

Healing

Repair

Demoralise

Mobility

Speedart

 

Skills

Cavalry learn Riding at 80% plus ability modifiers and 1 other skill from below at 50% plus ability modifier. All others in the list will be at a flat 30% (or base chance plus ability modifiers, whichever is higher).

 

Camouflage

Spot Hidden

Tracking

Hide in Cover

Spot Traps

 

 

Equipment

Cavalry mercenaries leave their troop with their weapons, armour and cavalry-trained mount.

 

Wealth

Cavalry mercenaries will muster out with INT x 1D100 sp.

 

 

Infantry

Mercenary infantry bands will accept nobles automatically, however, as officers they will be trained as cavalry (see below). Other characters must roll equal to or less than the sum of their characteristics on D100 to enlist. Infantry can be heavy, medium or light:

 

D100 Company
01-25 Infantry, Heavy
26-65 Infantry, Medium
66-00 Infantry, Light

 

Nobles

Nobles will train as cavalry. Heavy or light infantry nobles train as heavy or light cavalry respectively, medium infantry nobles can choose either. However, their primary weapon will be the 1-handed infantry weapon and they will wear the infantry armour.

 

Combat

The weapon and armour combinations in the table below can be modified if wished. Infantry will be trained to 50% plus ability modifier in 1 weapon, and to 30% plus ability modifier in the other 2. Characters have 1D6 chances to improve any existing defence bonus.

 

Heavy Infantry
1D6 Weapons Armour
1 Two-handed Axe, 1-Handed Sword Heavy or light scale hauberk; plate greaves and vambraces; closed helm.
2 1-Handed Axe, Large Shield, Javelin
3-4 2-Handed Spear, 1-Handed Sword, Small Shield
5-6 1-Handed Spear, Short sword, Large Shield

 

Medium Infantry
1D6 Weapons Armour
1 2-Handed Spear, Short sword, Javelin Ringmail hauberk; boiled leather greaves and vambraces; open helm.
2 2-Handed Axe, 1-Handed Sword
3 1-Handed Axe, Medium Shield, Javelin
4 1-Handed Sword, Medium Shield, Crossbow
5 2-Handed Spear, 1-Handed Axe
6 1-Handed Spear, 1-Handed Sword, Medium Shield

 

Light Infantry
1D6 Weapons Armour
1 1-Handed sword, crossbow Stiff leather hauberk; soft leather trews and vambraces; composite helm.
2 1-Handed Spear, Small Shield, Javelin
3 1-Handed Sword, Small Shield, Sling
4 Short sword, Small Shield, Javelin
5 Small Shield, Javelin, Sling
6 1-Handed Sword, Small Shield, Bow

 

Magic

Foot soldiers get up to 4,000 sp worth of spells from the list below:

 

Bladesharp Detect Enemies Protection
Countermagic Healing Repair
Demoralise Mobility Speedart

 

Skills

Infantry can choose 2 skills at 50% plus ability modifier. The other 3 will be at a flat 30% or base plus ability modifiers, whichever is higher.

 

Camouflage Spot Hidden Tracking
Hide in Cover Spot Traps  

 

Equipment

Infantry mercenaries leave their troop with their weapons and armour. Nobles also keep their cavalry-trained mount.

 

Wealth

Infantry mercenaries will muster out with INT x 1D100 sp.

 

Characteristic Improvement

All adventurers will have a chance to improve STR, CON, DEX, POW during previous experience up to the normal limits of training and species maximum. This should be added at the end of previous experience for simplicity.

 

D100 Result
01-03 Add 3 points to characteristic
04-10 Add 2 points to characteristic
11-25 Add 1 point to characteristic
26-00 No increase

 


SKILLS

 

Base, Skill & Chance

  1. Base or base chance is the untrained, unmodified chance that a character has of performing a skill.
  2. Skill is the base chance, plus any ability modifiers, experience or training he has acquired.
  3. Chance is the character's skill plus any situation modifiers.

 

Skill Rolls

Roll D100 and compare this to the relevant skill's chance. If the dice roll is equal to or less than the skill's chance, the attempt is successful. If the total is greater than the skill's chance, then it has failed.

 

Situation Modifiers

Any situation modifiers are temporarily applied to the skill for the current roll only. A penalty will make the roll harder while a bonus makes it easier. Where several modifiers can be applied to the same roll, they will all have an effect, stacking to make one final bonus or penalty. The most common modifier is ½ skill for a difficult task. Other situation modifiers may be listed under the skill description, or adjudicated by the referee on the spot.

 

Degrees of Success

 

Chance Critical Special Success Failure Fumble
05 011 011 02-05 06-00 96
10 01 02 03-10 11-00 96
15 01 02-03 04-15 16-00 96
20 01 02-04 05-20 21-00 96
25 01 02-05 06-25 26-00 97
30 01 02-06 07-30 31-00 97
35 01 02-07 08-35 36-00 97
40 01-02 03-08 09-40 41-00 97
45 01-02 03-09 10-45 46-00 98
50 01-02 03-10 11-50 51-00 98
55 01-02 03-11 12-55 56-00 98
60 01-03 04-12 13-60 61-00 98
65 01-03 04-13 14-65 66-00 99
70 01-03 04-14 15-70 71-00 99
75 01-03 04-15 16-75 76-00 99
80 01-04 05-16 17-80 81-00 99
85 01-04 05-17 18-85 86-00 00
90 01-04 05-18 19-90 91-00 00
95 01-04 05-19 20-95 96-00 00
00 01-05 06-20 21-95 96-00 00
1 Player may choose whether to apply critical or special.

 

Critical or Special

After the D100 roll is made, compare the result to the chance on the Degrees of Success Table above. The actual result of a critical or special success in a skill roll may be given under the skill description, otherwise it is largely up to the referee. It normally achieves one of the following results:

 

Fumbles

The actual result of a fumble may be listed under the skill description, otherwise it is largely up to the referee to decide. It normally results in one of the following mishaps:

 

Automatic Success & Failure

Any D100 roll of 01 is an automatic critical.

Any D100 roll of 02 to 05 is an automatic success.

Any D100 roll of 96 to 99 is an automatic failure.

Any D100 roll of 00 is an automatic fumble.

 

Skills over 100%

Automatic success and failure rules still apply for chances over 100%. If two skill users are in conflict in some way, such as one character using Move Quietly while the other attempts to Spot Hidden Item, any chance over 100% is applied as a negative modifier to the other character's chance. This is calculated simultaneously, e.g. if on has a chance of 110% and the other 120%, their modified chances will be 90% and 110%, respectively.

 

Characteristic Rolls

From time to time, the referee may need to determine the success of a task in a situation in which there is no applicable skill. In this case, he may simply take the characteristic being employed and multiply it, usually by 01-05%, and use that as the chance of success. Degrees of success may be applied to characteristic rolls at the referee's discretion.

 

Resistance Rolls

When two characteristic or similar scores (e.g. poison POT) are in direct conflict, the outcome is resolved on the Resistance Table below. The principle is simple -- the chance is 50%, plus or minus 5% per point of difference between the characteristics, e.g. 12 vs. 14 = 50%−10% = 40% chance. The player of the active character is the one to make the roll. When it is not obvious which is active and which is passive, the referee decides.

 

 

 

Active Characteristic

 

 

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

Passive Characteristic

1

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

95

95

95

95

95

95

2

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

95

95

95

95

95

3

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

95

95

95

95

4

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

95

95

95

5

30

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

95

95

6

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

95

7

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

8

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

9

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

10

05

10

15

20

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11

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05

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85

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12

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13

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85

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14

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75

80

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15

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55

60

65

70

75

80

16

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05

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05

05

05

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10

15

20

25

30

35

40

45

50

55

60

65

70

75

17

05

05

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20

25

30

35

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45

50

55

60

65

70

18

05

05

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05

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40

45

50

55

60

65

19

05

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05

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50

55

60

20

05

05

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05

05

05

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05

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21

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05

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05

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30

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45

50

 

Skill Categories

There are 5 skill categories, each of which is linked to a particular ability modifier:

  1. Knowledge
  2. Manipulation
  3. Oratory
  4. Perception
  5. Stealth

 

Skill Descriptions

The base chance for each skill is given after the skill name. The character's ability modifier is added to the base chance to determine his untrained skill level. Characters must buy at least 05% training in a skill with a base chance of 0% before they can use that skill.

 

Knowledge Skills

 

Evaluate Treasure (0%)

The Evaluate Treasure skill enables the character to determine the value placed on something by others, effectively guessing its market value. Particularly common or obscure objects might give a bonus or penalty to the test but success will allow a character to guess the average monetary value of the object (normally guessing accurately to within 10% of its actual value). This skill does not identify the purpose of an object. The roll should be made in secret by the referee.

 

Read & Write Own Language (10%)

A character will have this skill in his native tongue, or in his primary native language if there is more than one.

 

Read & Write Other Language (0%)

Reading and writing must be learned separately for every other language. It is independent of Speak Other Language skills.

 

Speak Own Language (INT x 5%)

This skill applies to all of the major native tongues a character has grown up with. The referee may also allow reduced skill in some related languages.

 

Speak Other Language (0%)

Speaking in every other language must be learned separately. It is independent of Read & Write Other Language skills.

 

 

Manipulation Skills

 

Armour Making (0%)

This skill allows the character to make a helmet or a single piece of armour (or a matched pair in the case of limb armour).

 

Climbing (15%)

With adequate hand and footholds, a character can climb any surface given enough time without the need for a Climbing roll. Under normal circumstances, a character can climb or descend 1 metre every 6 SR. A character can double this rate by taking a −10% penalty on his Climbing skill. The chance of Climbing without noise is Move Quietly skill multiplied by Climbing (e.g. 50% x 40% = 20%).

 

Hide Item (10%)

This skill is used to hide small objects (less than 75mm in any dimension), without drawing undue attention. It is usually opposed by a Spot Hidden Item roll if trying to avoid getting caught.

 

Jumping (15%)

In general, a successful Jumping roll allows a character to jump up to twice his own height horizontally or up to half his own height vertically, if he has at least 5 metres to run first. If he is making a standing jump, these distances are halved. Penalties for Jumping rolls can be accrued by trying to jump further or carrying a high ENC.

 

Lock Picking (5%)

Usually, a character will simply make a Lock Picking roll in order to succeed, with appropriate bonuses or penalties decided upon by the referee. If a lock has been built by a master with a chance above 100%, the percentage over 100% is applied as a penalty to the Lock Picking chance.

 

Map Making (5%)

This is the skill of making rough but useable maps by eye, rather than proper surveying.

 

Riding (5%)

The Riding skill must be learned separately for every different species of mount. If a character is riding a creature with the help of saddle and stirrups, at not more than a walking pace across flat terrain, a Riding roll will never be required. Rolls become necessary when a character wants to do something out of the ordinary with a mount -- traverse treacherous terrain, jump obstacles, ride bareback and so on.

 

If the mount is killed, falls, bolts or does something similarly unexpected, the rider must make a POW x 5% or be caught by surprise. If that roll fails, he is pinned under his mount by a random hit location, taking damage equivalent to the mount's damage modifier. If the POW roll succeeds he may make a Riding roll to avoid being pinned. If the Riding roll fails, he is still pinned. If the Riding roll succeeds, he is not pinned but he is thrown.

 

Unless taken completely by surprise, a character will take 1D4 points of damage to a random hit location from falling off a mount (armour and magic protects as normal). A surprised character must make a POW x 5% roll or increase this damage to 1D6 from falling, or 2D6 if he is thrown. In this case magic absorbs damage as normal, but a second POW x 5% roll is needed for armour to provide protection.

 

 

Riding skill can also be used to evaluate a mount. A character with at least 50% Riding skill may train an animal to the saddle, rolling once per week until he succeeds.

 

The Combat section deals with for rules on mounted combat.

 

Shield Making (0%)

This skill allows the character to make any type of shield. One roll is required to make a single shield.

 

Swimming (5%)

Characters normally swim at half their usual MOV. Swimming rolls are only required when conditions are less than ideal, e.g. swimming while heavily encumbered or in strong currents. In such cases Swimming rolls are made every 2 full turns (10 minutes). A Swimming roll must be made to take off armour in the water. Characters can only carry ½ ENC in the water, and every point over this equals a − 05% modifier.

 

Trap Set/Disarm (5%)

A trap must be detected before it can be disarmed. Usually, a character will simply make a Trap Set/Disarm roll in order to succeed, with appropriate bonuses or penalties decided upon by the referee. If a trap has been set by a master with a chance above 100%, the percentage over 100% is applied as a penalty to the Trap Disarm chance.

 

Tumbling (0%)

This allows a character to perform a variety of gymnastic and balancing tasks. The character can move at ½ MOV across an unstable surface or slope without penalty. To move at a normal MOV requires Tumbling roll. A successful roll will also halve the damage suffered from falling.

 

Weapon Making (0%)

This skill allows the character to make any type of weapon. One roll is required to make a single weapon.

 

Oratory Skill

 

Oratory (5%)

This skill is used when addressing large groups of people, such as a priest addressing the faithful or a general exhorting his troops to victory on the eve of a battle. It relies more upon emotional appeal than intellectual stimulation and is used for larger groups of people. There will be penalties if the character is not fluent in the language he is using for Oratory.

 

Perception Skills

 

Listen (25%)

A successful Listen roll allows the character to make out quiet noises, whispered conversation, etc. A successful Listen roll will trump a successful Move Quietly roll.

 

Spot Hidden Items (5%)

This skill is used when the character attempts to detect hidden objects or creatures.

 

Spot Traps (5%)

This skill is used when the character attempts to detect concealed traps without setting them off.

 

Taste Analysis (0%)

This skill is used when the character attempts to determine the general nature of a substance, and whether or not it is dangerous.

 

Tracking (10%)

With this skill a character can locate the tracks of a specific creature and follow them. A roll must be made to locate the trail and then again once every 2 full turns (10 minutes) they are being followed. If the trail is lost, another roll must be made to pick it up again.

 

Stealth Skills

 

Camouflage (10%

This skill is used to make an object or a person appear as part of the surrounding terrain. A successful Spot Hidden Item roll will expose the Camouflage.

 

Hide in Cover (5%)

The Hide In Cover skill is used whenever a character attempts to hide from another character. Hide in Cover rolls are modified according to the situation and are trumped by a successful Spot Hidden Item roll.

 

Move Quietly (5%)

The Move Quietly skill is used whenever a character attempts to sneak past another character. Wearing armour reduces the character's Move Quietly chance (see the Armour Table). Move Quietly rolls are modified according to the situation and are trumped by a successful Listen roll.

 

Pick Pockets (05%)

This skill is used to take objects from another character's person without drawing undue attention. It is usually opposed by a Spot Hidden Items roll if trying to avoid getting caught.

 

Weapon Skills

Every weapon and shield represents two separate skills, one for attack and one for parry. A character that has some skill in one weapon can use any other weapon of the same name with equal skill, although if he picks it up in the middle of combat he will be at ½ skill for the rest of that fight. If a character is skilled with one particular weapon, he can use other weapons of the same type and mode at ½ skill.

 

Weapon Skill Degrees of Success

Weapon skills have specific rules for criticals, specials and fumbles as detailed in the Combat section.

 

Minimum STR & DEX

This is the minimum STR and DEX a character must have to use the weapon. A strong character can substitute 2 points of STR for 1 point of DEX, e.g. a STR 11, DEX 8 character could still use a minimum STR 9, DEX 9 weapon. This does not apply if the weapon has a minimum DEX but no minimum STR.

 

Barbarian Weapon Base Chances

Barbarians have a 15% base chance with their tribal weapons (see Previous Experience). All other weapons are at a flat 05% and ability modifiers only apply once a barbarian character has purchased an additional 05% in training.

 

Two Weapon Use

Using a weapon in the character's off hand is a separate skill starting with a base chance of 05%. The opposite applies to shields, i.e. a right-handed character would consider his right hand to be the off hand for shield use.

 

Melee Weapon Skills Table

 

Weapon

Mode

Type

Attack Base

Parry Base

STR

DEX

1H Cutting

Axe

Hand Axe

20%

20%

7

7

 

 

Battle Axe

20%

20%

13

9

 

Sword

Broadsword

10%

10%

9

7

 

 

Scimitar

10%

10%

9

9

 

 

Bastard Sword

10%

10%

13

9

2H Cutting

Axe

Battle Axe

15%

15%

9

7

 

 

Great Axe

15%

15%

11

7

 

 

Rhomphaia

15%

15%

11

9

 

 

Pole Axe

15%

15%

13

9

2H Cutting

Sword

Bastard Sword

05%

05%

9

9

 

 

Great sword

05%

05%

11

13

1H Cut-and-Thrust

Rapier

Rapier

05%

05%

7

13

 

Sickle

Sickle

15%

15%

 

Short sword

Short sword

15%

15%

Hand-to-Hand

Fist

Fist

25%

25%

 

 

Light Cestus

25%

25%

7

 

 

Claw

25%

25%

7

9

 

 

Heavy Cestus

25%

25%

11

 

Head-butt

Head-butt

10%

 

Kick

Kick

25%

 

Grapple

Grapple

25%

 

Dagger

Dagger

25%

25%

1H Smashing

Hammer

War Hammer

20%

20%

11

9

 

 

War Pick

20%

20%

11

9

 

Mace

Singlestick

25%

25%

9

 

 

Light Mace

25%

25%

7

7

 

 

Heavy Mace

25%

25%

13

7

 

Flail

Grain Flail

15%

15%

9

 

 

War Flail

15%

15%

11

 

Morning Star

Morning Star Flail

05%

05%

11

7

2H Smashing

Hammer

Great Hammer

05%

05%

9

9

 

Maul

Quarterstaff

20%

20%

9

9

 

 

Heavy Mace

20%

20%

9

7

 

 

Maul

20%

20%

11

7

 

Flail

Military Flail

05%

05%

9

1H Thrusting

Spear

Short Spear

10%

10%

9

7

 

 

Long Spear

10%

10%

11

9

 

 

Lance

10%

10%

9

7

2H Thrusting

Spear

Short Spear

20%

20%

9

7

 

 

Long Spear

20%

20%

7

7

 

Pike

Pike

10%

10%

11

7

 

Shield Skills Table

 

Weapon

Mode

Type

Attack Base

Parry Base

STR

DEX

1H Shield

Shield

Small Shield

05%

05%

5

 

 

Medium Shield

05%

10%

9

 

 

Large Shield

05%

20%

12

 

Missile Weapon Skills Table

 

Weapon

Mode

Type

Attack Base

Parry Base

STR

DEX

1H Projectile

Sling

Sling

10%

9

2H Projectile

Sling

Staff Sling

05%

20%

9

9

 

Bow

Self Bow

10%

20%

9

9

 

 

Composite Bow

10%

20%

13

9

 

Crossbow

Light Crossbow

20%

20%

7

7

 

 

Heavy Crossbow

20%

20%

11

7

 

 

Arbalest

20%

20%

13

7

1H Thrown

Rock

Rock

25%

 

Dagger

Throwing Dagger

15%

25%

9

 

Axe

Throwing Axe

10%

20%

9

11

 

Javelin

Dart

15%

9

 

 

Javelin

15%

10%

9

9

 

 

Languages

An game world can have many different languages. For any character, some are mere dialects of their mother tongue, others are part of the same family of languages, and the rest are alien to a greater or lesser extent.

 

Language Skill

The level of ability a character has in a particular language skill is a measure of the kind of detail he or she can communicate as well as the fluency with which it is done. This may be approximated as follows:

 

Ability

Communication

01-10%

Only simple concepts like “I surrender!”

11-30%

Basic, uncomplicated communication such as “Where is the inn?”

31-50%

Everyday conversation at the level of most ordinary natives, “20 silvers for the helm is too much. What else have you got?”

51-80%

Stories, riddles, songs and sagas. Most natives will not speak at this level in normal life. “Let me tell you the tale of Bromgrev the brave, or Bromgrev the foolhardy …”

81%+

Oration and speeches of priests and kings. “Welcome to our humble halls, oh revered and honoured Empress. Our capacities, inadequate though they may be, are at your command.”

 

Communication

Ordinarily, it can be assumed that any two people whose Speak Language skills add up to 100% or more will be able to communicate freely. Only if a misunderstanding could have consequences should the following system be used:

 

The chance of two people conversing normally and successfully understanding one another depends on the sum of their respective skill levels in the language they are using. This figure or lower must be rolled on D100 by each participant; failure means that he or she has misunderstood what is being said by the other. As long as this adds up to at least 100%, there should be little chance of misinterpretation; a roll of 01-95 on D100 will suffice.

 

At times, complicated or detailed information must be conveyed, such as intricate directions to a hidden ruin or lengthy instructions on performing a ritual. In this case, the referee should decide on a difficulty modifier to apply to the D100 roll, based on the complexity of the information.

 

OPTION

Instead of modifying the speaker's and listener's combined ability, difficult information can be communicated by using only the speaker's Speak Language skill.

 

Language Families

Many languages are related, sharing common roots or having intermixed over the years. Referees should determine these linguistic groups for their game world, or use the languages given in published settings. Characters may be able to make out the gist of what someone is saying in a language related to one the character knows; likewise, it is possible to puzzle out writing in this manner as long as both languages use the same runes, letters or pictograms.

 

The chance of this should be determined by the referee for each language relationship, such as ½ skill for a closely related tongue or 10% of normal skill for a cultural religious cant.

 

Reading and Listening

The chance of a character understanding a particular piece of writing, assuming it is relatively straightforward is equal to his or her relevant Read Language ability. If the roll is failed, the character can try again once he or she has gained another 5% in that Speak Language skill.

 

Understanding normal spoken conversation requires a D100 check against the listener's appropriate Speak Language skill. However, if there are adverse conditions such as noise, distance or a closed door between the speaker and the eavesdropper, the referee should apply an appropriate negative modifier to the roll.

 


COMBAT

 

The Melee Round

Combat is divided into melee rounds. Each round is broken into strike ranks, which determine when a character can act. With 12 strike ranks in every melee round, a single round translates to 12 seconds of time, during which a character can perform one or more actions. Every melee round goes through the following phases:

  1. Intent Phase
  2. Movement Phase
  3. Resolution Phase
  4. Bookkeeping Phase

 

1. Intent Phase

Players and referee state what the participants will do in this melee round. Statements can be abandoned, but not changed during the round. Provisional intent can be stated, e.g. a character will attack any target that appears in a certain doorway.

 

2. Movement Phase

Characters engaged in melee can move at up to ½ MOV. Unengaged characters can move at full MOV.

 

3. Resolution Phase

Spells, attacks, parries and defence are resolved in order, starting with SR 0 and ending on SR 12. Characters who are disabled lose any remaining actions.

 

4. Bookkeeping Phase

Any changes to characters are marked, e.g. damage taken, POW points expended or ammunition fired.

 

Gaining Surprise

If a character manages to surprise another, he will get a free action (i.e. an attack) before the first melee round begins.

 

Strike Ranks

If two or more characters can act in the same SR, they will act simultaneously.

 

Movement

A human character may move 2 metres every 3 SR in melee combat. The Mechanics section contains detailed movement rules.

 

Prepare Weapon

It takes 5 SR to prepare a weapon for action. This means drawing a sword from its sheath, unhooking an axe from a belt, nocking an arrow to a bow, etc. It can also include dropping a weapon currently held to the floor and then drawing a new one. Sheathing one weapon and drawing another takes 5 SR for each action, as does readying two weapons.

 

Prepare Spell

It takes 5 SR to prepare a spell for casting. For battlemagic this assumes that the spell is currently held in the character's mind (see the Battlemagic section). It takes another 5 SR to ready the spell's focus if it is not already to hand.

 

Combat Modifiers

Situational modifiers are cumulative.

 

Situation

Skill Modifier

Target is helpless.

Target can be killed with any weapon (not unarmed) on a roll of 01-95. It is still possible to fumble.

Target prone, immobilised or unaware.

+20% attack chance.

Attacking while prone.

½ chance (after other modifiers), no damage bonus except for natural weapons, damage penalties still apply.

Attacking or parrying while blind or in complete darkness.

−75% (minimum chance 05%).

Fighting while mounted.

Use attack chance or Riding chance, whichever is lower.

Shooting at a target which is moving towards or away from the attacker in a straight line.

Normal attack chance.

Shooting at a target moving at an angle to the attacker.

½ attack chance.

Shooting at an actively evading moving target.

½ attack chance.

Shooting at a target that is moving at an angle to the attacker and actively evading.

¼ attack chance.

Characters moving or evading on foot.

Cannot use missile weapons.

Shooting at a target behind cover.

Roll hit location normally; target hit if location is exposed, otherwise missile hits cover instead. Criticals ignore cover.

Shooting a projectile at effective range.

Normal attack chance.

Shooting a projectile at range x 1 ½.

½ attack chance.

Shooting a projectile at range x 2

¼ attack chance.

 

Attacks

The attack chance is equal to the attacker's modified attack skill, minus any defence bonus the target wishes to apply. To make an attack, the player rolls D100 and compares the result against his attack chance on the Degrees of Success Table under the Skills section. If a successful attack is not parried, it strikes one of the target's hit locations for the rolled damage plus any damage modifiers, after subtraction any AP for armour covering that location.

 

Critical Hit

Any attack may score a critical hit, with the following consequences:

 

Impale

Thrusting weapons and daggers impale on a special success. Players may choose whether their characters impale or slash when using cut-and-thrust weapons. Impales have the following consequences:

Weapon ENC

Chance

0

(STR+CON) x 4%

1

(STR+CON) x 2%

2+

(STR+CON) x 1%

 

Slash

Cutting weapons slash on a special success, Players may choose whether their characters slash or impale when using cut-and-thrust weapons. Slashes have the following consequences:

Weapon ENC Chance
0 (STR+CON) x 5%
1 (STR+CON) x 3%
2+ (STR+CON) x 2%

 

Crush

Smashing weapons crush on a special success, with the following consequences:

 

Fumbled Attack

A player whose character has fumbled his attack must roll on the Fumbled Attack Table:

 

Fumbled Attack Table

 

D100

Result

Effect

01

Hit self

Inflict critical hit

02-03

Hit self

Inflict maximum damage

04-06

Hit self

Inflict normal damage

07

Hit closest ally or self

Inflict critical hit

08-09

Hit closest ally or self

Inflict maximum damage

10-12

Hit closest ally or self

Inflict normal damage

13-16

Weapon breaks

Weapon destroyed, reduce chance if enchanted1

17-20

Weapon lost

Weapon flies 1D6 metres in random direction

21-24

Weapon dropped

1D3 rounds to recover

25-26

Confused

Enemies gain +25% on attacks next round

27-28

Blinded

1D6 rounds out of combat to remedy

29-31

Partly blinded

All skills −50% for 1D6 rounds

32-35

Partly blinded

All skills −25% for 1D3 rounds

36-38

Fall and sprain ankle

Lose parry this round, 1D3 rounds to rise, ½ MOV for 5D10 rounds

39-43

Fall

Lose parry this round, 1D3 rounds to rise

44-48

Sprain ankle

½ MOV for 5D10 rounds

49-53

Lose item of armour

Roll hit location, lose next attack & parry

54-58

Lose item of armour

Roll hit location

59-63

Drop shield

Strap broken, lose next attack

64-68

Drop shield

Strap broken

69-73

Unbalanced

Lose next 1D3 attacks & parries

74-78

Unbalanced

Lose next 1D3 attacks

79-83

Unbalanced

Lose defence & next attack & parry

84-88

Unbalanced

Lose next attack & parry

89-93

Unbalanced

Lose next attack

94-98

Unbalanced

Lose next parry

99

Unlucky

Roll two fumbles

00

Really unlucky

Roll three fumbles

1 Normal weapons break automatically. Enchanted weapons may resist breakage: 10% per point of battlemagic plus 20% per point of runemagic.

Two Weapon Attack

A character with a weapon in each hand may choose to attack once and parry once; to attack twice; or to parry twice. When attacking twice, the SR for the second attack is added to the SR for the first attack, e.g. a character with one SR 4 weapon and one SR 5 weapon would attack with the first at SR 4 and with the second at SR 9.

 

Aiming

There are two options for aiming a physical attack (not a spell) at a specific hit location:

 

1.      The character can change the result of a hit location roll up or down by up to 1 for every 1 SR he delays his shot. If his attack succeeds he must choose the hit location from within that range, e.g. a delay of 2 SR and a hit location roll of 12 allows him to choose any location between 10 and 14 (abdomen, chest or right arm on a human target).

2.      The character can wait until SR 12, choose a specific hit location, and make an attack roll at ½ chance without needing to roll for location if he succeeds.

 

Attack Skills over 100%

If a character's attack skill (not his attack chance) is 100% or higher, he can declare his intent to split his attacks into two or more as follows:

 

Parry

The parry chance is equal to the defender's parry skill plus or minus modifiers. To parry, the player rolls D100 and compares the result against his parry chance on the Degrees of Success Table under the Skills section. Depending on the degree of success for both the attack and the parry, various results may occur.

 

Critical Parry

 

Normal Shield Parry

 

Normal Weapon Parry

 

Fumbled Parry

A player whose character has fumbled his parry must roll on the Fumbled Parry Table:

 

Fumbled Parry Table

 

D100

Result

Effect

01-02

Undefended

Opponent scores critical hit

03-06

Undefended

Opponent hits for maximum damage

07-12

Undefended

Opponent hits for normal damage

13-16

Shield/weapon shatters

Shield/weapon destroyed, reduce chance if enchanted1

17-20

Shield/weapon lost

Shield/weapon flies 1D6 metres in random direction

21-24

Shield/weapon dropped

1D3 rounds to recover

25-26

Confused

Enemies gain +25% on attacks next round

27-28

Blinded

1D6 rounds out of combat to remedy

29-31

Partly blinded

All skills −50%, 1D6 rounds to remedy

32-35

Partly blinded

All skills −25%, 1D3 rounds to remedy

36-38

Fall and sprain ankle

Lose parry this round, 1D3 rounds to rise, ½ move for 5D10 rounds

39-43

Fall

Lose parry this round, 1D3 rounds to rise

44-48

Sprain ankle

½ move for 5D10 rounds

49-53

Lose item of armour

Roll hit location, no attack/parry this round

54-58

Lose item of armour

Roll hit location

59-63

Drop shield

Strap broken, no attack this round

64-68

Drop shield

Strap broken

69-73

Unbalanced

Lose next 1D3 attacks & parries

74-78

Unbalanced

Lose next 1D3 attacks

79-83

Unbalanced

Lose defence & next attack & parry

84-88

Unbalanced

Lose next attack & parry

89-93

Unbalanced

Lose next attack

94-98

Unbalanced

Lose next parry

99

Unlucky

Roll two fumbles

00

Really unlucky

Roll three fumbles

1 Normal weapons break automatically. Enchanted weapons may resist breakage: 10% per point of battlemagic plus 20% per point of runemagic.

 

Two Shield/Weapon Parry

A character with a shield or weapon in each hand may choose to attack once and parry once; to attack twice; or to parry twice. A character cannot parry two incoming attacks on the same SR.

 

Two-Handed Weapon Parry

A character with a 2-handed weapon can attack and parry in the same round, but he cannot parry in the same SR as his attack.

 

Parry Skills over 100%

If a character's parry skill (not his parry chance) is 100% or higher, he can declare his intent to split his parries into two or more as follows:

 

Damage to Weapons

 

 

Defence

A character can use his defence bonus to reduce his opponents' attack chance. Defence is directly subtracted from the attacker's chance to hit. The defending character may split his defence among different attackers in any way he wishes; he may choose to ignore some opponents, or he may direct his full defence against one. Defence is applied in blocks of 5%.

 

If an character has an attack chance of more than 100%, the target's defence is reduced by the amount of the chance over 100%.

 

 

Melee Weapons Table

Mode1

Type1

Weapon2

STR3

DEX3

SR

Damage

HP

ENC

Base

1H Cutting

Axe

Hand Axe

7

7

4

1D6+1

15

1

20%

 

 

Battle Axe

13

9

3

1D8+2

15

2

20%

 

Sword

Broadsword

9

7

2

1D8+1

20

1

10%

 

 

Scimitar

9

9

2

1D8+1

20

1

10%

 

 

Bastard Sword

13

9

2

1D10+1

20

1

10%

2H Cutting

Axe

Battle Axe

9

7

3

1D8+2

15

1

15%

 

 

Great Axe

11

7

2

2D6+2

15

2

15%

 

 

Rhomphaia

11

9

2

2D6+2

12

2

15%

 

 

Pole Axe

13

9

1

3D6

12

3

15%

2H Cutting

Sword

Bastard Sword

9

9

2

1D10+1

20

1

05%

 

 

Great Sword

11

13

1

2D8

15

2

05%

1H Cut-and-Thrust

Rapier

Rapier

7

13

2

1D6+1

12

1

05%

 

Sickle

Sickle

3

1D6+1

15

1

15%

 

Short Sword

Short Sword

3

1D6+1

20

1

15%

Hand-to-Hand

Fist

Fist

4

1D3

25%

 

 

Light Cestus

7

4

1D3+1

5

½

25%

 

 

Claw

7

9

4

1D4+1

5

1

25%

 

 

Heavy Cestus

11

4

1D3+2

10

1

25%

 

Head-butt

Head-butt

4

1D4

10%

 

Kick

Kick

4

1D6

25%

 

Grapple

Grapple4

4

Special

25%

 

Dagger

Dagger5

4

1d4+2

12

¼

25%

1H Smashing

Hammer

War Hammer

11

9

3

1D6+2

20

1

20%

 

 

War Pick

11

9

3

1D6+2

20

1

20%

 

Mace

Singlestick

9

4

1D6

10

½

25%

 

 

Light Mace

7

7

3

1D6+2

20

1

25%

 

 

Heavy Mace

13

7

3

1D8+2

20

2

25%

 

Flail

Grain Flail

9

3

1D6

8

1

15%

 

 

War Flail

11

3

1D6+2

12

2

15%

 

Morning Star

Morning Star Flail

11

7

2

1D10+1

12

2

05%

2H Smashing

Hammer

Great Hammer

9

9

1

2D6+2

15

3

05%

 

Maul

Quarterstaff

9

9

3

1D8

15

2

20%

 

 

Heavy Mace

9

7

0

1D8+2

20

2

20%

 

 

Maul

11

7

1

2D8

15

3

20%

 

Flail

Military Flail

9

0

2D6+2

15

3

05%

1H Thrusting

Spear

Short Spear6

9

7

2

1D6+1

15

2

10%

 

 

Long Spear6

11

9

1

1D8+1

15

3

10%

 

 

Lance7

9

7

0

1D10+1

20

3

10%

2H Thrusting

Spear

Short Spear6

9

7

1

1D8+1

15

2

20%

 

 

Long Spear6

7

7

0

1D10+1

15

3

20%

 

Pike

Pike

11

7

0

2D6+1

15

3

10%

1 Weapons of the same mode and type may be used at ½ skill if the character has training in one of the weapons in that group.

2 This is the name of the individual weapon skill, further divided into attack and parry.

3 The minimum STR and/or DEX required to wield the weapon effectively. A character can substitute SIZ for DEX on a 2:1 basis if he does not meet the minimum DEX requirement. Thus, a STR 13, DEX 8 character would still be able to use a 2-handed long spear as normal.

4 See the grappling rules above for resolving grapple attacks.

5 Daggers can impale on a special result rolled when attacking.

6 Spears must be held closer to the midpoint of the shaft when used one-handed, hence the higher SR than for 2-handed use of the same weapon.

7 These statistics assume that the lance is held couched under one arm while mounted and charging at a target, in which the damage modifier of the mount applies, not the character's. Otherwise it is treated as a long spear.

 

Missile Weapons Table

Mode1

Type1

Weapon2

STR3

DEX3

Rate4

Range5

Damage6

HP

ENC

Attack7

Parry8

1H Projectile

Sling

Sling

9

3 SR

80

120

160

1D8

1

10%

2H Projectile

Sling

Staff Sling

9

9

1 MR

100

150

200

1D10

10

2

05%

20%

 

Bow

Self Bow

9

9

3 SR

80

120

160

1D6+1

6

2

10%

20%

 

 

Composite Bow

13

9

3 SR

100

150

200

1D8+1

10

2

10%

20%

 

Crossbow

Light Crossbow

7

7

1 MR

100

150

200

2D4+2

6

1

20%

20%

 

 

Heavy Crossbow

11

7

3 MR

120

180

240

2D6+2

10

2

20%

20%

 

 

Arbalest

13

7

5 MR

150

225

300

3D6+1

10

3

20%

20%

1H Thrown

Rock

Rock

3 SR

20

1D4

¼

25%

 

Dagger

Throwing Dagger

9

3 SR

20

1D4

12

¼

15%

25%

 

Axe

Throwing Axe

9

11

3 SR

20

1D6

15

1

10%

20%

 

Javelin

Dart

9

3 SR

20

1D6

8

½

15%

 

 

Javelin

9

9

1 MR

20

1D10

10

1

15%

10%

1 Weapons of the same mode and type may be used at ½ skill if the character has training in one of the weapons in that group.

2 This is the name of the individual weapon attack skill.

3 The minimum STR and/or DEX required to wield the weapon effectively.

4 Rate of fire: Time taken to reload for another shot, assuming a reload is to hand; SR = strike rank and MR = melee round.

5 Effective, medium and long range in metres for the weapon. Thrown weapons cannot reach beyond effective range. The chance of hitting at medium range is ½, at long range it drops to ¼.

6 Projectile weapons cause the listed damage. Thrown weapon apply ½ of the user's damage modifier to the roll.

7 Base attack chance for the weapon.

8 Base parry chance for the weapon. Daggers, axes and javelins parry as their melee counterparts. No training is available for parrying with projectile weapons.

 

 

Shield Table

Mode1

Type1

Shield2

STR3

DEX3

SR4

Damage

HP

ENC

Attack5

Parry6

1H Smashing

Shield

Small Shield

5

4

1D4

8

1

05%

05%

 

 

Medium Shield

9

4

1D6

12

2

05%

10%

 

 

Large Shield

12

4

1D8

16

3

05%

20%

1 Shields of other sizes may be used at ½ skill if the character has training in one other size.

2 This is the name of the individual shield skill, further divided into attack and parry.

3 The minimum STR and/or DEX required to wield the shield effectively.

4 SR only applies to shield attacks. Parrying takes place at the same SR as the incoming attack.

5 Base attack chance for the shield.

6 Base parry chance for the shield.

 

Armour Table

Hit Location

Type

Material

AP

ENC

Move Quietly1

Legs

Greaves

Soft Leather2

1

½

 

 

Boiled Leather

3

1

 

 

Plate

6

2

−15%

Legs and Abdomen

Trews

Soft Leather2

1

½

 

 

Stiff Leather2

2

1

 

 

Chainmail

5

3

−15%

Abdomen

Skirts

Soft Leather2

1

½

 

 

Stiff Leather2

2

1

 

 

Linen

3

1

−05%

 

 

Light Scale

4

2

−35%

 

 

Heavy Scale

5

3

−30%

 

 

Chainmail

5

2

−25%

Abdomen and Chest

Hauberk

Soft Leather2

1

½

 

 

Stiff Leather2

2

1

 

 

Linen

3

2

−05%

 

 

Ringmail

4

2

−15%

 

 

Light Scale

4

2

−35%

 

 

Heavy Scale

5

3

−30%

 

 

Chainmail

5

2

−25%

Chest

Byrnie

Soft Leather2

1

½

 

 

Stiff Leather2

2

1

 

 

Ringmail

4

1

−05%

 

 

Chainmail

5

1

−15%

 

Cuirass

Linen

3

1

−-05%

 

 

Boiled Leather

3

1

−05%

 

 

Heavy Scale

5

3

−25%

 

 

Brigandine

5

2

−15%

 

 

Plate

6

3

−15%

Arms

Sleeves

Chainmail

5

2

−15%

 

Vambraces

Soft Leather2

1

0

 

 

Boiled Leather

3

1

 

 

Plate

6

2

−10%

1 The wearer's Move Quietly chance is modified as shown. The modifiers are not cumulative; only the highest is used.

2 Soft or stiff leather, or alternatively thick felt or padded cloth, can be worn under other armour to serve as padding. Encumbrance and AP are cumulative.

 

 

Helmet Table

Type

AP

ENC

Hood1

1

¼

Cap

2

½

Composite Helm

3

½

Open Helm

4

1

Closed Helm

5

1

Full Helm

6

2

1 May be worn as padding under helmets. AP and ENC are cumulative.

 

 

Knockback

A knockback attack can be used to push an opponent back or to knock him or her to the ground. A knockback does not damage the target. A knockback is treated as an attack, but the character can still parry and defend as normal. The procedure is as follows:

 

 

Mounted Combat

A Riding roll must be made every round that an untrained mount is exposed to combat, or whenever it takes damage. If this roll fails, the rider must make another Riding roll to calm the beast in the following round, and can do nothing else. If that roll also fails, the mount will panic and bolt, with the risk of falling as given under the Riding skill rules above.

 

Lance Charge

A mounted character with a lance and a secure seat (e.g. stirrups or a supporting saddle) may charge an opponent as long as there is a straight run of at least 20 metres between him and the target. If the attack succeeds, the damage modifier of the mount is used instead of the character. An untrained character can use a lance at ½ his 1-handed long spear skill.

 

Mounted Missile Combat

Shooting or throwing missiles from a moving mount incurs no additional penalties beyond those listed on the Situational Combat Modifiers Table. Heavy crossbows and arbalests cannot be reloaded while the mount is in motion.

 

Grappling

A grappling attack can be made to hold an opponent or to throw him or her. The attacker must make a grapple attack at his normal SR, which is resolved as follows if it succeeds:

 

Once a grapple is joined, in subsequent rounds only DEX SR applies. In the next melee round, the attacker must make another successful grapple attack to maintain the hold. If this fails, the wrestlers break apart. If it succeeds, the attacker has a choice: either attempt to throw the opponent, or, if a limb was grasped, hold the target location immobile.

 

Hold: To hold a limb, the attacker must succeed in a STR vs. STR roll on the resistance table. If the roll fails, he retains a grip on the limb but it is not immobilised. If two opponents are grappling, attempted holds are resolved before attempted throws; an immobilised character cannot attempt to throw his opponent. If both succeed in attaining a hold, both are immobilised.

 

Throw: To throw an opponent, the attacker must pit his STR+DEX vs. the target's SIZ+DEX on the resistance table. If the attempt fails, the target is not thrown but the grapple is still held. If the roll succeeds, the opponent is thrown to the ground. In addition, he must make a successful DEX x 5 roll on D100 or take 1D6 points of damage to a random hit location; armour protects normally. Two successful throw attempts cancel, and both grapplers remain standing.

 

Damage and Healing

When a character successfully scores damage against a target, the damage must be deducted from a specific hit location as well as from total hit points. Every weapon has a damage rating, which is listed in its statistical entry in the relevant Weapons Table.

 

Hit Points

All creatures have both total hit points and hit locations. Total hit points are based on CON, modified by SIZ and POW. Location points are based on total hit points. The sum of location points exceeds total hit points, but once a character's total hit points reach zero he is dead.

 

The table below details hit locations for humanoid beings. For creatures with different forms or appendages, see the Creatures section.

 

Location

Total Hit Points

 

01-06

07-09

10-12

13-15

16-18

19-21

+3

R. Leg

2

3

4

5

6

7

+1

L. Leg

2

3

4

5

6

7

+1

Abdomen

2

3

4

5

6

7

+1

Chest

3

4

5

6

7

8

+1

R. Arm

1

2

3

4

5

6

+1

L. Arm

1

2

3

4

5

6

+1

Head

2

3

4

5

6

7

+1

 

Location Points Equalled or Exceeded

Leg: The character loses use of the damaged leg and will fall if standing. No other actions may be taken for the rest of the round, but the character can fight from a prone position from the following round, with the usual penalties.

 

Abdomen: The character loses the use of both legs and cannot stand. He can take no action other than healing himself. If the location is not brought back to at least 1 point within 2 full turns, the character will have bled to death.

 

Chest: The character will be helpless and can only lie on the ground, semi-conscious. If not brought back to positive points in the chest, he will die in 2 full turns (10 minutes).

 

Arm: The character cannot move that arm and drops anything not strapped to it. However, he will not fall and can keep fighting with any other available means.

 

Head: If the head is reduced to zero or less points, the character loses consciousness and must be brought back to at least 1 point in this location, or he will die in 2 full turns.

 

Limits to Limb Damage

Any damage exceeding twice the location points is lost. However, any single blow causing such damage will incapacitate the character, who will be able to do nothing other than heal himself.

 

Location Points Exceeded by 6 Points or More

Arm or Leg: The limb has been maimed or severed, depending on the weapon used. This damage need to be taken in a single blow. Even if healed, it will remain useless. Only a Healing 6 spell or potion applied within 2 full turns, or more exotic magic, can restore the limb.

 

Abdomen, Chest or Head: The location has suffered massive damage. The character dies instantly.

 

Healing

Natural Healing: Wounds will heal normally at the rate of 1 point per week of game time.

 

Healing Potions: Magical healing potions can come in any form. The typical liquid form is imbibed, straight or diluted, and will randomly heal wounded locations until it runs out of points. The same applies to other ingested forms, such as pastes, pills, powders and so forth. Some types, such as balms, salves or compresses, are applied directly to the injured area and will only heal that location.

 

Healing Spell: The variable battle magic spell Healing (or Xenohealing) affects the targeted location directly. At least Healing 2 is required to stop bleeding. Restoring a maimed limb or re-attaching a severed one requires a Healing 6.

 


ADVENTURING

 

Resistance Rolls

It may be necessary to pit a characteristic directly against another characteristic. Examples include a character using STR vs. the SIZ of a fallen tree to shift it out of the way, or using his CON to resist the POT of a poison.

 

To make a resistance roll, one party is designated as active and the other as passive. If this is difficult to decide, it doesn't actually matter which is which -- the outcome will be the same. If both are equally matched, the chance for success will be 50%. This is modified by +05% for every point the active characteristic is higher than the passive, or −05% for every point it is lower. The table below makes it easy to look up the relevant chance:

 

Resistance Table

 

 

Active Characteristic

 

 

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

Passive Characteristic

1

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

95

95

95

95

95

95

2

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

95

95

95

95

95

3

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

95

95

95

95

4

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

95

95

95

5

30

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

95

95

6

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

95

7

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

95

8

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

95

9

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

95

10

05

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

95

95

11

05

05

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

95

12

05

05

05

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

13

05

05

05

05

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

14

05

05

05

05

05

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

15

05

05

05

05

05

05

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

16

05

05

05

05

05

05

05

10

15

20

25

30

35

40

45

50

55

60

65

70

75

17

05

05

05

05

05

05

05

05

10

15

20

25

30

35

40

45

50

55

60

65

70

18

05

05

05

05

05

05

05

05

05

10

15

20

25

30

35

40

45

50

55

60

65

19

05

05

05

05

05

05

05

05

05

05

10

15

20

25

30

35

40

45

50

55

60

20

05

05

05

05

05

05

05

05

05

05

05

10

15

20

25

30

35

40

45

50

55

21

05

05

05

05

05

05

05

05

05

05

05

05

10

15

20

25

30

35

40

45

50

 

 

Game Time

 

Melee Round

The melee round lasts for 12 seconds and is divided into twelve strike ranks (SR), which are used to determine the order of actions in combat. Melee rounds and SR are dealt with in the Combat section above.

 

Full Turn

A full turn lasts for five minutes, or 25 melee rounds. It is used for measuring the duration of some basic spells and determining movement rates where this is appropriate.

 

Week

Skill training, spell learning and natural healing all takes place at a rate measured in weeks.

 

 

Movement

 

All creatures have a movement rate (MOV) between 1 and 12. This is the same for all creatures of a given species. Humans have a MOV of 8. For each unit of movement that a creature has, it can move up to 3m during a melee round.

 

Melee Movement

The twelve-point scale for movement units does not reflect the difference in speed between different species moving at full speed. Rather it is intended to indicate the distance that can be covered in combat while also attempting to avoid an opponent's weapon, dodge around friends and foes alike, parry and attack.

 

If a character or creature is moving at top speed with no consideration for what is going on around him or her (or it), then movement rates can be increased as follows:

 

Scenario Movement

During a full turn characters can move at different speeds depending on the circumstances:

 

Cautiously: 60m at a watchful pace, for example taking care to be quiet or look for traps.

 

Walking: 120m at a normal strolling pace.

 

Running: 500m at an all-out run.

 

Daily Movement

This is used to determine long distance travel and is based upon the mode of transportation and the terrain being traversed.

 

Walking / Riding: A will be able to cover approximately 20km in a day. A walking horse does not travel faster than a walking human.

 

Marching: Forced marching for 10 hours a day will cover 30km.

Cavalry: Unhindered by wagons and moving at a walk-trot-walk pace it is possible to cover 40km in 10 hours. In order to sustain this pace it is necessary to be able to change horses after every couple of days at the most.

 

Major Rivers: Take one day to cross, unless there is a bridge or shallow ford.

 

Forest: Slows movement by 1/3 unless travelling on a road or well defined trail.

 

Rolling Hills: Slows movement to 2/3.

 

Mountains: Slows movement to 1/3.

 

Encumbrance

Every piece of equipment in the Equipment chapter has an Encumbrance (ENC) score, though some items are too small or light to have an ENC score. Characters can usually ignore the effects on Encumbrance that these have unless they start carrying a lot of them -- assume that an average of 20 such items will equal 1 ENC, so long as the character has a suitable means of carrying them, such as a sack or backpack.

 

Normal Encumbrance

A character can carry equipment whose total ENC is less than or equal to the average of his STR and CON (but not exceeding STR) without penalty.

 

Maximum Encumbrance

A character carrying total ENC greater than his normal encumbrance, up to a limit of STR x 1½, is overloaded:

 

Falling

Falling damage is applied to a random hit location unless the character makes a successful Jumping roll, in which case he or she can choose the location landed on. This is not subject to the usual limit of double hit location points if the character is wounded in a limb; the full rolled damage will be applied to total hit points. Damage taken increases per 3 metres fallen, as follows:

 

Height of Fall

Damage

0.1 − 1.0m

None

1.1 − 3.0m

1D6

3.1 − 6.0m

2D6

6.1 − 9.0m

3D6

 

Spells such as Protection or Shield will reduce damage as normal. Armour may protect in some cases, as determined by the referee.

 

The hardness of the landing will also have some effect, such as less damage being suffered from landing on a pile of hay as opposed to a stone pavement.

 

Falling into a pit with stakes rammed into its base will result in damage from the stakes (usually similar to a two-handed long spear) plus the falling damage itself added as a damage bonus.

 

Falling while moving increases the amount of damage taken. Generally, being thrown, such as by an air elemental or a horse, doubles the damage normally taken. However, the referee may adjust this based on the actual speed at which the character is travelling when he or she hits the ground.

 

Dropped or Falling Objects

Damage done by falling or deliberately dropped objects is 1D8 per 3kg that the object weighs (round fractions to the nearest 3kg), modified by the height of the drop, as per the falling table above. For example, a character struck by a 4kg rock falling from a 5m height will take 1D8+2D6 damage. The chance of being hit by a randomly falling object depends on the character's location and the referee's arbitration. Deliberately dropping objects is a skill dealt with in the Combat chapter.

 

 

Drowning

Whether by accident or through a failed Swimming roll, adventurers may find themselves drowning. These rules could also be applied or adapted to similar dangers, such as asphyxiation.

 

If the character is prepared, such as when deliberately jumping into a pool, he or she can hold his or her breath for one melee round. Thereafter, CON rolls are required as below. Each time the roll is failed, the character takes 1D8 damage directly to the chest.

 

Round of Immersion

D100 Roll

1

Automatic

2

CON x 5*

3

CON x 4*

4

CON x 3*

5

CON x 2*

6+

CON x 1*

* Once one of these rolls is failed, the character takes 1D8 damage to the chest and must make CON x 1 rolls on D100 each round thereafter.

 

If the character is not ready, he or she must roll POW x 5 or less on D100. If the roll succeeds, the normal procedure given above is applied.

 

If the roll fails, the character immediately takes 1D8 damage to the chest and must roll CON x 1 or less every round thereafter or take another 1D8 points of drowning damage.

 

Illumination & Darkness

 

Illuminating Items

 

A torch will light a 12m radius when carried, but only 3m if lying on the ground.

 

Lamps are usually clay or metal containers with an open flame from burning candles or oil wicks. Hand-held lamps will illuminate a 12m radius, or 3m when placed on the floor.

 

Lanterns are lamps, usually metal, which have reflectors and shutters to improve their illumination and make them less prone to being blown out. A directed lantern beam has a range of 18m. Lanterns with candles may blow out in a strong wind on a roll of 75-00 on D100, while oil or tallow-burning types will only be affected by gales or worse.

 

If oil lamps or lanterns are dropped, there is a chance that they may break or catch fire:

 

D100

Effect

01-30

Light is extinguished, but container is otherwise undamaged.

31-70

Light burns on, roll 1D8 for beam direction if appropriate: 1 = north, 2 = north-east, 3 = east, etc.

71-85

Vessel breaks and oil leaks out, making the floor extremely slippery.

86-00

Vessel breaks and burning oil leaks out, creating a small fire (see above).

 

Darkness

Fighting in darkness will incur a −75% modifier to most skills unless the character is specifically adapted to such conditions. Some skills, such as Hide in Cover, may not be affected at the referee's discretion. The minimum 5% chance of success still applies, however. As normal, the modified chance is used to calculate criticals, specials and fumbles.

 

Although a lit torch or lantern may be held in a character's shield hand, this means the shield cannot be used to parry.

 

 

 

Fire

There are numerous ways in which fire can be used as a weapon. It can also present a natural hazard in its own right. Some creatures are more vulnerable to fire than to other weapons.

 

Torches

Torches can be used to strike an opponent in the same manner as a club. A blow from a torch is unlikely to set fire to anything unless the target is highly flammable, which is a matter for the referee to decide (hair burns readily; skin and flesh does not). However, if a lit torch is directly applied to an object or creature for an entire melee round, the target will take 1D4 points of damage. This is obviously only possible with an immobile or unresisting target.

 

Protection and Shield spells protect fully against fire. Armour can help if the target resists or the flame is randomly placed, if the victim successfully rolls POW x 5 or less on D100.

 

If an object or creature catches fire, it will suffer 1D6 points of fire damage per melee round to the affected location until it burns out or is extinguished. The fire may also spread to other locations, the chance of which must be determined by the referee according to the circumstances.

 

Fires

The size of a fire determines how many locations are affected by it.

 

Extinguishing Fires

If a location is on fire, an attempt may be made to put out the flames by dousing them with water or smothering them. To determine the effectiveness of this, 1D6 is rolled and subtracted from the damage caused that round by fire. If the extinguishing roll is equal to or higher than the damage roll, no damage is taken in that melee round and the fire is put out for that hit location. A separate attempt must be made for each location.

If the entire location is completely immersed in water, the flame will go out and no damage will be taken in that round.

 

Poison

Poison works by overcoming the victim's CON with its potency on the resistance table. If the poison succeeds, the character takes the full potency in damage. Poison may affect hit points or it may reduce CON directly. If the character successfully resists the poison, he or she still takes damage equal to half the poison's potency. Poison damage is not instantaneous and takes some time to take effect, depending on its type. Thus it is possible that a creature 'killed' by a snake bite will live long enough to put an end to the snake before succumbing to the venom.

 

Poison damage of any type cannot be healed by ordinary Healing spells or potions, but it will heal naturally at the rate of 1 point per game week.

 

There are many varieties of poison, but in effect they can be divided into two categories; blade venom and systemic poison. Most types of poison also have their own particular antidote.

 

Blade Venom

This special type of poison is a liquid which is painted onto a blade, such as a dagger or arrow. Blade venom only affects the location struck, inflicting hit location damage equal to its potency if it overcomes the CON of the victim. It is possible to brew blade venom of any potency from 1 to 20. Blade venom antidote must be taken before a character takes damage.

 

One dose of venom is enough for 1 axe or sword blade, 2 spear points or daggers, or 5 arrow heads. Coating a blade with venom must be done with great care. A character must make a DEX x 5 roll to apply blade venom to an arrow in 1 melee round, to a spear point or dagger in 2, or to a sword in 5. A fumble means the character has cut himself or herself and takes the full potency damage to a random hit location.

 

Blade venom evaporates quickly and only retains its potency for 3 full turns if not used. It will remain on the blade for 3 successful strikes on armour, but even 1 point of damage is enough to cause the venom to enter the wound, after which there will be none left on the blade. Blade venom is fast-acting, and takes effect at the end of the melee round in which the victim was wounded.

 

While it is stored properly, blade venom degenerates much more slowly, losing 10% of its potency every 2 years.

 

Systemic Poison

There are two broad classes of systemic poison, ingested (in other words, swallowed or inhaled) and injected (introduced into the blood stream through cuts, bites or other wounds). A few types may even be deadly on contact, absorbed through the skin. Poisons of one group may be harmless in other ways, for example, some poisons can be deadly if the tiniest amount gets into a scratch, but can be consumed in any quantity to no ill effect.

 

Damage inflicted by systemic poisons does not affect hit points, but is subtracted directly from the victim's CON. This will, of course, also reduce the character's hit points correspondingly.

 

Systemic poison takes effect at the end of the second melee round after injection. For example, a character struck by a scorpion sting in round 1 will feel the effect at the end of round 3. Ingested poisons may take longer.

 

There is an endless variety of systemic poisons, some natural and others concocted by alchemists. Ingredients may be commonly available, rare and expensive, or so unusual that their acquisition can become the object of an adventure in itself. The most common types are:

Poisons can lose their strength over time. They will decrease in potency by 10% every 2 years.

 

Antidotes

For most poisons, there are antidotes. Usually they are meant to be ingested, and so commonly come in the form of potions, tablets, wafers or similar. They may also be prepared as salves (common as a precaution against blade venom), compresses, powders, or liquids which must be introduced into a cut.

 

Antidotes use their potency to counteract poison to the same extent; a potency 3 antidote would reduce a potency 5 poison to potency 2. Antidotes can be taken before being poisoned, in which case they remain effective for 2 hours. Alternatively, they can be administered within 2 full turns (10 minutes) of being poisoned

 

Antidotes are only fully effective against their intended poison, but some antidotes can resist other types of poison at ½ their normal potency:

 

Antidote

½ Potency against:

Gas Antidote

Snake Venom

Mineral Antidote

Spider Venom

Mineral/Scorpion Antidote

Poison Gas

Spider Antidote

Scorpion Venom

 

Antidotes, like potions, can spoil and become useless if left too long. They will lose 10% of their potency for every 2 years that they are stored.

 

 

Acid

Acids are corrosive liquids, either naturally-occurring (such as gorp flesh) or manufactured by alchemists. Acid causes immediate damage equal to its potency to whatever it touches, whether it be an object, a piece or armour, or the limb encased within. Acid can be of any potency between 1 and 20.

 

Disease

Deadly disease is a pestilence that attacks a particular characteristic, gradually reducing it to zero if the victim cannot fight it off or find a cure. Characteristic loss from disease is permanent -- it can only be restored through training, if possible. Although the result is the same, the symptoms and effects of each type of disease differ depending on the characteristic associated with it.

 

Contracting Diseases

Whenever a character is exposed to a disease, he or she must make either a CON x 5% roll or a total hit points x 5% roll, whichever is lower. If the roll is failed, the character has contracted the disease.

 

Chronic Form

Once a disease is contracted, the character must attempt the same roll a second time. If the second roll succeeds, he or she has contracted the chronic form of the disease. While suffering from this form, the character is generally unaffected other than for the consequences of the characteristic loss itself. Every four weeks, the victim will lose 1 point from the affected characteristic. After each loss, the character may attempt the roll again and, if successful, he or she will recover (but any characteristic points lost remain lost).

 

If the second roll is failed, the character must make a third roll. If this succeeds, he or she has contracted the acute form of the disease.

 

Acute Form

The acute form of the disease is much more virulent, and the character cannot recover without complete rest. This stage results in 1 point lost from the relevant characteristic every hour. After each loss, the victim may try to roll again if he or she has been resting for the last hour. If this roll succeeds, the character has overcome the disease; again, any characteristic point loss is permanent.

 

If the third roll fails, the unfortunate victim has entered the terminal phase of the disease.

 

Terminal Form

The terminal form results in extremely rapid deterioration, and it is difficult for the victim to carry on any kind of activity. He or she will lose 1 point from the affected characteristic every full turn (5 minutes).

Nothing short of divine intervention will prevent the disease from running its course, and even the gods are powerless to reverse its course.

 

Other Diseases

Of course, the diseases given above are only the most serious. For every deadly disease there are a myriad of lesser ones, from common colds and infections to any other malaise the referee may imagine.

 

 


SPIRITS

 

Spirit Characteristics

Spirits only have three characteristics; INT, POW and DEX. INT and POW can vary widely among spirits, but DEX is always 20. If a spirit's former race is known, the usual racial INT and POW scores apply. If a random spirit is contacted, the table below should be applied:

 

Spirit Characteristics Table

D100

INT

POW

DEX

01

deity

deity

deity

02

3D6+6

10d6+6

20

03

3D6+6

8d6+6

20

04

3D6+6

7d6+6

20

05

3D6+6

6d6+6

20

06-10

3D6+6

5d6+6

20

11-25

3D6+3

4d6+6

20

26-65

3D6

3d6+6

20

66-80

2D6+3

3d6

20

81-90

1D6

2d6

20

91-00

1D3

1d6

20

 

The attitude of deities to any character they deign to notice is shaped by his or her cult affiliations.

 

It is possible for a spirit to increase its POW if it overcomes another spirit in spirit combat (see below). If a spirit succeeds on the resistance table against one of equal or greater POW (whether disembodied, embodied or bound) it has a 5% chance of gaining a POW increase, as per the POW increase table in the Improvement section. Characteristic maximums are calculated based on the spirit's former race or the rolls on the spirit characteristics table above.

 

Types of Spirit

 

Embodied Spirits: Normal living beings all have an embodied spirit. Embodied spirits can only interact with the spirit plane through special rituals or spells, or by being directly contacted by a disembodied spirit.

 

Possessing Spirit: A disembodied spirit can possess a living being if it overcomes the creature in spirit combat. This means the possessing spirit now has a body, while the original spirit is cast out into the spirit plane.

 

Disembodied Spirits: These spirits are generally unconcerned with the material world, although they can be drawn to certain physical places and they can enter the material world at will. Disembodied spirits lose any knowledge of battlemagic within one week of discorporation.

 

Bound Spirits: If a creature overcomes a disembodied spirit in spirit combat, it may be bound into certain objects or animal familiars using magic. The most commonly used objects are magic crystals (see the Treasure section), which need no other preparation to act as receptacles. Alternatively, spirits may be bound into animal familiars.

 

Ghosts: A ghost is a particular type of spirit bound to a physical location on the material plane, whether by some enchantment or because of a traumatic event (usually related to the death of its body). Ghosts are explained in more detail in the Creatures section.

 

Allied Spirits: Only runelords and runepriests may ally a spirit, and only one spirit may be allied at any time. They may be bound into objects or familiars, just as any other bound spirit. Allied spirits are dealt with in the Runemagic section.

 

Spirit Senses

Spirits can observe the material world only through the senses of an embodied being, if they are in contact with one. However, they can sense any living being (embodied or not) at a range equivalent to 10 metres per point of the spirit's POW.

 

At a range of 1 metre per point of POW, spirits can gauge the POW of other beings to the nearest 10 points; they can also identify any runic (but not cult) links the creature may have. At this range, spirits can communicate telepathically with embodied beings.

 

If a spirit directly envelops a being, it becomes aware of the creature's INT, POW and CHA as well as any cult affiliations. A spirit must be in contact with a being in order to engage (or be engaged by) it in spirit combat.

 

Spirit Combat

Combat between embodied and disembodied spirits can occur at the behest of the disembodied spirit, or under the instruction of a shaman or runepriest if a character seeks to bind or ally a disembodied spirit. Spirit combat is only possible between two individuals; a flock of spirits cannot gang up on one living being, nor can a group of characters fight a single spirit at once. It is possible for two disembodied spirits to engage in spirit combat.

 

Spirit combat prevents all telepathic communication for its duration, although such is restored once combat breaks off. This includes spells or the mental link between a character and his or her bound or allied spirits. Spirit combat also prevents an engaged character from performing any other actions, like fighting or even moving.

 

Once spirit combat is joined, both parties must make a POW vs., POW roll on the resistance table. Each combatant has a number of options to choose from upon a successful roll:

 

A character has the option to ignore an attacking spirit. He or she will be able to act as normal, but cannot use his or her own POW points to cast spells. Other sources, such as bound spirits or magic crystals, may still be used if available. The character will not be able to attack the spirit in spirit combat, while the spirit can continue to do so.

EXAMPLE

 

 

Possession

When a spirit possesses a being, the original spirit (or the body's previous possessor) is cast out into the spirit plane. It is possible for the newly-disembodied spirit to initiate spirit combat again in order to re-take its body, but chances are slim as the possessing spirit by definition has already beaten the original once. As the experience of dispossession is extremely disorienting, it is unlikely the spirit will be able to locate its former body again in future.

The possessing spirit treats the body exactly as if it were its own. The personality of the character will change and only skills and magic known to the spirit will be available. If the spirit has spent any appreciable time in the spirit plane before its possession, all physical skills and magic are likely to have been forgotten and the character will be back to base chance in everything. The referee will normally take over the character at this point.

For the purposes of maximum characteristic improvement, both are limited to their original INT and POW, but the possessing spirit takes on the other racial characteristics of its new body while the newly disembodied spirit gains a DEX of 20.

 

Spirit Advancement

A spirit can make a POW gain roll on a roll of 01-05 on D100 if it overcomes an opponent in spirit combat or spell casting. This is subject to the same limits as for corporeal beings.

 

Spirit Binding

To bind a spirit, the victor of the spirit combat must know the appropriate binding magic and a suitable vessel must be ready to receive the spirit. A spirit may be bound into a magical crystal or into an animal familiar. A bound spirit maintains a mental link with its master, but if they are ever separated by more than 5 kilometres the binding is broken and the spirit is set free. Bound spirits are also released if their master dies (even if resuscitated or resurrected later). Shamans are able to circumvent this latter restriction to some extent, as explained below.

 

Magic Crystal

A spirit bound into a magic crystal fills the crystal entirely -- no additional POW points or other magic may be stored in the crystal. The spirit loses all sense of the material world as well as the spirit plane. The spirit can be used as an extension of its master's INT when learning spells, and its POW points can be used to fuel spell casting. A bound spirit's POW points recover at the normal rate of (POW ÷ 24) points per hour, but if its POW points are ever drained to zero the spirit will be destroyed.

 

Animal Familiar

Many cults have a supply of favoured animals to serve as receptacles for bound spirits. Failing this, any unintelligent creature will do. Animal familiars' INT and POW points are available for their master's use in the same way as crystal-bound spirits. The advantage of a familiar is that it may act independently (as commanded) and often functions as a spy or agent for the character. Familiars will fight to defend themselves, or when commanded. As with possession, the familiar will be at base chance in all its skills. Familiars should be played by the referee as NPCs, although they must always obey their masters' commands.

 

If the animal body is slain, even momentarily, the bound spirit is freed. If the spirit is destroyed, the body also dies. A familiar will never willingly travel more than 5 kilometres from its master, but if this happens and the bound spirit is released, it may either escape into the spirit plane (leaving its body to die) or it may elect to remain in the body exactly as if it had possessed it, no longer bound to its former master. The latter becomes more likely the longer the spirit has lived in its body.

 

Binding Limitations

The number of bound spirits a character may control at any one time is limited to his or her CHA ÷ 3. If, for some reason, a character's CHA drops so that he or she has more bound spirits than can be maintained, one or more of the spirits may rebel:

 

Any time any demand is made of a bound spirit under these conditions (drawing POW points, casting a spell known through the spirit's INT, or just ordering a familiar to do something) the character must make a CHA x 5% roll to keep the spirit under control. If this fails, the spirit may engage the character in spirit combat or flee to the spirit plane, depending on their relative power point strength and whether or not the spirit is hostile to the character. Cult-supplied bound spirits normally just make their escape.

 

 

Shamans

Found mainly among barbarians, primitives and nomads, shamans may be spiritual leaders or lone hermits. Some primitive cults have shamans instead of runepriests or lords. Shamans deal with the spirit world, spending much of their time travelling the spirit plane in discorporate form.

 

Requirements

The only way to become a shaman is to become the apprentice of one. Shamans rarely, if ever, take on followers from outside their tribe (or cult if there is one), although exceptions are possible. A character will be accepted on a D100 roll of Cha x 5% or less. Apprentices spend at least a year serving the shaman and learning all of the complex and personal practices and obligations of shamanhood. Much of this may be simply folklore handed down and distorted over the generations, but there is no way of knowing what is real and what is empty ritual. There will be no time for the character to do anything else during this apprenticeship, let alone learn other skills or adventure.

 

After a year, the apprentice must make a D100 roll of the average of POW and CHA x 5%. If the roll is failed, the character is rejected. If the shaman decides that his or her apprentice is worthy, the character may attempt to acquire a fetch. A fetch is similar to an allied spirit, but it is not bound to a particular object or familiar. It is, in effect, the shaman's image on the spirit plane, with all of the shaman's skills and knowledge.

 

The shaman will take his apprentice to a sacred place and perform a secret ritual to invoke a suitable spirit, which the apprentice must try to ally. It is not certain how powerful the spirit will be, or even that it will be well-disposed towards the would-be shaman.

 

Fetch Table

D100

INT

POW

 

D100

Attitude

01-05

3D6

5D6+6

 

01-50

Favourable

06-15

3D6

4D6+6

 

51-90

Ambivalent

16-65

3D6

3D6+6

 

91-00

Malicious

66-90

3D6

3D6

 

 

 

91-00

3D6

2D6

 

 

 

 

Only a spirit with a favourable or ambivalent attitude may be allied as a fetch. To gain the spirit as a fetch, the character must pit the sum of his or her POW + CHA vs. the spirit's INT + POW on the resistance table. Success means the character has gained a fetch and recognition as a shaman. Failure means he must spend another year as an apprentice before being granted another opportunity.

 

If the spirit's attitude is favourable, it will depart if the attempt fails. An ambivalent spirit will attack if its POW is equal to or higher than the character's. A malicious spirit will attack immediately without allowing the character to attempt to ally it.

 

Shamanic Benefits

In return for their absolute dedication to their duties, shamans have great powers over life, death and the spirits.

 

1. Support

A shaman need not work for a living outside his or her spiritual responsibilities, being supported by his or her clan, tribe or apprentices. Shamans are held in high esteem, lending their voices to councils and swaying decisions made by tribal leaders. If a shaman is captured, he or she is likely to be rescued or ransomed if possible.

 

2. Disembodiment

A shaman can leave his or her body to travel upon the spirit plane, seeking spirits to communicate or fight with. The shaman does this by exchanging places with his or her fetch, which temporarily possesses the shaman's body so that it does not die. The exchange is normally a long and complex ritual, so the switch cannot easily be made quickly.

 

3. Fetch

The fetch is key to the shaman's communication with the spirit plane:

 

4. Stored POW

A shaman is able to move a portion of his or her POW to the spirit plane. He or she can then continue to increase POW to racial maximum, until again storing POW on the spirit plane. Stored POW has several uses.

 

5. Cure Disease

Shamans are able to perform a ritual to cure a character of disease. To succeed, the shaman must make a D100 roll equal to or less than his or her current POW x 5%. Stored power counts as part of the shaman's total for this purpose, although a roll of 96-00 is still a failure as usual.

 

6. POW Gain

For the purposes of POW gain rolls, human shamans are considered to have a racial maximum of 25 rather than 21 (see Chapter XX: Improvement). Their POW gain roll is thus:

25 − current POW x 5%

The shaman's stored POW is counted as part of his current total for the purposes of the POW gain roll.

 

7. Spirit Pacts

The greater part of a shaman's duties and powers involve bargains struck in the spirit world. A shaman will venture onto the spirit plane to find spirits willing to make a deal. The INT and POW of spirits encountered is rolled on the spirit characteristics table, while its attitude to the shaman is determined on the fetch table. If the spirit is not hostile, the shaman may sacrifice 1 point of stored POW to the spirit for every 10 points of POW it possesses. In return, the spirit will act as the shaman's scout on the spirit plane. It will allow him or her to draw on its POW points and will engage in spirit combat if so required.

 

If at any point the controlled spirit's POW points are reduced to 5 or more points lower than its opponent in the course of spirit combat, the pact will be broken. It is also voided if the spirits POW points ever drop to 3 or less.

 

To make a pact with a spirit, the shaman must maintain at least 1 point of POW stored on the spirit plane. Thus he or she can only sacrifice stored POW over and above the number of spirits already controlled, plus the one being bargained with. If the shaman's stored POW ever drops below the number of controlled spirits, spirits are released at random until only as many remain as his or her points of stored POW.

 

Shamanic Responsibilities

Shamans are not free to use their power for personal gain or adventure. They have many demanding responsibilities to their tribe, their cult, or even only to the spirits.

 

1. Time

A shaman is obliged to use his or her knowledge for the benefit of the tribe or cult. Even a reclusive hermit must attend to an apprentice, and communion with the spirits. The only possible adventures are those undertaken in the pursuit of duty, and there is little time for even ordinary life.

 

2. Dedication

Shamans are committed to the spirit world. Shamans who neglect their duties or fall from the path lose their fetch and the link to the spirit world that it provides, including access to stored POW and controlled spirits. Shamans cannot take a leave of absence, unlike even priests.

 

3. Recognition

Their superhuman aura of POW as well as the conspicuous accoutrements of their calling mean that a shaman could never pretend to be anything but what he or she is. This makes them targets in tribal raids, and utterly unsuited to missions of stealth.

 

4. Physical Skills

There is no time for training in a shaman's life, so all physical skills atrophy. They can only be increased through experience, and never beyond a score of DEX x 5%; any skills higher than this when a character becomes a shaman will quickly fall to this limit for lack of practice.

 

5. Characteristic Training

Shamans have no time for characteristic training and are unable to improve STR, CON or DEX.

 


BATTLEMAGIC

 

POW Points

All characters start play with POW points equal to their POW characteristic score. A character's POW score also acts as a maximum limit for the amount of POW points a character can store at any one time.

 

Regaining POW Points

Characters will automatically regain POW points equal to ¼ of their POW every 6 hours

 

Learning Battlemagic

Every spell in battlemagic is graded by its POW points, a score that indicates its relative power. Variable spells are available at different POW point levels, and must be learned in sequence (i.e. Healing 1 must be known before Healing 2 can be learned). Learning a battlemagic spell takes one week of full-time study with a cult.

 

Battlemagic Spell Table

POW Points

Spell Name

Cost (silver)

Time to Learn

1

Befuddle

1500

1 week

1

Binding

1500

1 week

1

Demoralise

1500

1 week

1

Detect Detection

300

1 week

1

Detect Enemies

300

1 week

1

Detect Gold

300

1 week

1

Detect Life

300

1 week

1

Detect Magic

300

1 week

1

Detect Silver

200

1 week

1

Detect Spirit

300

1 week

1

Detect Undead

300

1 week

1

Disruption

500

1 week

1

Farsight

500

1 week

1

Ignite

500

1 week

1

Light

500

1 week

1

Mobility

1500

1 week

1

Silence

500

1 week

1

Speedart

500

1 week

1

Spirit Binding

1500

1 week

2

Coordination

1500

1 week

2

Darkwall

1500

1 week

2

Detect Gems

1000

1 week

2

Detect Traps

1000

1 week

2

Extinguish

1000

1 week

2

Firearrow

2000

1 week

2

Glamour

2000

1 week

2

Harmonise

1500

1 week

2

Repair

1500

1 week

2

Strength

1500

1 week

3

Invisibility

2500

1 week

4

Fireblade

2000

1 week

4

Lightwall

2000

1 week

4

Vigour

2000

1 week

1-4

Bladesharp

500 per point

1 week each

1-4

Bludgeon

500 per point

1 week each

1-4

Dullblade

500 per point

1 week each

1-4

Ironhand

500 per point

1 week each

1-4

Multimissile

500 per point

1 week each

1-4

Protection

500 per point

1 week each

1-4

Shimmer

500 per point

1 week each

1+

Countermagic

500 per point

1 week each

1+

Detection Blank

500 per point

1 week each

1+

Dispel Magic

500 per point

1 week each

1+

Fanaticism

500 per point

1 week each

1+

Glue

500 per point

1 week each

1+

Healing

500 per point

1 week each

1+

Mindspeech

500 per point

1 week each

1+

Spirit Screen

500 per point

1 week each

1+

Xenohealing

500 per point

1 week each

 

Casting Battlemagic

To cast a spell, it must be readied and prepared. Casting takes time, and no other combat action may be taken while casting a spell. Distractions or attacks on the caster as he casts (e.g. if the caster is blinded or disarmed of his focus, or suffers damage) will automatically ruin the spell, but no POW points will be expended.

 

Spells are successfully cast on a roll of 01-96 on D100. If this roll fails, the spell does not go off and no POW points are expended. If the spell works and it was cast against an unwilling target, the caster must overcome the target's current POW points with his own on the Resistance Table. If the caster fails to overcome his opponent, the spell fails and the POW points are expended.

 

Readying Battlemagic

A character can learn any number of battlemagic spells, but the POW points of battlemagic he may have ready to use is limited to his INT score. Swapping an unready spell for a readied one takes 1 hour per POW point to be switched.

 

Battlemagic Strike Rank

Battlemagic spells are cast at a strike rank equal to the caster's DEX SR plus 1SR per POW point used. In addition, a character must prepare a readied spell for casting. This takes 5SR.

 

Boosting POW points

A caster can expend POW points over and above those required for the spell in order to break through magical protection such as Countermagic. This will have no impact on the effect of the spell itself, e.g. casting Disruption with 4 POW points behind it will still only cause 1D3 points of damage if it succeeds.

 

Battlemagic Range

Ranges given under the spell descriptions are for casting only. Once the spell takes effect, the target or caster can move beyond the maximum range without affecting the spell. Most spells can be cast at a distance, but some require the caster to touch the subject with his hand.

 

Incompatible Battlemagic

If an incompatible spell is cast on a target, such as casting Bladesharp on a weapon already under a Fireblade, the second spell has no effect (although POW points are still expended).

 

Battlemagic Characteristics

 

Focussed

Focussed spells use a physical focus (a carving, a ring, a bag of bones, etc.) for normal casting. A character must look at the focus and then point it at the target in order to cast the spell. He can cast the spell without the focus, but this takes an additional melee round (12SR).

 

Unfocussed

Unfocussed spells may be cast without a focus. Some focussed spells do not require a focus if targeted at the caster himself (e.g. Shimmer).

 

Active

An active spell must be maintained throughout its duration. The caster can still act normally, even fight, but any sudden or unexpected event such as falling or taking damage will end the spell, as will attempting to cast another spell.

 

Passive

Passive spells will run for their duration or until dispelled with no further attention after casting. The caster must still concentrate during the actual casting of a passive spell, however. All spells with a permanent duration are passive.

 

Duration

Most battlemagic spells have a duration of 10 melee rounds unless otherwise stated. Instant spells last from the time they are cast until SR 12 of the same melee round. Permanent battlemagic effects do not expire except through outside circumstances. For example, Ignite will cause a torch to burn until its fuel is exhausted, it is put out, or someone casts Extinguish on it.

 

Battlemagic Spells

 

Befuddle

1 POW point, 80m range, focussed, passive, 10 rounds duration.

 

The affected target may not cast spells and may only take non-offensive actions. The target may run if it so chooses and may defend and parry normally in combat, though it may not make any attacks unless it is attacked first.

 

Binding

1 POW point, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

This spell halves the target's MOV. A target's may not be reduced to below MOV 1 through use of this spell.

 

Bladesharp

1-4 POW points, 80m range, focused, passive, 10 rounds duration.

 

This spell can be cast on any weapon with a blade. For every POW point, it increases the chance to hit with the weapon by 05% and deals 1 point of extra damage. This extra damage is magical and will affect creatures that can only be hurt by magic. The weapon's base damage remains non-magical. A weapon under the effects of Bladesharp cannot benefit from Fireblade.

 

Bludgeon

1-4 POW points, 80m range, focused, passive, 10 rounds duration.

 

This spell can be cast on any smashing weapon, such as a warhammer, club or mace. For every POW point, it increases the chance to hit with the weapon by 05% and deals 1 point of extra damage. This extra damage is magical and will affect creatures that can only be hurt by magic. The weapon's base damage remains non-magical.

 

Coordination

2 POW points, 80m range, focussed (unfocussed on self), passive, 10 rounds duration

 

For every POW point of this spell, the target's DEX score increases by 2. A target cannot have its DEX score increased in this way beyond its species maximum.

 

Countermagic

1+ POW points, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

This spell is used to counter spells cast against the target. It cannot be cast on a target at the same time as Protection, Shimmer or Spirit Screen. Casters of attacking spells will be aware if their spell has been blocked by Countermagic. A successful Countermagic disrupts the other spell and nullifies it:

 

Incoming Spell's POW Points

Effect

2 or more points weaker than Countermagic.

Incoming spell eliminated and Countermagic remains.

Equal to or within 1 point of Countermagic.

Both incoming spell and Countermagic eliminated.

2 or more points stronger than Countermagic.

Countermagic eliminated and incoming spell unaffected.

 

Darkwall

2 POW points, 80m range, focussed, passive, 10 rounds duration

 

The Darkwall is 10m wide by 3m tall by 6cm thick in any shape the caster wishes. Light sources within this volume shed no light and normal sight through the wall is blocked from either side. Other senses such as a bat's sonar function normally. The caster may move the Darkwall at 3m per melee round by concentrating and performing no other action.

 

Demoralise

1 POW point, 80m range, focussed, passive, 10 rounds duration.

 

The target of this spell has all attack chances halved and may not cast offensive spells. If this spell takes effect before combat begins, the target will try to avoid fighting unless ordered to and will either run or surrender when facing a superior opponent. The effects of this spell are automatically cancelled by the Fanaticism spell and vice versa, but is not affected if the target is attacked.

 

Detect Detection

1 POW point, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

This spell informs the caster whether the target is currently being detected through any magical means.

 

Detect Enemies

1 POW point, 40m range, focussed (unfocussed on self), active (passive on self), instant.

 

This spell locates any beings within its range that intend to do ill either to a specific creature concentrated on by the caster, to the caster himself. The spell is stopped by metal or stone that is at least 3 metres thick.

 

Detect Gems

2 POW points, 40m range, focussed, passive, instant.

 

This spell informs the caster the number and location of any gems within its range and causes them to glow visibly. The spell is stopped by metal or stone that is at least 3 metres thick.

 

Detect Gold

1 POW point, 40m range, focussed, passive, instant.

 

This spell informs the caster of the amount (to the nearest 100 grams) and location of any gold within its range. The spell is stopped by metal or stone that is at least 3 metres thick.

 

Detect Life

1 POW point, 40m range, focussed, passive, instant.

 

This spell informs the caster of the number and location of any sizeable living beings within its range. The caster will be aware of normal-sized (SIZ 3-21) and large (SIZ 22+) creatures, but nothing smaller. The spell is stopped by metal or stone that is at least 3 metres thick.

 

Detect Magic

1 POW point, 40m range, focussed, passive, instant.

 

This spell informs the caster of the location of any spells, enchantments or magic items within its range and causes them to glow visibly. It provides no other information other than the fact that magic is present. The spell is stopped by metal or stone that is at least 3 metres thick.

 

Detect Silver

1 POW point, 40m range, focussed, passive, instant.

 

This spell informs the caster of the amount (to the nearest 100 grams) and location of any silver within its range. The spell is stopped by metal or stone that is at least 3 metres thick.

 

Detect Spirit

1 POW point, 40m range, focussed, passive, instant.

 

This spell informs the caster of the number and location of any disembodied or bound spirits within its range. The caster will be aware whether the spirit has a POW of up to 18 or 19 and above. The spell is stopped by metal or stone that is at least 3 metres thick.

 

Detect Traps

1 POW point, 40m range, focussed (unfocussed on self), active (passive on self), instant.

 

This spell identifies the intent to trap, such as snares, ambushes or magical traps by causing a 3m circle centred on the trap to glow. It cannot identify natural dangers such as pitfalls or quicksand, nor will it pick up harmful substances such as poison (if a trap has a poisoned component, the trap will be detected but not the poison) or defensive spells. The spell is stopped by metal or stone that is at least 3 metres thick.

 

Detect Undead

1 POW point, 40m range, focussed, passive, instant.

 

This spell informs the caster of the number and location of any sizeable undead within its range. The caster will be aware of normal-sized (SIZ 3-21) and large (SIZ 22+) undead, but nothing smaller. It will not identify the type of undead. The spell is stopped by metal or stone that is at least 3 metres thick.

 

Detection Blank

1 POW point, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

This spell is used to counter magical detection of the target. A successful Detection Blank disrupts detection spells and nullifies them without making the detecting caster aware of it:

 

Detection Spell's POW Points

Effect

2 or more points weaker than Detection Blank.

Detection spell eliminated and Detection Blank remains.

Equal to or within 1 point of Detection Blank.

Both detection spell and Detection Blank eliminated.

2 or more points stronger than Detection Blank.

Detection Blank eliminated and detection spell unaffected.

 

Dispel Magic

1 POW point, 80m range, focussed, permanent.

 

This spell will attack and eliminate other spells. Dispel Magic will eliminate a spell equal to or weaker than its own POW points (runemagic counts as double POW points). The spell to be eliminated must be in effect on the strike rank when the Dispel Magic is cast.

 

Disruption

1 POW point, 80m range, focussed, permanent.

 

Disruption literally pulls a target's body apart. If the caster overcomes the target's current POW points, it will suffer 1D3 points of damage to a random hit location, ignoring any armour points.

 

Dullblade

1-4 POW points, 80m range, focused, passive, 10 rounds duration.

 

This spell can be cast on any weapon with a blade. For every POW point, it decreases the chance to hit with the weapon by 05% and deals 1 less point of damage. If a spirit is bound into the weapon, its current POW points must be overcome by the caster.

 

Extinguish

1 POW point, 40m range, focussed, permanent.

 

This spell instantly puts out fires. It can extinguish a single large bonfire or put out every smaller flame within 10m of the target. Extinguished objects will be cold, as if they had never been on fire.

 

Fanaticism

1+ POW points, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

This spell affects one being per POW point. The target will have all melee attack skills increased by half again, but may not attempt to parry or cast spells. The target will also have its defence halved. The effects of this spell are automatically cancelled by the Demoralise spell and vice versa.

 

Farsight

1 POW point, touch range, focussed (unfocussed on self), passive, 4 hours duration.

 

This spell allows the caster to see things 10 times further than normal. The caster can switch between normal vision and farsight at will for the 4 hour duration of the spell.

 

Firearrow

2 POW points, 80m range, focused, passive, instant.

 

Casting this spell on a normal missile will cause it to burst into flame when it is fired or thrown. When it hits a target, the missile will deal 3D6 points of fire damage instead of its normal damage, in addition to any normal damage modifier. This damage is not magical in itself and cannot be resisted by the target, although it will affect creatures which can only be harmed by magical weapons. An impaling Firearrow will add its normal maximum weapon damage to the roll. A missile under the effects of Firearrow cannot also benefit from Multimissile or Speedart. The missile will be consumed by the spell and cannot be re-used.

 

Fireblade

4 POW points, 80m range, focused, active, 10 rounds duration.

 

For the duration of the spell, any bladed melee weapon under Fireblade will deal 3D6 magical fire damage instead of its normal damage, in addition to any normal damage modifier. This damage is not magical in itself and cannot be resisted by the target, although it will affect creatures which can only be harmed by magical weapons. An impaling or slashing Fireblade will use its normal weapon damage as the basis of the additional damage. A weapon under the effects of Fireblade cannot also benefit from Bladesharp. The weapon will not be harmed by the heat from the spell. Although it is possible to engage in melee combat with this spell, the caster must maintain concentration (and avoid being wounded) or it will cease.

 

Glamour

2 POW points, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

This spell increases the target's CHA score by half again. A target cannot have its CHA increased in this way to more than its species maximum.

 

Glue

1+ POW points, 80m range, focussed, passive, 10 rounds duration.

 

Each POW point creates 100 square centimetres of glue with a STR equal to the caster's remaining POW points after casting the spell. Alternatively, POW points can be used to increase the STR of the glue. Thus a Glue 3 could create either 300square centimetres of glue with a STR equal to the caster's current POW points, or 100 square centimetres with a STR three times the caster's POW points. Two objects that are in contact will be firmly Glued until the spell ends or the objects are forcibly separated in a STR vs. STR resistance test. Glue will not work on living beings (including their hair).

 

Harmonise

2 POW points, 80m range, focussed, passive, 10 rounds duration.

 

This spell can only be cast on targets that share the same hit location table as the caster. If overcome, the target must exactly mimic the movements of the caster for the duration. Only one target may be harmonised at a time.

 

Healing

1+ POW points, touch range, focussed (unfocussed on self), permanent.

 

For every POW point of this spell, the caster can repair one hit point of damage to one chosen hit location of either himself or another target of the same species. An individual hit location can only be Healed once every 5 melee rounds. Additional Healing spells cast in this period are wasted and the POW points lost, however, if a more powerful Healing spell is cast after another, the additional points are healed. For example, if a character receives a Healing 2 followed by a Healing 5, he will be Healed for 5 points of damage.

 

Healing 2 or higher will stop bleeding unless an impaling or slashing weapon is stuck in the wound. Healing 6 will re-attach a severed limb or heal a maimed one if applied within 2 full turns of the loss.

 

Ignite

1 POW point, 40m range, focussed, permanent.

 

Ignite will set fire to anything flammable within range. Skin or flesh cannot be ignited and if the target is attached to a living being (such as hair, fur or clothes) then the caster must overcome the target in a POW vs. POW resistance test.

 

Invisibility

3 POW points, 80m range, focussed (unfocussed on self), active, 10 rounds duration.

 

For the duration of the spell or until the caster loses concentration through wounding or some other unexpected mishap, the target of this spell will remain unnoticed by others. If the target attempts to attack with weapons or spells, or is attacked himself, the spell winks out.

 

Ironhand

1-4 POW points, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

All of the target's unarmed attacks are enhanced (not just his hands). For every POW point the spell increases the chance to hit by 05% and damage by 1 point. This extra damage is magical and will affect creatures that can only be hurt by magic. The base natural weapon damage remains non-magical.

 

Light

1 POW point, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

Cast on a physical object (including living material), this spell causes the object to shed light in a 12 metre radius. This spell creates raw light, not equal to daylight but bright enough for reading.

 

Lightwall

4 POW points, 80m range, focussed, passive, 10 rounds duration.

 

The Lightwall is 10m wide by 3m tall by 6cm thick in any shape the caster wishes. The wall sheds light to a distance of 15 metres from either face. The wall is transparent from the caster's side, but normal sight through the wall is blocked from the other side. The caster may move the Lightwall at 3m per melee round by concentrating and performing no other action.

 

Mindspeech

1+ POW points, 160m range, focussed, 10 rounds duration.

 

This spell can affect one target for every point of Magnitude. It allows telepathy between the caster and any target, though targets will not have contact with one another. The words transmitted by telepathy must be whispered and will be heard directly in the head of the recipient, in the same language in which it was spoken.

 

Mobility

1 POW point, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

This spell doubles the MOV of the target.

 

Multimissile

1-4 POW points, 80m range, focussed, passive, 10 rounds duration.

 

A missile enchanted with Multimissile remains charged until fired or the spell expires. When it is fired or thrown, 1 additional magical missile is created for every POW point of the spell. Each magical missile's attack is rolled for separately and each does the same damage as the original, which is rolled first. Magical missiles created through Multimissile will not cause critical hits, though the original missile can. Magical missiles created through Multimissile are magical and will affect creatures that can only be hurt by magic, though the original cannot. A missile under the effects of Multimissile cannot also benefit from Firearrow or Speedart.

 

Protection

1-4 POW points, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

For every POW point of the spell, 1 armour point is added to each hit location of the target. This stacks with any existing armour and is treated in the same way, including being ignored by critical hits.

 

Repair

2 POW points, touch range, focussed, passive, permanent.

 

This spell will restore almost any damage to any one non-living target (such as a weapon, shield or piece of armour) as long as all the original parts are available. The spell will not mend any broken enchantments or return an escaped bound spirit to the fixed item.

 

Shimmer

1-4 POW points, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

Causing the target's image to blur and distort, every POW point of this spell increases the target's defence by 05%. It cannot be used at the same time as Protection, Countermagic or Spirit Screen.

 

Silence

1 POW point, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

This spell silences any noise created by the target while moving. However, it will not prevent the target from speaking.

 

Speedart

1 POW point, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

Cast on a missile, this spell is triggered when it is fired. Speedart increases the chance to hit by 15% and damage by 3 points. This extra damage is magical and will affect creatures that can only be hurt by magic. The base natural weapon damage remains non-magical. A missile under the effects of Speedart cannot benefit from Firearrow or Multimissile.

 

Spirit Binding

1 POW point, 80m range, focussed, permanent.

 

This spell allows the caster to bind spirits defeated in spirit combat into a suitable receptacle, such as a magical crystal or an animal familiar. The caster must overcome the spirit in a POW point vs. POW point contest. The spirit will remain bound until the death of the caster. See the section on Spirits for more details on binding spirits.

 

Spirit Screen

1-4 POW points, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

This spell provides the recipient with spiritual armour to protect him from attacks by spirits. Each POW point of the spell subtracts 2 from the effective POW points of the attacking spirit for the duration. It cannot be cast on a character already engaged in spirit combat, but must be cast before. This spell is not compatible with Countermagic, Protection or Shimmer.

 

In addition, Spirit Screen allows a character to parry spirit attacks and also renders a recipient immune to spiritual domination (though it will not dislodge a currently dominating spirit). The spell is sometimes known as Spirit Shield.

 

Strength

2 POW points, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

This spell increases the target's STR score by half again. A target cannot have its STR increased in this way to more than its species maximum. This spell cannot be cast on a target at the same time as Vigour.

 

Vigour

2 POW points, 80m range, focussed (unfocussed on self), passive, 10 rounds duration.

 

This spell increases the target's CON score by half again. A target cannot have its CON increased in this way to more than its species maximum. This spell cannot be cast on a target at the same time as Strength.

 

Xenohealing

1+ POW points, touch range, focussed, permanent.

 

For every POW point of this spell, the caster can repair one hit point of damage to one chosen hit location of any creature of a species other than his own. An individual hit location can only be Xenohealed once every 5 melee rounds. Additional Xenohealing spells cast in this period are wasted and the POW points lost, however, if a more powerful Xenohealing spell is cast after another, the additional points are healed. For example, if a horse receives a Xenohealing 2 followed by a Xenohealing 5, it will be Xenohealed for 5 points of damage.

 

Xenohealing 2 or higher will stop bleeding unless an impaling or slashing weapon is stuck in the wound. Xenohealing 6 will re-attach a severed limb or heal a maimed one if applied within 2 full turns of the loss.

 


RUNEMAGIC

 

Runes

Runes are representations of the rules and powers that define the game universe. There are different types of runes including elemental, form, condition and power. Runes may act alone or, more commonly, in combination. Cults are defined by the runes with which their gods are associated. The common runes are as follows:

 

Air

Darkness

Earth

Fire

Moon

Water

 

Beast

Chaos

Dragonewt

Man

Plant

Spirit

 

Infinity

Magic

Mastery

 

Death

Disorder

Fate

Fertility

Harmony

Illusion

Luck

Movement

Stasis

Truth

 

 

Runemagic

 

Acquiring Runemagic

Runemagic is granted to the user directly by the deity. To learn a runemagic spell, an initiate, runelord or runepriest must sacrifice a number of points of characteristic POW equal to the points of the spell. This POW can only be regained through POW gain rolls (see the Improvement section). Initiates and runelords may only use the spell once, but runepriests retain the ability to cast the spell if it is reusable (see spell descriptions). It is possible to gain the same spell multiple times. This can negate the need to spend time worshipping to regain it every time it is cast or, in some cases, multiple points of the same spell can be combined to increase the effect (see below).

 

Casting Runemagic

Runemagic is cast simply by reciting a phrase or keyword. There is no need to make a roll or physical gesture. Runemagic takes effect at SR 1. Only one runemagic spell may be cast per round, except for Extension which is cast at the same time as the spell which it is intended to affect. Runemagic does not require POW points to cast, although POW points may be expended to boost the spell's strength against magical defences (see Battlemagic). For the purposes of overcoming such defences, 1 point of runemagic is equivalent to 2 points of battlemagic.

 

Recovering Runemagic

As stated in the spell descriptions, most runemagic is reusable for runepriests. However, once cast, the priest cannot use the same spell again until he has spent time worshipping at a shrine, temple or other place holy to his cult. 1 day of worship is required per point of runemagic to be regained. It is possible to sacrifice for the same spell multiple times to negate the need to spend time worshipping to regain it every time.

 

Combining Runemagic

If a character has sacrificed for more than one point of the same spell, it may be possible to combine them in a single casting to increase the power of the spell. Only those spells listed as 'stackable' in their description may be so combined, and most have limits to the number of points which may be used at once.

 

Runemagic Characteristics

 

POW

This is the amount of characteristic POW that must be sacrificed to gain a single use of the spell.

 

Limit

Multiple uses of some spells can be combined into one casting. Those that can usually have a limit to the number of uses that can be cast at once. If a spell cannot be stacked in this way, the limit will be the same as the base POW cost.

 

Range

Most runemagic spells have a range of 160 metres. Those that do not are generally touch, or restricted to the caster only, i.e. have no range as such.

 

Focussed/Unfocussed

Runemagic spells do not require a focus, unlike battlemagic.

 

Active/Passive

All runemagic is passive unless otherwise stated.

 

Duration

Most runemagic spells have a duration of 3 full turns (15 minutes) unless otherwise stated. Instant spells last from the time they are cast until SR 12 of the same melee round. Permanent runemagic effects do not expire except through outside circumstances. For example, Divine Intervention can bring a creature back to life, but it can be killed again as normal.

 

Reusable/One Use

All runemagic is one-use for initiates and runelords. Most runemagic is reusable for runepriests, unless noted as 'one-use' in the spell description.

 

Runemagic Spells

 

Absorption

1 POW, 4 POW limit, 160m range, passive, 3 turns duration, reusable.

 

This spell absorbs incoming battlemagic spells aimed at the target or his equipment, converting their magical energy into POW points which are then available to the caster of the Absorption (even if it was cast on another character). Once cast on a subject, Absorption will attempt to absorb the effects of any spells cast at the target. It will not have any effect on spells that are already affecting a character. The effects of Absorption depend on the relative Magnitude of both itself and the incoming spell -- see the Absorption Results table for more details. Any spell absorbed by this spell is cancelled and has no effect.

 

Absorption Results

Incoming Spell's POW Points

Effect

Up to 2 points per point of Absorption

Incoming spell absorbed and Absorption remains.

More than double points of Absorption

Absorption eliminated and incoming battlemagic takes effect.

 

A character may not accumulate more POW points than his POW while Absorption is in effect -- excess POW points garnered through Absorption simply vanish. Absorption is incompatible with Reflection, Shield and Spirit Block.

 

Concealment

2 POW, not combinable, 160m range, passive, 3 turns duration, reusable.

 

This spell makes the subject both invisible to onlookers and noiseless. It does not stop the subject from talking . A character under Concealment will be revealed on the SR that he makes a melee, missile or spell attack, but he will disappear again at the end of the same round if he can disengage.

 

Disembodiment

1 POW, no limit, touch range, passive, 3 turns duration, reusable.

 

This spell shunts the physical form of the recipient into the spirit world. The recipient's corporeal body remains on the material plane in a comatose state. As a traveller in the spirit world, the recipient is treated exactly like any other disembodied spirit. He can travel instantaneously, up to a distance of 5km from his body for every point of POW combined in the casting. He can cast spells, but a roll of 00 when making a battlemagic attack will end the Disembodiment. When the spell's duration expires or if a sufficiently powerful Dispel magic is cast at his spirit or his body, the recipient's spirit returns to his body in the material world. If the body is killed while the character is disembodied, his spirit remains on the spirit plane.

 

Dismiss Elemental 1-3

1-3 POW, not combinable, 160m range, passive, instant, reusable.

 

There are three versions of this spell ranging from 1 to 3 points of sacrificed POW. They are not combined spells, but must be sacrificed for separately. This spell can dismiss any type of elemental (see the Creatures section). The maximum size that can be dismissed depends on the POW of each spell. The 1 POW spell only affects small elementals, the 2 POW spell affects small and medium elementals, and the 3 POW spell affects small, medium and large elementals. An elemental cannot be dismissed until the summoning is complete. It will disappear at the end of the round in which it was dismissed, and loses any attacks during that round. This spell does not damage an elemental, but it will not return unless summoned again

 

Divination

1-POW, no combination, caster only, passive, instant, reusable.

 

Unlike most runemagic, Divination requires a lengthy ritual, typical lasting 1 hour, which must be performed in a cult holy place. It allows the caster to ask his god one question, which will be answered in the form of a very short sentence o vision. The caster has a POW x 5% chance of correctly understand the god's meaning, if he fails it is likely that he will believe his mistaken interpretation is correct. The god may give the wrong answer (96-00 on D100). Gods cannot tell the future.

 

Divine Intervention

1 POW, no limit, unlimited range, passive, permanent, one-use.

 

This spell allows the caster to ask his god for direct help. The form of the intervention will be limited, and it will never extend to harming others, foretelling the future, improving skills, or the like. Gods have different prejudices and spheres of interest, which will influence the type of intervention which may be requested and the nature in which it manifests. Typical examples include resurrecting one dead character, or transporting a small group of people to safety. Divine Intervention is also used to enchant iron (see below). The chance of the caster's plea being answered is equal to 10% per point of POW combined in the casting.

 

Extension 1-3

1-3 POW, not combinable, 160m range, passive, instant, reusable.

 

There are three versions of this spell ranging from 1 to 3 points of sacrificed POW. They are not combined spells, but must be sacrificed for separately. Extension and the spell it is extending must be cast simultaneously by the same caster. The effect of the spells depends on the POW sacrificed for each:

 

Extension Effects

POW

Effect

1

Temporal battlemagic extended to 1 hour duration, active battlemagic becomes passive.

2

Temporal battlemagic extended to 6 hours, active battlemagic becomes passive, temporal runemagic extended to 1 hour.

3

Temporal battlemagic extended to 1 week, active battlemagic becomes passive, temporal runemagic extended to 6 hours.

 

Matrix Enchantment

1 POW, no limit, touch range, passive, permanent, one-use.

 

This spell can be used to create matrices for battlemagic spells (see the Treasure section). The POW points of the battlemagic spell contained in the matrix are equal to the POW combined in the casting of the Matrix Enchantment. The caster must know the battlemagic spell at the desired level in order to make a matrix for it. If more than one battlemagic spell is to be contained in the same matrix, a separate Divine Intervention must be cast for every additional spell. The enchantment need not be cast at once; e.g. if a caster only has 1 POW sacrificed for this spell, he can still create a 4-point battlemagic matrix by re-casting the spell 4 times over several weeks, although the matrix will only function when the whole battlemagic spell is contained within. However, a variable battlemagic matrix can be built up over time in a similar way, with the lower-point versions of the spell usable up to the POW invested in the matrix so far.

 

Mind Link

1 POW, no limit, 160m range, passive, 3 turns duration, reusable.

 

This spell allows the transmission of conscious thoughts, spell knowledge and POW points between participants. Additional points of POW combined in the casting allow multiple sets of people to be linked together, making the caster the central hub of a small Mind Link network. Only the caster is linked directly to other participants, others are not linked to one another. Participants must be in range of the spell when it is cast, but thereafter they may move beyond this and the Mind Link will stay intact. Any participant may sever their connection to the Mind Link at any time.

 

Mind Link must be cast upon all participants at the same time and is limited to consenting participants. Any participant in a Mind Link may use the spell knowledge and Magic Points of others they are linked to without consent.

 

Participants in a Mind Link have a special vulnerability to mind-affecting spells (e.g. Befuddle and Demoralise, but not Harmonise -- the latter only affect the body). Such a spell cast against any member of a Mind Link will affect all those directly connected, though all participants are entitled to defend themselves individually.

 

Although participants in a Mind Link share POW points and conscious thought, they remain their own entity. Mind Link does not include hidden thoughts, memories, unconscious urges or permanent spell knowledge. Mind Link does not allow sharing of skills.

 

Manyspell 1-3

1-3 POW, not combinable, 160m range, passive, instant, reusable.

 

There are three versions of this spell ranging from 1 to 3 points of sacrificed POW. They are not combined spells, but must be sacrificed for separately. Manyspell allows multiple battlemagic spells to be cast at the same time. The spells are not combined, except for Disruption; the latter can be combined so that multiple Disruptions cast at once affect a single hit location. The number of battlemagic spells which may be cast at once depends on the POW sacrificed for the Manyspell. Manyspell 1 allows 2 battlemagic spells to be cast at the same time, Manyspell 2 allows 3, and Manyspell 3 allows 4. The effect lasts for the duration of the Manyspell, so the caster can continue to cast multiple battlemagic until the Manyspell expires.

 

Reflection

1 POW, 4 POW limit, 160m range, passive, 3 turns duration, reusable.

 

This spell reflects incoming battlemagic or runemagic spells aimed at the target or his equipment, redirecting the spell back at the original caster. Once cast on a subject, Reflection will attempt to reflect any spells cast at the target. It will not have any effect on spells that are already affecting a character. The effects of Reflection depend on the relative POW level of both itself and the incoming spell -- see the Reflection Results table for more details. Reflection will not disappear if it is overcome by an incoming spell, but it can be dispelled by Dispel Magic of more than twice the POW of the Reflection. Reflection is incompatible with Absorption, Shield and Spirit Block.

 

Reflection Results

Incoming Spell

Effect

Battlemagic up to twice Reflection POW

Incoming spell reflected and Reflection remains.

Battlemagic more than twice Reflection POW

Incoming spell takes effect but Reflection remains.

Runemagic up to Reflection POW

Incoming spell reflected and Reflection remains.

Runemagic more than Reflection POW

Incoming spell takes effect but Reflection remains.

Dispel Magic more than twice Reflection POW

Reflection eliminated.

 

Shield

1 POW, 4 POW limit, 160m range, passive, 3 turns duration, reusable.

 

This spell protects the caster from physical and magical attacks. Each point of POW combined in one casting gives the caster 2 points of armour on all hit locations and provides a defence from magical attacks equal to 2 points of Countermagic. These effects are cumulative with most other spells, as well as any physical armour the caster is wearing. Shield is incompatible with Absorption, Reflection and Spirit Block.

 

Spirit Block

1 POW, 4 POW limit, 160m range, passive, 3 turns duration, reusable.

 

This spell is cast before entering spirit combat. It effectively blocks 10 points of the attacking spirit's POW for every point of the spell combined in the casting. The recipient of Spirit Block may only engage with spirits if their effective POW is at least 1 after being blocked by the spell. Spirit Block is incompatible with Absorption, Reflection and Shield.

 

Summon (Elemental) 1-3

1-3 POW, not combinable, 60m range, passive, 3 turns duration, reusable.

 

This spell represents a whole range of individual spells for summoning particular types of elemental of different sizes (see the Creatures section). There are three versions of this spell ranging from 1 to 3 points of sacrificed POW. They are not combined spells, but must be sacrificed for separately. 1 point spells summon small elementals, 2 point spells summon medium elementals and 3-point spells summon large elementals. Thus, a 3-point Summon Sylph would summon a large air elemental. Each spell only summons one particular elemental; if this is destroyed by reducing its POW to zero, the spell is useless and the caster must sacrifice more characteristic POW for a new elemental. Physically destroying the elemental's temporary form only returns it to its home plane.

 

Summoning an elemental requires a small amount of the appropriate element. The elemental will take the remainder of the round to take shape, during which it cannot attack. The caster is in Mind Speech with his elemental, and it takes 1 melee round to issue instructions simple enough for it to understand. These orders can be changed at any time while the elemental is still present on the material plane, but the elemental cannot take any other action while it is being instructed. Without orders an elemental will do nothing, although it will automatically attack any creature inside or in direct contact with it, including the caster. There is no limit to the number of elementals that can be controlled by the same caster at any one time, although he can only instruct one at a time.

 

Teach Spell

1 POW, not combinable, touch range, passive, permanent, reusable.

 

This spell allows the caster to pass on knowledge of any battlemagic he knows to the target. The casting involves a week-long ritual which leaves no time for anything other than basic bodily functions. The ritual must take place in a holy place.

 

View

2 POW, not combinable, 160m range, passive, 3 turns duration, reusable.

 

This spell provides the recipient with a 180-degree view of a specific area up to 240m distant. Once cast, the recipient can move the viewpoint up to 3 metres per melee round and rotate it by up to 180 degrees. The view will be the same as though seen through the recipient's eyes (other than the wide angle) and it will experience the same limitations. The recipient can switch between his normal vision and the View, but he cannot use both at the same time.

 

Wards

1 POW, 4 POW limit, range as below, passive, permanent, reusable.

 

This spell must be cast on 4 wands of 15cm length. These Wards are then placed to cover an area of not more than 81 square metres (e.g. a 9m x 9m square). The area of effect of the spell will cover the area enclosed by the Wards, from ground level up to a height of 3 metres. The Wards themselves are included in the spell's area.

 

The Wards activate when an attack or an enemy of the caster crosses the boundary. 1 point of Wards acts as 1 point of Detect Enemy, 1 point of Countermagic, 1 point of Spirit Shield and 1 point of Disruption. The Detect Enemy determines whether the creature crossing the boundary is an enemy of the caster. The Countermagic acts against spells cast from outside the Wards. The Spirit Shield affects spirits hostile to the caster that cross the Wards. The Disruption attacks any enemies of the caster as they cross the boundary, with a strength equal to the POW of the caster. In addition, any enemies of the caster entering the Wards will set of a loud warning sound, which can be silenced by the caster. A Detection Blank, if powerful enough, will allow enemies to enter the area by bypassing the Detect Enemies effect.

 

Instead of protecting himself, the caster may set the Wards to protect an object. The Wards would then guard the area from anyone intending to harm or steal the object. The spell may also simply protect an area against attackers.

 

Additional uses of Wards combined in the same casting can extend the area covered by the spell or increase the power of the Disruption or Countermagic, in any combination. Each point can increase the area covered by another 81 square metres, or it can add another point to the Countermagic and Disruption effects. Multi-point Disruptions are combined into one attack as per Manyspell (see above). The Wards remain active until dismantled or deactivated with Dispel Magic. Anyone other than the caster will trigger the Wards by attempting to remove them.

 

 

 

Cults

A cult represents organised worship of a spirit, a god or an entire pantheon. Cult centres vary from shrines without even an initiate in attendance to major temples employing many full-time runepriests and runelords. Gods derive their powers and tendencies from one or more runes.

 

Cult Membership

There are several levels of cult membership, each with different responsibilities and benefits.

 

Lay Members

Most common worshippers are lay members, some simply by being born into particular culture. Lay membership conveys no specific benefits, other than the fact that members of the same cult are more likely (but not guaranteed) to look favourably on one another compared to outsiders. On the other hand, most lay members have few responsibilities to their cult.

 

It is possible to be a lay member of any number of cults, as long as they are not mutually exclusive. However, a devout follower may find that many of his days are taken up with worship and ritual in honour of different gods.

 

Initiate Membership

Worshippers must pass a test to be initiated into a cult. This may be played out in-game, or it can be abstracted as follows: take the character's total POW + CHA and add 1 for every 100 sp the character donates to the cult; divide this total by 3 and multiply the result by 5% to get the percentage chance of acceptance.

 

With the permission of his high priest, it is possible for an initiate to join more than one cult. However, the cost in time and income quickly mounts up and conflicts may arise when both cults call on the initiate at the same time.

 

Benefits

1.      Divine Intervention: Once per week, initiates are able to call on their god to directly aid them in some way by rolling equal to or less than their POW on D100. If the roll succeeds, the god intervenes in an appropriate fashion (which may not be exactly what the character had in mind). The result of the roll is deducted from the character's POW. If the roll is exactly equal to his POW the divine intervention still takes place but the character's POW is reduced to zero and he dies with no chance of resurrection; His spirit is taken into service by the god. Divine intervention is explained in detail below.

2.      One-use Runemagic: Cults may, at their discretion, allow initiates to sacrifice characteristic POW to gain runemagic on a single-use basis. Once cast, the initiate must sacrifice more POW to gain the spell again. However, it is possible to save the spell until attaining priesthood, at which time the spell will become re-usable if applicable (some runemagic is one-use even for runepriests).

3.      Cult Training: Initiates may receive training in cult skills or battlemagic at reduced cost. The exact types of training available and the size of the discount varies with each cult and depends on the availability of tutors.

 

Responsibilities

1.      Obedience: Initiates must obey their priests. They need only obey runelords if commanded to do so by their priests.

2.      Worship: Initiates must attend cult worship on holy days, or lead it if there are no runepriests or runelords present.

3.      Tithe: Initiates must donate part of their time and income for the upkeep of the cult. The exact amount varies from cult to cult, but 10% is the norm.

 

Runelord Membership

To become a runelord, an initiate must possess a number of prerequisites. He must have been an initiate of good standing for at least 1 year; he must have a POW of at least 15; and he must be a master (90% or more) in 5 cult skills. The types of skill depend on the cult in question, but most require at least 1 or 2 weapon skills out of the 5.

 

If a runepriest has 15 or more points of reusable Runemagic, he may qualify as a runelord. He retains all of his priestly benefits, but no longer needs to act as a priest for his cult. Instead he trains his physical abilities and assumes the duties of a runelord of his cult. He is known as a runepriest-lord.

 

Runelords cannot join other cults.

 

Benefits

1.      Divine Intervention: Runelords can almost always rely on their god to get them out of trouble, if their need is genuine and if they don't abuse their privilege. To determine the chance and effect of divine intervention, the player rolls on the table below. The runelord loses characteristic POW as indicated. A runelord can even call on his god in the melee round immediately after death.

 

D100

POW Cost

01-30

Light is extinguished, but container is otherwise undamaged.

31-70

Light burns on, roll 1D8 for beam direction if appropriate: 1 = north, 2 = north-east, 3 = east, etc.

71-85

Vessel breaks and oil leaks out, making the floor extremely slippery.

86-00

Vessel breaks and burning oil leaks out, creating a small fire (see above).

 

2.      One-use Runemagic: Runelords may sacrifice characteristic POW to gain runemagic on a single-use basis. Once cast, the runelord must sacrifice more POW to gain the spell again. However, it is possible to save the spell until attaining priesthood, at which time the spell will become re-usable if applicable (some runemagic is one-use even for runepriests).

3.      Allied Spirit: A runelord has the opportunity to ally a spirit when he first takes up his rank. The runepriests will call a cult spirit with 3D6 INT and 3D6+6 POW. The runelord then attempts to persuade the spirit to become his ally. This is resolved by matching the runelord's POW + CHA vs. the spirit's POW + INT on the Resistance Table. If the runelord fails, the spirit departs and he must try again with a different spirit. If he succeeds, the spirit takes possession of a previously prepared cult animal or one of the runelord's personal items, such as a weapon or an amulet.

4.      Magic Resistance: A runelord will always resist spells and other magic with his full characteristic POW, not his current POW points.

5.      Skills over 100%: Runelords can continue to increase their skills beyond 100% through experience rolls. To do so, the player must roll his character's INT or lower on D100. There is no upper limit to this, other than time and practice. Although the chance of success will never be more than 00-95 on D100, other benefits will continue to accrue, such as improved critical and special results, multiple split attacks and parries, reduction of opponent's defence, etc. Runelords must still abide by other restrictions given in the Skills and Combat sections, such as cumulative SR.

6.      Iron Equipment: Runelords are normally given enchanted iron equipment. In a bronze age world, this has several advantages as outlined in the Equipment section. The amount of iron depends on the wealth of the cult and the status of the new runelord. For the initial set of items, the runelord must sacrifice 1 point of characteristic POW. He can gain additional items later, but each item then requires an additional sacrifice of 1 POW. The enchantment will succeed on a roll of 00-95 on D100.

7.      Cult Training: Runelords can use their tithe (see below) to pay for cult training. If the runelord is not in credit with his cult, he must pay in coin but still benefits from the same reduced rates as initates.

8.      Cult Support: In return for fulfilling his duties, cults normally supply their runelords with all of their needs, as far as these are practical and reasonable. At a minimum, runelords can rely on board and lodging at any temple of their god. Cults will also do their best to free captured runelords, whether by paying a ransom or making a direct rescue attempt. Ransoms are taken from the runelord's tithe, and must be paid back if the latter does not suffice.

9.      Leave of Absence: A runelord must ask permission of his cult to spend any significant time away from cult duties. He must still give his tithe to the cult, and can only rely on the remaining income during the sabbatical.

 

Responsibilities

1.      Obedience: Runelords must obey their priests and live according to the tenets of their cult. Although they have more latitude than initiates, they must obey the call if it comes. A runelord who breaks his vows is cast out and loses his allied spirit and access to divine intervention, although he retains any skills above 100% and may still use his iron equipment, if any. He will likely be subject to some form of punishment, such as a spirit of vengeance (see below).

2.      Worship: Runelords must attend cult worship on holy days, and lead it if there are no priests present.

3.      Tithe: Runelords must donate the greater part of their time and income for the upkeep of the cult. The exact amount varies from cult to cult, but 90% is the norm. All magic treasure is given to the cult if the runelord cannot make use of it himself.

 

Runepriest Membership

A prospective candidate for priesthood must meet certain minimum requirements: he must have been an initiate in good standing, usually for at least one year; he must have a POW of 18 or more; and he must be able to read and write. In addition, he must convince his priests of his worthiness, either in play or through the following abstraction: take the character's total POW + CHA and add 1 for every 100 sp the character donates to the cult; divide this total by 3 and multiply the result by 5% to determine the percentage chance of acceptance.

 

If a runelord is literate and has a POW of 18 or higher, he may become a runepriest of his cult. He will not lose any of his physical skills, but he will no longer be able to improve them beyond the normal limits for a runepriest. He can no longer call on divine intervention as a runelord as he must maintain his POW at 18 or higher. He can still retain his enchanted iron equipment. Other than this, he assumes all the roles and responsibilities of a runepriest, and becomes known as runelord-priest.

 

Runepriests can attempt to join other cults as associate priests with the permission of their high priest. Associate priests can buy training directly from their new cult, and may learn specialist runemagic for a donation of 1,000 sp per point of the spell. In addition, they are entitled to free food and lodging. They receive no other benefits and have none of the duties of priesthood with regard to the associate cult.

 

Benefits

1.      Authority: Except for high priests, runepriests are the ultimate authority within their cult. Initiates and runelords are generally required to obey them, although there will likely be consequences if they abuse their power.

2.      Reusable Runemagic: Runepriests may sacrifice characteristic POW in exchange for access to reusable Runemagic. In addition, all one-use runemagic previously acquired as an initiate or priest becomes reusable if applicable.

3.      Allied Spirit: A runepriest has the opportunity to ally a spirit when he first takes up his rank. The cult will call a spirit with 3D6 INT and 3D6+6 POW. The runepriest then attempts to persuade the spirit to become his ally. This is resolved by matching the runepriest's POW + CHA vs. the spirit's POW + INT on the Resistance Table. If the runepriest fails, the spirit departs and he must try again with a different spirit. If he succeeds, the spirit takes possession of a previously prepared cult animal or one of the runepriest's personal items, such as a staff or an amulet.

4.      POW Gain: A runepriest has an improved chance of POW gain through experience. He adds 4 points to his species maximum for the purpose of making POW gain rolls; thus, a human runepriest would have a 25 − POW x 5% chance of gaining POW (see the Improvement section).

5.      Cult Training: Runepriests can use their tithe (see below) to pay for training in the cult's oratory and knowledge skills at reduced rates. If the runepriest's tithes to date are not sufficient, he will be trained on credit.

6.      Cult Support: In return for fulfilling his duties, cults supply their runepriests with all of their needs, as far as these are practical and reasonable. At a minimum, runepriests can rely on board and lodging at any temple of their god. Cults will also do their best to free captured runepriests, whether by paying a ransom or making a direct rescue attempt. Ransoms are taken from the runelord's tithe, and must be paid back if the latter does not suffice.

7.      Leave of Absence: A runepriest must ask permission of his cult to spend any significant time away from cult duties. He must still give his tithe to the cult, and can only rely on the remaining income during the sabbatical. The leave will be for a maximum of one year, during which it is possible to train physical skills and characteristics. A runepriest on leave retains his runemagic, but loses all other benefits.

 

Responsibilities

1.      Obedience: Runepriests must obey their high priests and live according to the tenets of their cult. A runepriest who breaks his vows is cast out and loses his allied spirit and all runemagic, although he retains any skills above 100% and may still use his iron equipment, if any. He will likely be subject to some form of punishment, such as a spirit of vengeance (see below).

2.      Worship: Runepriests must lead cult worship on holy days. They spend much of their time divining and interpreting the wishes of their god, and have no time to maintain their physical skills; all weapon, manipulation and stealth skills are limited to a maximum of DEX x 5% and will drop to that level if they were higher.

3.      Tithe: Runepriests must donate the greater part of their time and income to the upkeep of the temple. The exact amount varies from cult to cult, but 90% is the norm. All magic treasure is given to the cult if the runepriest cannot make use of it himself.

 

High Priest Membership

There are generally only two ways to become a high priest. Either, the candidate must be the most senior runepriest in the temple at the time of succession, or he must set up a new temple by himself. To qualify for the latter, the runepriest must have at least 15 points of reusable runemagic at his command, including 5 or more points of Divination. He must be a master (90% or more) of at least 3 cult knowledge skills, and he must have sufficient funds and resources to set up the new temple. Finally, he must have the permission of his current high priest (which is not normally withheld).

 

Benefits
  1. Authority: High priests are completely independent in the world. They need not obey any other members of their cult. High priests are the ultimate authority over initiates, runelords and runepriests within their temple's area of influence. Their only duty is to the cult and their god.
  2. Reusable Runemagic: High priests may sacrifice characteristic POW in exchange for access to reusable Runemagic. In addition, all one-use runemagic previously acquired as an initiate or priest becomes reusable if applicable.
  3. Allied Spirit: A high priest retains the allied spirit he had as a runepriest.
  4. POW Gain: A high priest has an improved chance of POW gain through experience. He adds 4 points to his species maximum for the purpose of making POW gain rolls; thus, a human high priest would have a 25 − POW x 5% chance of gaining POW (see the Improvement section).
  5. Cult Training: High priests need not pay for training in the cult's oratory and knowledge skills. However, the opportunities for study will be few and far between.
  6. Temple Support: Temples will normally do their utmost to free captured high priests, whatever it takes. Of course, this fervour does depend somewhat on the high priests standing among the other members of the temple and his popularity with the worshippers.
  7. Temple Treasury: High priests may use the temple treasury as they see fit. Although it is intended to be used only for the upkeep of the temple and the benefit of the cult, it is far from unheard-of for high priests to indulge themselves in varying degrees.

 

Responsibilities
  1. Duty: There is no leave of absence for a high priest. All of his time and energy goes to the maintenance and advancement of his temple.
  2. Obedience: High priests must live according to the tenets of their cult. A high priest who breaks his vows is cast out and loses his allied spirit and all runemagic, although he retains any skills above 100% and may still use his iron equipment, if any. He will almost certainly be subject to some form of punishment, such as a spirit of vengeance (see below).
  3. Worship: Runepriests must lead cult worship on holy days. They spend most of their time divining and interpreting the wishes of their god and organising the running of their temple. They have no time to maintain their physical skills; all weapon, manipulation and stealth skills are limited to a maximum of DEX x 5% and will drop to that level if they were higher.

 

Allied Spirits

An allied spirit is a special type of possessing spirit. Allied spirits can inhabit animal familiars or objects and are in many ways similar to bound spirits, but as noted above the compact between an allied spirit and a runelord or runepriest is voluntary. As well as all of the characteristics of bound spirits, allied spirits have the following abilities:

 

Divine Intervention

A cult member can call upon his deity for Divine Intervention whenever he faces a desperate situation and may even do so if dead or unconscious. The manner in which divine intervention is asked for and the cost to the worshipper differs for initiates, runelords and runepriests, but the results are the same. Divine Intervention can take many forms and the following can be considered guidelines:

 

Divine Intervention cannot be used to directly harm or slay mortal creatures. Gods will refuse to aid non-worshippers and their effects will be related to their sphere of influence.

 


IMPROVEMENT

Characters can improve through training or experience. It is also possible to self-improve through study of secret texts or techniques, but such opportunities are extremely rare.

 

Characteristic Improvement

STR, CON and DEX can be improved through training. POW can be improved through experience. CHA may change over time, as determined by the actions of the character and the decision of the referee. Characteristic training is dealt with under the section on guilds, below.

 

POW Gain

The only way to improve POW is to successfully pit it against that of an opponent in a magical contest. The sections on Spirits, Battlemagic and Runemagic deal with these matters in detail.

 

Whenever a character has less than a 95% chance of overcoming another's POW with his or her own and succeeds, he or she gains an experience check. A POW gain roll can then be made at the end of the adventure. The chance of increasing POW is equal to:

 

Racial maximum − current POW x 5%

 

If the POW gain roll is successful, the player rolls on the POW increase table to determine how many points are gained. POW can never be increased beyond racial maximum.

 

POW Increase Table

D100

Result

01-10

Add 3 points to POW

11-40

Add 2 points to POW

41-00

Add 1 point to POW

 

Characteristic Maximums and Minimums

Characteristic maximums for each species are determined from the basic dice roll: the sum of the highest possible roll and the number of dice rolled. Any modifiers added to the roll count as one additional die for this purpose, no matter how high the actual modifier. Humans have a racial maximum of 21 in all characteristics -- a maximum roll of 18 plus 3 for the number of dice rolled.

 

There are other limitations which apply to characteristic training. Both STR and CON can be improved, but neither of these can be raised higher than the highest of the three scores for STR, CON or SIZ. DEX, POW and CHA can be raised to species maximum. Characteristic training is detailed in the Improvement section.

 

The minimum score is simply the minimum possible roll, or 3 for humans. No creature can voluntarily reduce any characteristic below its racial minimum, although disease and other outside influences can cause them to drop below this. If any characteristic is ever reduced to zero for any reason, it usually means death for the creature in question.

 

Experience

The fastest, cheapest and most dangerous way of improving skills is through experience. Whenever a character succeeds in a skill roll under stressful conditions, there is a chance that he or she may learn from the experience and increase his or her chance with that skill.

 

Experience Checks

When a skill is used successfully, the player puts a tick next to the skill listing on his or her character sheet. Experience checks are made at the referee's discretion, usually after an adventure when the characters have had some time to think about what went right, and perhaps tried replicating their feat a few times to fix it in their mind. It doesn't matter whether the skill is used once or a dozen times, only one experience check can be made at a time for each skill. However, unlike training, any number of experience checks can be made after subsequent adventures; there is no need to train for 5% after each successful experience check.

To make an experience check, the player must roll on D100. The chance of success is equal to:

 

100% − current skill + experience modifier

 

If the player rolls equal to or less than this number, the character gains 5% in the relevant skill. The limit for skill learning by experience is 100%, although Runelords (see the Runemagic section) are able to advance beyond this by rolling equal to or under their INT in lieu of a normal experience check.

 

Training

As well as experience, it is possible to learn and improve skills through training. This usually involves going to a guild and paying the required fee to be taught by its masters. It is also possible to acquire training from one's cult at half guild rates, albeit only in the cult specialty skills.

 

Skill Mastery

A character is acknowledged as a master of a skill once he or she reaches 90% ability therein. Once this level is reached, it becomes possible to train others in the use of that skill, but never to a level higher than that of the master. Guild masters always possess at least 90% in the skills they teach.

 

Limits to Training

Many skills can only be trained to a certain level (usually 75%), after which advancement can only take place through experience. For combat skills, once a character reaches 25% ability in a skill it is only possible to gain 5% through training at any one time. Thereafter, the character must gain at least 5% through experience before being able to purchase another 5% increment in training in that particular skill. Other skills do not face this limitation -- if a character has the time and the money, he or she can train up to the limit given in the training tables without interruption. Some skills, such as alchemist skills, must be learned all at once.

 

Training Time

Training takes time, and the time taken to gain another 5% increment increases with the character's ability in that skill. The basic formula is:

 

100sp = 14 hours of training

 

Training is always paid for by the week, not by the hour, so 100sp will buy 1 week at 2 hours per day, 200sp buys 1 week at 4 hours per day, and so on. The maximum a character can train is 8 hours per day, but at least 2 hours a day must be spent on any one skill. It is possible to split time between different skills, so that time is not wasted. Living costs must also be paid by the character during this time (see the Prices section).

 

The Cults

Cults can be a cheap source of training for their members, although discounts are normally only given in the cult's specialist skills. Cult training varies widely and must be dealt with individually for every cult.

 

The Guilds

There are innumerable guilds, but only a few are relevant to adventurers. These include the fighting bands, who teach weapons skills, the alchemists, armourers, foresters, horsemasters, the mariners, players and minstrels, the sages and thieves. Communication between guilds is excellent, and offending a guild in one area is likely to see the culprit at least shunned, if not actively persecuted, by guilds in other locations.

 

Guild Credit

The main business of guilds is the practice of their craft and the training of apprentices. Many guilds, especially the fighting bands which teach the use of weapons, give credit to those who wish to be trained. The amount of credit granted depends on the guild's assessment of a character's innate abilities, which can be abstracted as a maximum of 100sp per point of the characteristic most important to that guild.

 

This credit can be used to pay for training or to buy equipment. There is no interest charged by the guilds, but no further training will be given to that character by any guild until the debt has been paid in full. It may be possible for a character to outrun his debts, but even rival guilds will keep one another informed of credit defaulters so this can be a dangerous policy. Guilds are not known for their merciful treatment of such persons, although they are usually politically well-enough connected that they do not even need to get their own hands dirty.

 

Some guilds will train all comers, some may be picky about their customers. Some, like the alchemists and armourers, will only train those who become at least associate members and thus bind themselves to keep safe the guild secrets they are taught.

 

The Training Tables

Each table lists the skill by name, type and base chance, followed by the cost in silver pieces for each 5% training increment. Training increments are broken into groups of 05-25, 30-50, 55-75 and 80-100. The groups encompass the skill level to be achieved; that is, when raising a skill from 25% to 30%, the '30-50' column should be used to determine the cost.

 

It is possible for the base chance with a particular skill to be negative if the character has a particularly poor ability modifier. In that case, the cost from the '05-25' column is used for each 5% increment until the character reaches 05% in the skill. Thereafter, cost is determined as normal.

 

Many skills can only be trained up to 75%; thereafter, all learning must be through experience. These skills are noted as 'N/A' in the 80-100 column of the training tables below.

 

Alchemists

The Alchemists will never give credit, and will only train full or associate members.

 

Full membership requires an apprenticeship fee of 1,000sp and entails a lifetime dedicated to practicing and advancing the secret arts of alchemy. To become an associate member, a character must pay at least 5,000sp, plus another 500sp per point of CHA below 9. Associate membership confers no other benefits beyond learning how to make potions, for a price. The guild also requires utmost secrecy from its members, and has the means to ensure that careless or disloyal alchemists (and those who learned from them) do not live to tell the tale.

 

Alchemy skills must be learned at once or not at all. To find the cost of learning the recipe for a particular potion, a player looks at the entry for that potion, chooses the potency that his or her character wants or can afford, and calculates the total training time needed.

 

Alchemy Skill Training


Skill

Cost per Point of Potency

 

 

Training

Ingredients

Dose

POT

POW

Acid

500sp

5sp

50sp

1-20

-

Antidote*

As poison

As poison

As poison

1-20

-

Blade Venom

1,000sp

10sp

100sp

1-20

-

Systemic Poison*

400sp

4sp

40sp

1-20

-

Battle Magic*

2,000sp

20sp

200sp

Spell

POT x 2

Healing

2,000sp

20sp

200sp

1-6

POT x 1

Restoring**

2,000sp

20sp

200sp

1-20

POT x 2

*

Each type of antidote or poison and each type of spell requires its own recipe.

 

 

**

Restoring potions work only for the maker, restoring their POT in POW points when drunk.

 

 

 

The Alchemists also provide CON training in the form of a regime of carefully controlled diet and exercise.

 

CON Characteristic Training

Characteristic

Cost per Point

Upper Limit

CON

2,000sp

Highest of STR, CON or SIZ.

 

 

Armourers

The armourers' guild subsumes a number of crafts such as metallurgy, smithing, leatherworking and woodworking into the manufacture of weapons, shields and armour. Although the armourers will give credit (up to STR x 100sp), they only teach their skills to apprentices or associate guild members.

 

Apprentices, as was noted under previous experience in the Adventurers section, are taught only in one of the three specialisations of the guild. Associate membership requires a donation of 5,000sp and allows characters to purchase training in any of the armourers' skills. Members are forbidden from passing on the secret arts of the guild to outsiders.

 

Armourer Skill Training

Skill

Type

Base

Cost per 5% Training (sp)

05-25

30-50

55-75

80-100

Armour Making

Man.

0%

500

1,000

2,000

4,000

Shield Making

Man.

0%

500

1,000

2,000

4,000

Weapon Making

Man.

0%

500

1,000

2,000

4,000

 

 

Fighting Bands

Fighting bands give credit freely, up to a limit of 100sp per point of the applicant's STR.

 

Every weapon skill, such as Broadsword, must be trained separately in attack and parry. If a character has skill in one weapon, in most cases other weapons of the same mode and type (e.g. one-handed cutting weapon, abbreviated as '1H Cutting' in the tables) can be used at ½ skill; some weapons are so unlike others in their use that this rule does not apply.

 

As noted before, continuous training in combat skills is only possible up to 25%. Thereafter, a character must gain at least 5% through experience before purchasing another 5% increment in training, followed by more experience, and so forth. No weapon skill may be trained beyond 75%, further advancement is only possible through experience. Combat skills are dealt with in detail in the Combat section.

Melee Weapon Skill Training

Mode & Type

Weapon

Base

Cost per 5% (sp)**

05-25

30-50

55-75

1H Cutting

Axe

20%

300

500

1,000

 

Sword

10%

300

500

1,000

2H Cutting

Axe

15%

300

600

1,200

 

Sword

05%

500

1,000

2,000

1H Cut & Thrust

Rapier

05%

500

1,000

2,000

 

Shortsword

15%

200

400

800

 

Sickle

15%

200

400

800

1H Smashing

Hammer

20%

200

500

1,000

 

Mace

25%

200

400

800

2H Smashing

Hammer

05%

300

600

1,500

 

Maul

20%

200

600

1,200

1H Flexible*

Flail

15%

300

600

1,200

 

Morning Star

05%

400

800

1,600

2H Flexible*

Flail

05%

400

800

1,600

1H Thrusting*

Spear

05%

200

500

1,000

2H Thrusting

Pike

10%

400

800

1,600

 

Spear

20%

200

400

800

Unarmed

Butt

10%

100

500

1,000

 

Dagger

25%

100

300

600

 

Fist

25%

200

400

800

 

Grapple

25%

200

500

1,200

 

Kick

25%

200

400

1,000

*

The ½ skill rule does not apply to these weapons.

**

Training in Attack and Parry must be bought separately.

**

Training in Attack and Parry must be bought separately.

 

Missile Weapon Skill Training

Mode & Type

Weapon

Base

Cost per 5% (sp)*

05-25

30-50

55-75

1H Projectile

Sling

10%

300

600

1,200

2H Projectile

Bow

10%

300

800

1,500

 

Crossbow

20%

200

400

800

 

Staff Sling

05%

400

800

1,600

Thrown

Axe

10%

300

600

1,200

 

Dagger

15%

300

600

1,200

 

Javelin

15%

300

600

1,200

 

Rock

25%

100

300

800

*

Training in Attack and Parry must be bought separately.

 

Shield Skill Training

Type

Skill

Base

Cost per 5% (sp)

05-25

30-50

55-75

Small Shield

Parry