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PART ONE: INTRODUCTION
Welcome to the world of Fantasy Role-Playing Game (FRP's)! What is
an FRP? Simply put, an FRP is a game of make believe, much like
the games of Cowboys and Indians or Cops and Robbers you may have
played as a child. For those of you that are new to role-playing
games, read on! If you already have some experience with gaming,
you can skip this part and go right to Section 2: Creating a
Character.
In this game, you will play the role of a medieval hero, much like
Merlin, King Arthur or even Conan. This game does not require a
game board; all the materials you need are listed below. It is a
game played in the imagination, in which you become an ancient
hero, playing up that person's personality, goals and beliefs.
This book is divided into eight parts, organized for simplicity.
Part One, which you are reading now, is the INTRODUCTION. It
explains some general info about the game, and has a short glossary
of terms for new players.
Part Two, CHARACTERS, describes how to create a character for use
in this fantasy game.
Part Three, SKILLS AND POWERS, lists and describes the various
skills and special powers available to the characters.
Part Four, SPELLS, lists both magical spells and miracles for use
by mages and priests.
Part Five, EQUIPMENT, contains the equipment avaliable to the PC's.
Part Six, COMBAT, contains the rules for hostile encounters.
Part Seven, GM INFORMATION, contains more rules for use by the
Gamemaster and tips on how to GM an adventure.
Part Eight, WORLD BACKGROUND, contains a general history of the
world and some info on specific areas.
The "rules" contained in this book are made to be broken. The GM
should feel free to change or delete any "rule" in this booklet to
suit his/her needs and likes.
One last note about dice - throughout this book, you will see terms
such as 2d6 or 1d10. What this means: the second number - the
number of sides the die to use should have; the first number - the
number of this type of dice to use. For example, "5d6" means roll
five 6-sided dice and add the numbers, and 3d8 means roll three 8-
sided dice and add the numbers.
HOW TO PLAY
In order to begin playing, you will need several things:
1) Two or more players
2) a Gamemaster
3) Pencil and paper
4) Dice: 4-sided, 6-sided, 8-sided, 10-sided, 12-sided, and
20-sided (two or more of each type is helpful - dice can be
obtained at most hobby stores, through mail-order, and from
many bookstores)
5) a place to play
6) and last but certainly not least, lots of imagination
TECHNICAL TERMS
One thing that scares many new gamers away are some of the terms
used by old-timers. Below some of the most common ones are listed
out.
ADVENTURE - An adventure is something the Gamemaster (or referee)
prepares for the characters to test their wits, luck
and problem-solving abilities.
ALIGNMENT - Term describing briefly what a character believes in.
A very general personality definition.
ATTRIBUTE - An attribute is a word and a number used to describe
your character. Examples include Strength,
Intelligence, and Endurance.
CAMPAIGN - A series of adventures taking place on the same world
and using the same characters.
CHARACTER - Often referred to as "PC" - Player Character. This is
the person you pretend to be, or control in an
adventure.
DICE - Used to determine the success of certain actions, including
striking a foe, or attempting to pick a lock.
ENCOUNTER - Meeting between the PC's and an NPC (non-player
character).
EXPERIENCE LEVEL - How powerful a character is. All characters
start out a level 1.
EXPERIENCE POINTS (XP) - How close to the next experience level a
character is. Awards given for good
roleplaying and overcoming challenges.
All characters start out with 0 experience
points.
FRP - Fantasy Role-Playing game
GAMEMASTER (GM) - Person designing and running an
adventure/campaign.
HTH - Short for hand to hand combat.
INITIATIVE - Determines who strikes first in combat.
LR - Short for long range combat.
NON-PLAYER CHARACTER (NPC) - Character or monster controlled by the
GM.
PERCENTILE DICE - Used to generate a number from 01-100. Two
10-sided dice are used; one indicates the tens
digit, the other the ones digit.
SAVINGS THROW - Chance to avoid some kind of harm.
STATISTIC (STAT) - Same as attribute.
PART TWO: CHARACTERS
Creating a Character
Step One: Determine attributes. There are six attributes that
determine the various aspects of your character. They
are:
Strength (STR) - Raw, brute power. Increases the amount
of damage done in hand-to-hand combat.
Intelligence (INT) - Used for some skills and for
spellcasting.
Dexterity (DEX) - Coordination. Chance to hit LR.
Reflexes (REF) - Basic nimbleness. Chance to hit in HTH.
Endurance (END) - Overall health.
Charm (CH) - Combination of looks and natural leadership.
Psi Power (PP) - overall strength of psionic power.
To determine what your stats are, roll percentile six
times, rerolling any stats of 25 or less. Assign these
scores to the first six stats, placing them where you
like. Now roll percentile again. This roll is your PP.
Step Two: Look through the sections on Character Races and
Occupations, and select the race and occupation that most
appeals to you. Modify your attributes according to the
table after the section on character races.
Step Three: Determine your Life Points. This is done by rolling
1d10. This is the amount of damage your character can
take before becoming unconscious. Add an additional 1d6
at levels 2, 5, 7, 9 and 13. Determine Spell Points
(SP) if applicable.
Step Four: Determine the amount of money you start out with. This
amount is listed under the various classes.
Step Five: Buy any equipment, armor and weaponry you want/need and
can afford. These lists are in Part Five: Equipment.
Step Six: Check the Savings Throws section in Part Six: Combat
and write these down.
Step Seven: Determine your character's random power and choose
skills. See Part Three: Skills and Powers.
Step Eight: Your character now needs a name and a personality.
This is where you really get to have fun. Some people
write pages on a background for their character, some
just write a few sentences. Some notes on what your
character is like are also helpful; such things as what
he/she likes and dislikes, fears, odd habits, etc.
Character Races
In this world, there are six races, and due to differences (size,
anatomy, etc.) each race has different strong/weak points.
Humans are the dominant race in this world, and are average in all
stats. Humans are friendly toward Dwarves, elves and most sprites.
Elves in this world make up a fairly small percentage of the total
population and are very formidable, due in part to their
quickwittedness. They are also very nimble, probably due to their
tall and slender build, making them fearsome foes or powerful
allies. Elves prefer the company of humans and sprites, being
distant cousins to the latter. While most elves live in very
civilized, elegant tree villages, there are rumored to be several
small barbaric tribes roaming in the southern part of the world.
Dwarves are a very populous race, second only to humans. They
prefer to live and work in elaborate subterranean complexes, and
are very friendly towards humans. They don't particularly care for
elves, having fought a long war with them ages ago. The other
races they tend not to have any preferences about. Dwarves are
very sturdy, having high endurance and a fairly high strength.
Ogres are huge wandering giants, usually gathering in nomadic
tribes. They rarely associate with other races, and hate all races
but trolls, whom they are indifferent toward. They are possessed
of tremendous strength, but are slow due to their large size.
Trolls are either the distant cousins of ogres or are merely
neanderthals. They too are very large, being only slightly
smaller and weaker than ogres, but they are faster. Trolls hate
all races but ogres and dwarves, whom they deal somewhat favorably
with. They are mostly loners, tending to live alone or with a mate
in a single cave all their lives.
Sprites are small faerie-like winged creatures. They are often
thought of as the guardians of the forests, and tend to dwell there
all their lives. They like being around humans and elves, but are
often tricksters, playing minor but annoying pranks on anybody they
can find. Once they find a suitable "victim", they will usually
stick to that person, playing a great amount of ticks on him and
him alone. If this being can manage to put up with the sprite, and
even find humor in what they do, the sprite will often befriend
that person. Anybody being able to put up with a sprite for more
than 24 hours, however, is a rare occurrence. They rarely are seen
too far from their precious forests, and their wrath on anybody
harming their trees is indeed cruel. Their small size and flying
ability makes them very nimble, but also very weak. They are
considered by many humans to be cute, and receive good reactions
from them. They are also underestimated, something which these
creatures of nature don't particularly mind.
Prosek are an ancient race of very powerful, very evil beings.
They look almost identical to elves, except they have bright
crimson eyes, which often appear to be glowing. Most humans and
other races can't tell the difference between a prosek and an elf.
Dwarves, however, can identify a prosek upon sight. The prosek
race is all but forgotten, as there are VERY few of them left.
What exactly happened to them, nobody knows, but there are several
theories. Due to the rareity of the prosek, there should be no
more than one of these characters for every four or five PCs.
Racial Adjustments
INT STR DEX REF END CH
Human 0 0 0 0 0 0
Elf +5 -15 +10 +5 -15 +10
Dwarf -5 +10 -10 +5 +15 -5
Ogre -10 +20 -5 -10 +10 -15
Troll -10 +15 -5 +5 +5 -15
Prosek +5 +5 +5 +5 +5 -20
Sprite +10 -30 +15 +10 -15 +10
CH modifier for Prosek only applies in situations where others know
PC is a Prosek
Attribute Modifiers
Score
0-29 30-79 80-89 90+
INT -1 SP/lvl nil +1 SP/lvl +2 SP/lvl
STR -1 HTH damage nil +1 damage +2 damage
DEX nil nil nil nil
REF -5 AR nil +5 AR +10 AR
END -1 LP/lvl nil +1 LP/lvl +2 LP/lvl
CH nil nil nil nil
PP nil nil nil nil
Character Occupations
As a character in this harsh world, you have to make a living.
That is where occupations come into play. In this world there are
six ways for a PC to survive: as mages, priests, warriors,
knights, bowmen, rogues, or as trackers (or bounty hunters).
These seven occupations are listed out in more detail on the
following pages.
Mages
Mages are devoted to the study of magic. Magic is VERY rare in
this world, and consequentially, so are mages. Though there are
very of these sorcerers, they are often very powerful, and a
powerful mage is known all over the land, and usually feared. When
first starting out, they are not too powerful, but as they gain
experience, they grow more and more so every day. They can wear
any armor, but as they are not trained in it's use, anything
heavier than chain mail reduces their movement rate by one-half,
and stealth is nearly impossible (-50%). They can also use any
weapons, but can only take skills in those weapons listed below.
Attribute Requirement: INT (75%)
Primary Skills: Spellcasting, Read/Write Native Language, Speak two
additional languages, basic spells
Secondary Skills: General (6), Rogue (2), Tracker (2), Combat (2)
Combat skills are limited to: Blunt, Knives, Short Swords, Staves,
Cross bow, Sling, Small shield
Basic Spells: These are spells that all wizards are taught as
apprentices, as most are necessary to the trade.
They are:
Read magic, sense magical aura, globe of light, cloud of darkness,
and levitate small objects. All these spells are low-level and
complete descriptions can be found in Part Four: Spells.
As mages go up in level, they gain more and more magical power.
This is represented by a spell point system. Beginning mages start
out with 1d6 spell points. This is modified by intelligence as
follows:
INT score Modification
0 - 29 -1 SP/lvl
30 - 79 nil
80 - 89 +1 SP/lvl
90 + +2 SP/lvl
Each time a mage gains a level, he/she rolls 1d6 and adds this to
his/her spell points. The modification is included each time.
To cast a spell, spell points are expended. The cost for each
spell is as follows:
Spell cost = (spell level) x 3
The number of spells a mage can know is almost unlimited. For
information on spells, see Part Four: Spells.
In addition to being able to cast spells, mages gain certain innate
advantages as they go up in level. At level 4, all mages
automatically have a 25% chance to detect a magical aura simply by
passing by one. At level 7, they can use 2 physical attacks per
melee round (choice of HTH or LR). Starting at 8th level, rather
than gaining 1d6 spell points per level, they gain 1d8 (plus INT
modifiers).
The only way to regain spell points is by resting. Eight hours of
sleep will allow the mage to regain all spell points. Less than
that restores 1d4 per hour.
Mages start out with a book (paper), quill, ink and 175 royals.
Mages gain one extra combat skill at third, sixth, and ninth level.
They gain one extra general, rogue, or tracker skill at every new
level.
Priests
Priests are characters thoroughly devoted to a god or a number of
gods, and try to spread their religion to others, often roaming the
continent to do so. For their services in obtaining worshippers,
their god grants them the use of miracles, either minor or major,
depending on their piety (in this case, their level). Unlike
mages, priests don't learn or memorize their miracles. Instead,
they simply prey to their god for the miracle they want, and it
either happens or it doesn't. There are however, lists of
available miracles, and priests do have a limit to the number of
major and minor miracles their god will grant them per day. Of
course, gods do occasionally grant an extra miracle or two in time
of need, but the over-requesting of miracles often angers the gods,
something which few mortals would dare to do. Players choosing the
Priest occupation should consult Part Eight: World Background, and
choose a specific deity. Priests can use any weapon and wear any
armor with no penalties.
Attribute requirements: INT (45%), CH (55%)
Primary skills: Theology, Read/Write native language, Speak two
additional languages, clerical ability.
Secondary skills: General (7), Rogue (1), Tracker (1), Combat (3)
Clerical Ability: Priests have several special abilities in
addition to the performing of miracles.
Heal - any priest, good or evil, can heal someone (not themselves)
simply by placing his/her hands upon the victim's wounds. This can
be done once daily, and restores 1d6 points of damage.
Turn Dead - the priest simply wields his holy symbol, mutters a few
chants, and any 'undead' (such as zombies, living skeletons, etc.)
turn and flee until out of sight of the symbol and the priest. The
chance to turn undead is 15% at level one. This number goes up 10%
every other level (ie, a 1st level priest would have a 15% chance
to turn, as would a 2nd level priest. At 3rd level, the chance
would be 25%, at 5th it would be 35%, etc.). For Vampires and
those undead without physical bodies (ghosts, wraiths, banshees,
etc.) this chance is decreased by 15%
Miracles Per Day
Minor Major
Level 1 1 0
2 2 0
3 3 0
4 4 0
5 5 1
6 6 1
7 7 2
8 8 2
9 9 3
10 10 3
11 11 4
12 12 4
At 5th level, priests gain the use of two heals per day. At 6th
level, they get two physical attacks per melee round (choice of HTH
or LR), and at 9th level, they have an innate sense evil (or good,
if priest is evil) at 30%
Priests start out with a candle, paper (20 pages), ink, a quill and
175 royals.
Priests gain one extra combat skill at levels three, five, and
seven. They gain one general, rogue, or tracker skill at every new
level.
Warriors
Warriors are your run-of-the mill sword-for-hire. They can be
anything from Conan the Barbarian to Hercules to the suave,
sophisticated Three Musketeers. They sell their muscle for fame
and fortune. They can be loyal to a land, volunteering to fight
wars for that kingdom, they can be mercenaries, fighting for
whoever pays them the most, possibly even switching sides in the
middle of a battle, or they can be freelance, wandering adventurer
types. Whatever they are is completely up to the player. Warriors
can use any weapons and wear any armor, and usually prefer the
heavier ones.
Attribute requirements: STR (50%), REF (55%), END (40%)
Primary skills: Shield (small or large)
Secondary skills: General (3), Rogue (2), Tracker (1), Combat (6)
Level 2 2 attacks per melee (HTH)
5 Critical hit does (x3) damage (HTH only)
6 3 attacks per melee (HTH)
12 Critical hit does (x4) damage (HTH only)
Warriors start out with a large sack and 180 royals.
Warriors gain two addittional combat skills at levels two, five,
and seven. They gain one additional general, rogue, or tracker
skill at levels three, six, and nine.
Knights
Knights are the embodiment of all that is good and righteous in the
world. They are among the finest fighting forces in the world,
and seek truth and justice for all. All knights serve or served
under a liege at one time (could be anything from a king to a
baron), and are of noble birth. A knight strives daily to live up
to the code of chivalry: loyalty, valor, honor, and courtesy.
Unless a knight breaks these solemn vows, a knight is a knight
forever. They are very adept at horseback riding and the use of a
lance, which is often proved in jousting contests. They prefer
heavy weaponry and armor. They are not only physically fit, but
have well-trained minds. Knights can use any weapon and wear any
armor, preferring plate mail and a lance, with a long sword as a
side weapon.
Attribute requirements: STR (55%), INT (50%), REF (60%), END (50%)
Primary skills: Horseback riding, large shield, lance
Secondary skills: General (4), Rogue (1), Tracker (1), Combat (7)
Heal - much like a priest, a knight can heal the wounded (not
him/herself) once per day. A knight's heal, however, restores 1d4
rather than 1d6.
Level 2 2 attacks per melee (HTH)
5 3 attacks per melee (HTH)
7 2 heals per day
9 Critical hit does (x3) damage
Knights start out with a large sack, a small sack and 190 royals.
Kights gain one additional combat skill at levels two, five and
seven. They gain one additional general, rogue, or tracker skill
at each new level.
Yeomen
Yeomen are archers often hired as mercenaries to serve in armies,
taking out as many of the enemy as is possible at long range, so
foot soldiers can take out the remaining and stand a better chance
at winning. Most are experts with long bows, but some use short
bows or crossbows. They are very dexterous, and not only are they
good at long range combat, but are often highly trained hand-to-
hand soldiers. Most are mercenaries or adventurers seeking fame,
but a few are permanent members of armies. Yeomen can wear any
armor and use any weapon.
Attribute requirements: DEX (65%), END (55%), STR (50%)
Primary skills: bow (any)
Secondary skills: General (3), Rogue (1), Tracker (2), Combat (7)
Level 3 2 attacks w/bow
5 2 attacks w/HTH weapon
8 3 attacks w/bow
Yeomen start out with a large sack and 195 royals.
Yeomen gain one additional combat skill at levels two, three and
nine. They gain one extra general, rogue, or tracker skill at
levels three, five, and seven.
Rogues
Rogues are, as the name implies, generally shady beings. Rogues
can range from common thieves, to catburglars, to assassins known
the world over, to those with good-intentions, much as Robin Hood.
Whatever they may be, they are fugitives from the law and don't
openly announce their profession. Most claim simply to be
mercenaries. Rogues are very nimble and fast, and often fairly
strong, depending on their exact line of work. Rogues can use any
weapon, but prefer the shorter ones as they are easier to use in
emergency situations (ie, being grabbed from behind while in a dark
room robbing someone blind). They can also wear any armor, but
anything heavier than studded leather makes noise and reduces
certain rogue skills (pickpockets, etc).
Attribute requirements: REF (60%), STR (45%)
Primary skills: Stealth, knives, backstab
Secondary skills: General (3), Rogue (5), Tracker (2), Combat (3)
Thieves' Guilds
Thieves in this world are many and widespread, and Thieves' Guilds
have been created throughout the continent to ensure "equal
employment" opportunities. Membership in these guilds is
mandatory, and being a known thief and not belonging to a guild
often brings unusual disappearances. Practicing in areas
controlled by a guild the thief does not belong to, even if he
belongs to thirty others, carries the same consequences.
Membership in these guilds is often very expensive, but most
consider it worth it, as they not only provide shelter and
assistance if being pursued by the long arm of the law, but offer
services such as fencing and "job placement"
Fencing - stolen items can usually be sold to the guild for 30-50
percent of current market value, depending on scarcity.
Employment - usually, when someone wants someone else assassinated,
or wants an item stolen, they deal through the guild, not through
individuals. The guild then assigns someone (possibly two or more,
depending on the danger and complexity of the job) to carry out the
request. The member completing this task gets anywhere from 20-50
percent, once again depending on the specific task. A basic price
list of deeds appears below.
Thefts
from commoners, merchants 100
from minor church, low level clergyman 200-400
from low-level mage 500-700
from minor royalty (earl, baron) 600-900
from large church, high level clergyman 1000-1500
from major royalty 2000-3000
from high level mage 5000-7000
from King, Emperor, etc. 10000-15000
Assassinations
of commoners, merchants 300
of minor church official, low level priest 600-800
of low-level mage 1500-2500
of minor royalty 4000-5500
of major church official, high level priest 7000-10000
of major royalty 12000-15000
of high level mage 30000-50000
of King, Emperor, etc. 60000-90000
For simple assaults, not assassinations, the price is about 1/3 as
much.
Level 5 2 attacks per melee (choice of HTH or LR)
7 Backstab (x3)
12 Backstab (x4)
Rogues start out with a small sack, a large sack, a dagger and 175
royals.
Rogues gain one extra combat skill at levels two, three, and five.
They gain one additional general, rogue, or tracker skill at each
new level.
Tracker (Bounty Hunter)
Trackers are hunters and scouts, being quite adept at both. Like
the yeoman, they are skilled with both long range and hand-to-hand
weapons. Depending on alignment, they may be trained assassins.
Most good trackers are able to survive in several environments, and
all are knoweldgeble when it comes to nature and her creatures.
They may sell their services to armies, or simply be adventurers.
They are capable of tracking human and animal prey. Trackers can
use any weapon, preferring bows, and wear any armor, preferring
chain mail or less, as anything heavier makes to much noise to hunt
or stalk effectively.
Attribute requirements: STR (45%), INT (55%), DEX (60%)
Primary skills: Track, survival (any)
Secondary skills: General (3), Rogue (1), Tracker (5), Combat (4)
Level 7 2 attacks per melee (LR)
Trackers start out with a small sack, a small pouch and 170 royals.
Trackers gain one additional combat skill at levels two, five, and
seven. They gain one extra general, rogue, or tracker skill at
each new level.
Experience Points
At the end of each adventure, or at the end of each session,
whichever the GM chooses, experience points are awarded.
Experience points help the characters grow in power and serve as
rewards for good playing. In order for a character to go up in
power, or levels, he/she must earn experience. How quickly a
character gains levels is diagrammed below.
Occupation
Mage Priest Warrior Knight Rogue Tracker
Level
1 0 0 0 0 0 0
2 1750 2000 1200 1500 1300 1400
3 3500 4000 2400 3000 2600 2800
4 7500 8750 4400 5800 4900 5450
5 14000 16000 9600 12000 10400 11200
6 20000 22000 15600 18000 16400 17200
7 28000 30000 23600 26000 24400 25200
8 38000 40000 33600 36000 34400 35200
9 50000 52000 45600 48000 46400 47200
10 64000 66000 59600 62000 60400 61200
As you can probably see, the experience for levels after 5 merely
adds 6000, then 8000, then 10000, then 12000, then 14000, and so
on.
Awarding Experience
The following is a table with some outlines to aid the GM in
awarding experience points.
Points What for?
25 Performing a skill, using a spell or miracle
50 Performing a skill that saves a life
50 Performing a miracle to further a priest's piety
or aid his/her god/goddess
50-75 Defeating a level one (fairly minor) menace
100-150 Defeating a level two (fairly threatening) menace
200-300 Defeating a level three (very threatening) menace
75 Clever idea, complete failure
100 Clever idea, slight failure
150 Clever idea, success
200 Clever idea, great success
250 First new and interesting use of a skill/spell/miracle
150-250 Mild self-sacrifice (some personal risk)
300-500 Great self-sacrifice (risk of death)
300-800 Good roleplaying/playing in character/having fun bonus
It is strongly recommended that no PC advance more than one level
per session/adventure.
Aside from experience points being used to increase power, they
have one other function: to raise attributes. 1,000 XP can be
"saved up", to be spent increasing one attribute by 1 point. This
may seem useless, and it sometimes is, but the following example
will illustrate how useful it can be.
Jarrad, a 1st level rogue with 0 experience earns 1450 XP from an
adventure he just completeed. This is enough to bring him up to
2nd level. He looks over his character sheet and notices that his
REF is 95, giving him a +5 bonus on his HTH. If he had a 96, just
one point more, he could have a +10. Jarrad decides to deduct 1000
XP from his earned total and raise that stat, giving him the extra
bonus.
Clearly, this can have it's advatages. However, it also has one
drawback. The 1,000 XP used to raise the stat is gone. In the
above example, Jarrad could have gone up a level, but used 1,000 XP
to raise a stat. Now he only has 450 XP, which is not enough for
level 2. Furthermore, this option can only be used once per
character per level. Jarrad could raise his REF, or any other
score by one more point for another 1,000 XP, but not until he
reaches level 2.
All stats except Charm and Psi Power can be raised.
PART THREE: SKILLS AND POWERS
This section describes the various skill, or various areas of
knowledge and/or ability. Following the Skills section is a
section called Powers. This section details the various psionic
powers that all characters inherently have.
Skills
The skills usable in this game are divided into three main
categories: General skills, Rogue skills, and Tracker skills.
Combat skills are in Part Six: Combat. Several skills fit into
more than one category. For the exact number of skills and any
limitations on skills that can be learned, check the appropriate
class description in Part Two: Characters.
The skill level per skill is listed in parentheses immediately
after the skill name. Certain skills can be used without having
the training required to perform them with any efficiency. This is
the default level, and is indicated in parentheses following the
skill level. For example:
ACROBATICS (REF-40) (REF-60) [Description of skill here]
would mean that the acrobatics skill could be used if the player
rolled higher than their REF score (-40%) on percentile dice. If
the character didn't have this skill, the roll could still be
attempted, but at a -60% penalty (add 60 to their skill roll).
Another example:
VENTRILOQUISM (INT-60) (NONE) [Skill description]
would mean that in order to perform this skill, the player would
have to roll under their INT score, adding 60 to their roll. If
this skill were not possessed, it could not be used at all.
GENERAL SKILLS
ACROBATICS (REF-50) (REF-80) A successful roll allows the PC to
perform various acrobatic stunts, such as rolls, dodges, flips,
etc. The successful use of this skill can add 10 to the user's AR
for that melee round only, but the user can't attack for the
remainder of that round or the next.
ANCIENT HISTORY (INT-45) (INT-70) Allows the PC to recall various
bits of knowledge about the ancient (1000 years +) history of the
world and various areas. The greater the success, the more the PC
learns. For history, see Part Eight: World Background.
ARMOURY (INT-40) (INT-60) Success allows the user to repair damage
to armor, and create new suits of armor, if provided with the
proper tools and materials. Margin of success determines of what
quality the armor is.
ASTRONOMY (INT-50) (INT-80) This skill allows the PC to recognize
various constellations, often times useful in some magic,
witchcraft, etc.
BARD (CH-40) (CH-60) Allows the user to tell stories, sing, and
generally entertain effectively.
BLACKSMITH (INT-45) (INT-65) This skill lets the PC attempt to
repair and forge new weapons of metal, and recognize the quality of
a weapon. Forging requires the proper tools.
CARPENTRY (INT-35) (INT-50) Allows the PC to create items out of
wood, such as benches, boxes, and even houses. The materials must
be supplied, and the harder and more extensive the project, the
greater the penalty that should be applied. Margin of success or
failure of the roll determines the quality of the finished product.
COOKING (INT-35) (INT-50) This skill lets the user prepare both
attractive and tasty dishes of various sorts.
DETECT LIES (INT-50) (INT-80) Success allows the PC to determine
if the victim is telling the truth or not. This roll should be
made by the GM. Failure either means that the PC can't tell if the
victim is lying, or the GM simply lies to the player.
FIRST AID (INT-45) (INT-70) This skill allows the user to stop
bleeding effectively, perform basic medical procedures (CPR,
mouth-to-mouth, etc). Doesn't restore Life Points, but can save a
drowning victim and prevent further LP loss due to blood loss.
HORSEBACK RIDING (DEX-40) (DEX-60) Allows the user to successfully
stay mounted on a horse (pony, pegasus, etc) and handle the animal
with some skill. A roll is not necessary for simply riding at a
slow walk.
IDENTIFY PLANTS (INT-45) (INT-70) Success allows the PC to
determine the name of a certain plant, and what it's possible uses
are, along with habitat and other information. Failure results in
the PC either not knowing, or recalling the wrong information.
JEWELER (INT-50) (INT-80) Allows the user to identify gems and
other precious metals by name and assess their value. This skill
can also be used to cut gemstones.
LIP READING (INT-45) (INT-70) Allows the PC to understand what
another is saying without actually hearing that person. The
person's lips must be clearly visible and be no farther than about
20 feet away. Furthermore, the language being used must be spoken
by the PC.
MATHEMATICS (INT-55) (INT-70) This skill allows the user to
perform various basic and complex mathematical calculations. The
higher the user's skill level is, the more complex the calculations
that can be attempted.
MIMIC (INT-45) (INT-65) Success lets the PC imitate another being
(including sounding like and acting like that person). Can be used
in conjunction with disguise.
NAVIGATION (SEA) (INT-60) (NONE) Allows one to be able to steer a
water vessel, plot paths on maps, and locate approximate position.
PLAY INSTRUMENT (INT-60) (NONE) Allows the PC to play a particular
musical instrument and play it well enough to entertain.
POTTERY (DEX-40) (DEX-60) This skill lets the user create decent
looking pottery, be it decorative or purposeful. Margin of success
or failure determines the quality of the work.
READ/WRITE (FOREIGN) (INT-60) (NONE) Allows the PC to decipher the
writings of another language. PC must first possess the ability to
speak this language.
READ/WRITE (NATIVE) (INT-60) (NONE) Only those with this skill can
read/write their native language, as literacy is rare in the world
of Sumyria.
SPEAK LANGUAGE (FOREIGN) (INT-60) (NONE) Allows the PC to speak a
foreign language, but not read or write it. Skill level determines
how well the language is understood.
Languages include:
Elvish Prosek
Dwarvish Faeriespeak
Toll Human
Ogre Goblinese
FolkTongue (common)
SPELLCASTING (INT-60) (NONE) Doesn't allow the user to actually
cast spells unless he/she is a mage, but allows the user to know of
various spellcasting techniques, procedures, uses, etc.
SWIM (DEX-40) (DEX-60) Allows one to stay afloat in water over
one's head. The higher the PC's skill level, the better and faster
they can move.
THEOLOGY (INT-45) (INT-70) Allows the user to have basic knowledge
of the gods and their goals.
TRAP ANIMALS (INT-45) (INT-70) This skill allows the PC to be able
to construct traps out of natural and man-made materials and use
them effectively.
VENTRILOQUISM (INT-60) (NONE) Successful use of this skill allows
the PC to "throw" his/her voice, making what he/she says appear to
come from somewhere else. Failure means that it did not work at
all, although the PC need not know this.
ROGUE SKILLS
BACKSTAB (REF-45) (NONE) Success (along with a stealth success)
allows the user to sneak up on a victim and attack, doing double
damage (possibly 3 or 4 times damage for rogues).
CLIMB WALLS (REF-50) (REF-80) Allows the user to scale walls,
cliffs, buildings, etc. with the necessary equipment (rope and
grappling hook).
CONCEALMENT (DEX-45) (DEX-70) This skill lets the PC conceal small
items (daggers, money, etc.) on their person effectively. If this
roll is made, anybody searching the PC gets to make an INT roll (at
-50) to detect the item, or, if they also have concealment, they
can make a concealment roll, whichever is higher. If this roll is
made, the item is found.
DISGUISE (INT-45) (INT-70) Allows the PC to use natural inks,
paint, dyes, and props to make themselves look like another.
ESCAPE (DEX-50) (DEX-80) This skill allows one to try and free
oneself from bonds such as ropes.
FAST TALK (INT-45) (INT-70) Allows the PC to quickly con someone
into believing him/her for a short period of time.
FORGERY (DEX-55) (DEX-90) This skill allows the user to create
false documents, money, and other items of value. The margin of
success, time spent on forging, and materials available determine
the quality of the forgery. Anybody checking for authenticity is
allowed a INT check at -50 or a forgery skill check, whichever is
higher.
LOCATE/DISARM TRAPS/SECRET DOORS (INT-50) (INT-80) Allows the user
to find trap/secret doors, and disarm them if applicable. A trap
must first be found, then untrapped (two successful rolls), and
disarming traps can only be attempted once per day per trap. A
failed check to disarm a trap means either the trap is set off, the
user THINKS the trap is disarmed, or the user knows that the trap
is still active, at the GM's discretion.
PICK LOCKS (DEX-45) (DEX-70) This allows the PC to attempt to
unlock a lock using lockpicks. Failure simply means the lock was
not unlocked. Furthermore, a noise may have been made.
PICK POCKETS (DEX-50) (DEX-80) Allows the user to remove small
items from another's person, ie purses, daggers, money, etc. A
failed attempt results in the PC being discovered.
POISONS (INT-50) (INT-80) This skill allows the user to be able to
make poisons and use them appropriately. It also allows the user
to identify poisons by smell, color, and any other applicable
properties.
SHADOWING (DEX-45) (DEX-65) Allows the PC to follow another being
in either an urban or rural setting without being noticed. Hiding,
blending in with the crowd and other maneuvers are used to
accomplish this.
STEALTH (DEX-40) (DEX-60) This skill allows the PC to hide in
shadows and move quietly so as not to be seen. Works in any
setting with appropriate cover.
STREETWISE (INT-50) (INT-75) This skill allows the user general
knowledge of an area's underworld, society, contacts, how to
survive, and other information not publicly known for various
reasons.
TRACKER SKILLS
ANIMAL TRAINING (INT-50) (INT-80) This skill allows the PC to be
able to train an animal, wild or otherwise, to obey simple commands
given by the user. Non-wild animals take about a week to train,
with a roll required for each day, and wild animals take about two
weeks.
CAMOUFLAGE (INT-35) (INT-50) This allows the user to use various
natural dyes and colors to hide in natural surroundings without
being seen.
IDENTIFY PLANTS (See Identify Plants under general skills)
IDENTIFY TRACKS (INT-45) (INT-70) This skill allows the PC to
identify various tracks made by beasts and men.
NAVIGATION (LAND) (Same as Sea Navigation)
SHADOWING (See Shadowing under Rogue skills)
STEALTH (See stealth under Rogue Skills)
SURVIVAL (INT-45) (INT-65) General knowledge of how to survive in
various environs, including finding or making shelter, finding food
and water, and other tactics. Knowledge of this skill comes in
several areas, each of which count as sperate skills. They are:
Desert Arctic
Forest Jungle
Mountains Plains
TRACK (INT-45) (INT-65) This skill allows the PC to follow a
particular being or group of beings using tracks and other methods.
POWERS
All PC's get one random Psi Power. There are six total, none of
which are extremely powerful, but they can be useful. The PP (Psi
Power) stat determines exactly how powerful a PC's power is.
Percentile dice are rolled for this stat, just as with any other.
To determine your Psi Power, roll 1d6 and consult the following
chart. A full description of each power follows the chart.
1 - Empathy
2 - Telekinesis
3 - Pyrokinesis
4 - Levitate
5 - Project Emotion
6 - Precognition
EMPATHY allows the PC to sense the victim's general feelings: ie,
hate, fear, love, etc. Strength of sense is dependant on power
level and margin of success or failure.
TELEKINESIS allows the PC to manipulate inanimate objects with
his/her mind, including floating it through the air, spinning it,
etc. PP score determines max weight of the item (1/2 of PP score
= max weight). Furthermore, the higher the PP score, the more
control the PC has. For example, someone with a PP of 12 couldn't
cause a pebble to float through a key hole, but someone with a PP
of 90 probably could. Exact results may vary depending on margin
of success or failure, as according to the GM.
PYROKINESIS is the ability to cause things to catch fire. Fire-
resistant things (rocks, metal, etc) are not affected. Size and
intensity of the fire is dependant on PP score, margin of success
or failure, and the GM.
LEVITATE will allow one to float him/herself in the air, to a
height of 1/4 of PC's PP score, PCs with this power can only
levitate themselves, and can't move around, except by pushing off
of walls or grabbing something and pulling. Maximum time this can
be sustained is 1/10 of PP score in minutes.
PROJECT EMOTION allows the PC to inspire another with a particular
feeling (hate, fear, love, etc). Exact strength of this feeling
depends on the PC's PP score and the margin of success or failure.
PRECOGNITION allows the PC to 'feel' if something good, bad, or
neutral is about to happen. Strength of precognition once again
depends on PP score and margin of success or failure.
All powers can be used a maximum of once per day, regardless of
occupation and PP score.
PART FOUR: SPELLS AND MIRACLES
All spells and miracles have a range and duration. The range
describes how far away the spell can be cast. The duration
describes how long the spell lasts. One minute is equal to 2 melee
rounds. Saving throws can be made against Spells and Miracles,
unless otherwise specified. A mage can cast any spell he knows
(has in his spellbook). Methods of gaining spells includes finding
scrolls and trading with other mages, although this is very rare
indeed. The time it takes to cast a spell is 1 round per level of
the spell being casted.
SPELLS
FIRST LEVEL
Charm
Range: 30 feet
Duration: 5 minutes/level
Spell affect one intelligent creature within range. Victim falls
under complete control of spellcaster only. Will do anything the
spellcaster tells him to, and will answer all questions. If
charmed person/thing is told to kill itself, another saving throw
is allowed to avoid doing do.
Globe of Darkness
Range: 15 foot radius, up to 60 feet away
Duration: 5 minute/level
This spell creates a sphere of complete and total darkness.
Nothing at all can pierce this sphere, including a Darkvision
spell.
Globe of Silence
Range: 15 foot radius, up to 60 feet away
Duration: 5 minutes/level
This spell create a sphere of complete and total silence. No sound
can leave nor enter the globe. Spellcasting is impossible.
Globe of Sleeping
Range: 10 foot radius, up to 60 feet away
Duration: 5 minutes/level
This spell creates an invisible globe that puts any and all
creatures within it instantly asleep, to awake when the globe has
expired.
Globe of Light
Range: 15 foot radius, up to 60 feet away
Duration: 5 minutes/level
A sphere of bright light is created instantly. The light is not
bright enough to blind.
Protection
Range: touch
Duration: 5 minutes/level
This spell magically protects the caster from all physical attacks,
giving him/her an AR of 45 for the duration of the spell.
Read Magic
Range: N/A
Duration: 3 minutes/level
Allows caster to read magical inscriptions, scrolls, spellbooks,
etc.
Scribe Scrolls
Range: N/A
Duration: one scroll
This spell allows the caster to translate the magic of one scroll
to magic usable in everyday spellbook use.
Sense Magical Aura
Range: 10 feet
Duration: 2 minutes/level
This spell causes all magical items and people possessing magical
powers within the set radius to glow. The brightness of the glow
given off varies according to the power of that item/being. This
glow is visible only to the spell caster.
Sense Evil
Range: 10 feet
Duration: 2 minutes/level
This spell functions as for Sense Magical Aura, but things of an
evil nature glow rather than magic.
Sense Good
Range: 10 feet
Duration: 2 minutes/level
Functions as for Sense Magical Aura and Sense good, but things of
a good nature glow.
SECOND LEVEL
Feet of the Fly
Range: touch
Duration: 5 minutes/level
Allows the caster or another touched being to climb sheer surfaces,
walk on ceilings, and perform other stunts due to their hands and
feet sticking to any surfaces they come in contact with.
Globe of Emotion
Range: 15 feet
Duration: 3 minutes/level
This spell creates an invisible sphere of a set radius which
instills in all beings one of four basic emotions. Functions much
like the project emotion power. The available emotions are:
fear
friendliness
hostility
love
Globe of Invisibility Detection
Range: 10 feet
Duration: 4 minutes/level
Allows everybody within normal vision ranges to see all invisible
objects/people within the radius.
Invisibility
Range: touch
Duration: 5 minute/level
Turns caster or any touched being completely invisible for duration
above. Any items that person was in direct contact with (skin) at
the time being turned invisible will also turn invisible. Anything
touched after that will not.
Levitate Self
Range: self
Duration: 3 minutes/level
Allows caster or touched being to float up to 20 feet in the air.
Person can hover only, not fly. Affected person can push off
walls, ceilings, floors, etc to move around.
THIRD LEVEL
Cloud Alignment
Range: self
Duration: 7 minutes/level
Caster's alignment appears to be exact opposite of what it actually
is if a See Alignment spell is cast. Good goes to Evil, Saintly to
Sinister and vice versa.
Flame Strike
Range: 60 feet
Duration: instantaneous
A thin cone of flames bursts forth from the caster's palm,
increasing geometrically as it increases in reach. At maximum
range, cone has a diameter of 30 feet across it's mouth. Any
creatures engulfed by the flame take 1d6 + 1 damage per level of
the caster.
Flesh to Mist
Range: touch
Duration: 4 minutes/level
Turns affected person's body into a vapor-like mist for duration of
time. This mist retains original being's intelligence but can't
speak. It can pass through cracks, vents, etc. Is immune to all
physical attacks.
Fly
Range: touch
Duration: 10 minutes/level
Similar to Levitation, but affected being can move of his/her own
free will at fairly high speed (twice move rating) at a height
limited only by breathable atmosphere.
Globe of Flame
Range: 10 foot sphere, up to 60 feet away
Duration: 6 minutes/level
Creates a ball of flaming mass, through which beings cannot pass or
even enter without sustaining damage. Damage is 1d8 for every 5
feet a being goes into the sphere.
Globe of Heat
Range: 15 feet, up to 60 feet away
Duration: 10 minutes/level
A sphere of very hot air is created, into which if any living
beings enter, they suffer 1d6 burn damage.
Globe of Cold
Range: 15 feet, up to 60 feet away
Duration: 10 minutes/level
A sphere of very cold air is created. If any being remains in this
sphere for more than 10 minutes, major frostbite may be suffered,
causing 1d8 damage for every ten minutes, and possible limb loss.
Ice Spear
Range: 50 feet
Duration: until melted
A 6 foot long very sharp icicle materializes in the caster's hands,
and can be hurled at anybody. No svae is allowed, although it can
be dodged as per any other weapon. The spear does 2d6 damage, plus
1 extra point per level of the spellcaster.
Levitate Others
Range: touch
Duration: 3 minutes/level
As for Levitate, but can only be cast on others.
Mirror
Range: 25 feet
Duration: 5 minutes/level
This spell creates a number of mirror images of the spellcaster (1
for every level of the caster). They do exactly what he/she does.
If any image is touched, it disappears.
Protection II
Range: touch
Duration: 5 minutes/level
As for Protection, but raises AR to 65
Reduce
Range: touch
Duration: 7 minutes/level
Causes the caster to shrink to 2d4 inches tall. The change is
instantaneous, and only the caster is affected, not any weapons,
clothing, etc.
Speed of the Wind
Range: touch
Duration: 10 minutes/level
Causes affected being's move rating to multiplied by 10 for the
duration of the spell.
FOURTH LEVEL
Familiar
Range: 30 feet
Duration: permanent
This spell can be cast on any living creature smaller than a common
dog, so long as it is within the radius of the spell. This creates
a permanent friendship and bond between caster and chosen animal.
The animal, no matter how wild or hostile it may have been, will
now obey every wish of it's new friend. All verbal and mental
commands will be understood and carried out. The caster feels what
his/her familiar is feeling, and sees, hears, smells, etc
everything his friend does, and vice versa. If one is in danger,
the other will know it. If the familiar is killed, the caster
suffers heavy mental damage. Some examples of familiars include
birds, bats, fish, dogs, cats, lizards, raccoons, and many more.
Range of empathic/telepathic abilities is 1000 feet. If either
goes out of range, their connection with the other will be cut off
completely until they are again within range. The two don't have
to be in visual contact. The animal can speak (mentally) like a
human, with perhaps an occasional mistake.
Globe of Protection
Range: 10 foot sphere, up to 60 feet away
Duration: 7 minutes/level
This spell is similar to Protection, except rather than protecting
only one being, all within the sphere are protected. AR is 45. If
any being leaves the sphere, that person is no longer protected,
and reentering the sphere will not bring their protection.
Globe of Entrapment
Range: 10 foot sphere, up to 30 feet away
Duration: 5 minutes/level
This spell creates a shimmering sphere through which things can
pass into, but not out of, save mist and air. Anything within the
radius at the time of casting will be trapped inside for the
duration of the spell.
Growth
Range: self
Duration: 7 minutes/level
This spell enlarges the affected being to 10 + 1d6 feet. Strength
is increased by 45 for the duration of the spell, all HTH damage is
+15, and move is reduced. Items and clothing stay their original
size.
Phantasm
Range: 25 feet square, up to 50 feet away
Duration: 3 minutes/level
This spell allows the caster to create any image he/she likes. The
image will appear to be real. People can be created, but will not
speak. The image is dispelled if touched.
Phantom Friend
Range: self
Duration: 5 minutes/level
This spell summons an invisible being form another dimension. It
will obey the spell caster. The being has the following stats:
STR 85
INT 40
DEX 60
REF 80
END 90
CH 30
The being will usually (75%) be good or evil. Very few (5%) are
saintly, and the rest are sinister. All but sinister beings will
return to their dimension after the spell has expired. Sinister
ones will try to stay in the caster's plane to kill.
Wall of Ice
Range: 5 feet of wall/level, up to 30 feet away
Duration: 12 minutes/level
This spell creates a thick (1 foot) wall of solid ice. The ice can
be melted, but not hacked through.
FIFTH LEVEL
Globe of Invisibility
Range: 15 foot sphere, up to 60 feet away
Duration: 5 minutes/level
Similar to Invisibility, but rather than affecting only one
being/object, everyone within the range of the sphere at the
casting time is affected. Sphere is centered around caster, and as
long as the beings/objects don't leave the sphere, he/she/it will
remain invisible. Upon leaving, that person becomes visible, and
reentering the sphere will not change this.
Globe of Protection II
Range: 10 foot sphere, up to 60 feet away
Duration: 7 minutes/level
As for Globe of Protection, but AR is raised to 65.
Shape Change (self)
Range: self
Duration: 25 minutes/level
This spell allows the caster to actually change into another being,
be it animal, human, or whatever. The creature must be an actual
known creature. Furthermore, the caster does not gain any
abilities of his/her new shape. For example, if the caster changes
into a fish, he/she can not breathe in water. (Consequently, a
fish is not a very good thing to change into.) Birds, cats,
dragons, horses, and many more are possible. The caster retains
all of his/her original stats, life points, abilities, etc.
Strength
Range: touch
Duration: 6 minutes/level
Affected creature's strength score is doubled for the duration of
the spell.
Teleport Self
Range: 10 miles away
Duration: permanent
This spell instantly moves the caster and up to their INT in pounds
to a place up to 10 miles away. There are rates of failure, as
described below:
Well known place 2% failure
Somewhat known place 20% failure
Place heard/read about 40% failure
Never before heard of place 90% failure
Results of failed teleportaion:
0-20 stayed in same place; double spell cost spent
21-80 way off, unknown location
81-90 into a wall, round, etc. (Death)
Wall of Stone
Range: 5 feet of wall/level, up to 30 feet away
Duration: 12 minutes/level
As per Wall of Ice, but can't be melted.
SIXTH LEVEL
Magic Barrier
Range: 5 feet of wall/level, up to 50 feet away
Duration: 10 minutes/level
This spell creates an invisible, impenetrable (from either side)
wall. Not even air can pass through it.
Mystic Lock
Range: touch
Duration: permanent
Creates a magical lock on a door's actual lock, making it
impervious to lockpicks. Only a Remove Mystical Lock spell can
remove this spell, making the door usable.
Shadow Command
Range: 20 feet
Duration: 2 minutes/level
This spell allows the caster to actually bring shadows to life,
under his command. They can't be harmed by any physical or psionic
attacks. They assume the shape of large (about 7-8 feet tall)
creatures with fangs and claws. They are sinister and will do what
the caster tells them. When the spell expires, they return to
normal shadows. The stats for Shadows are below.
STR 95
INT 35
DEX 50
REF 85
END 75
CH 15
Shape Change (others)
Range: 10 feet
Duration: 15 minutes/level
Functions the same as does Shape Change (self), but can only affect
others. Living beings only.
Teleport Others
Range: 5 miles
Duration: permanent
Functions as per Teleport Self, but only teleports others.
Inanimate objects included.
Wall of Fire
Range: 5 feet of wall per level, up to 30 feet away
Duration: 10 minutes/level
Same as Wall of Ice, but creates a 1 foot thick wall of flames.
The flames can be put out with a very powerful stream of water.
SEVENTH LEVEL
Globe of Flying
Range: 10 foot sphere
Duration: 6 minutes/level
Same as Fly spell, but allows all creatures within the radius to
fly, the caster controlling the direction of flight and being at
the center of the sphere.
Sanctuary
Range: touch
Duration: 5 minutes/level
Allows the caster to free or specified person to step in and out of
reality. Caste merely walks into a shimmering cube, which whisks
him/her to another dimension. The caster can still see the real
world, but can't be seen by others, nor be harmed by anything
except psionics.
See the Unknown
Range: 15 feet
Duration: 3 minutes/level
Allows the caster to see things that happened in a 15 foot radius
in the past. Old footsteps, items, people, etc will be seemingly
recreated in vivid, twisted colors.
Shock Wave
Range: 5 feet of wall/level, move at 5 feet/level
Duration: until maximum move has been reached
This unusual spell creates a wall of high-pitched sound that moves
along at tremendous speed, knocking down anything that gets in it's
path (unless firmly attached to the ground). In addition, all
victims will experience extreme pain as the wall gets closer.
Anyone struck by it should roll under their END score. If they
fail, they take 1d8 damage.
EIGHTH LEVEL
Familiar II
Range: 20 feet
Duration: permanent
This spell is similar to Familiar, but allows the caster to utilize
a familiar of up to bear-size.
Flesh to Stone
Range: 15 feet
Duration: permanent
Turns any creature (lizards, humanoids, dogs, birds, etc.) into
stone. The damage is permanent. This spell can be reversed to
change those turned to stone back into their normal selves.
Mystic Duplicate
Range: self
Duration: 1 day (12 hours)/level
This spell creates an exact double of the spellcaster. This double
can speak, attack, cast the same spells, has all the same skills,
and has the spellcaster's memory.
Regenerate
Range: touch
Duration: permanent
This spell will restore severed limbs to their previous condition.
NINTH LEVEL
Death
Range: 10 feet
Duration: until victim is dead
This spell does not kill instantly, but rather after the spell is
cast, the victim loses 1d8 LP per round as long as he/she is within
range of the spellcaster and the caster maintains visual contact
with the victim.
Destruction
Range: 15 foot radius, up to 30 feet away
Duration: instantaneous
This spell causes a ring up complete and utter annihilation. The
earth splits open, swallowing up everything unable to grab hold of
support. The terrain is left uncrossable. While this spell only
affects a small area, it can be quite devastating.
Globe of Chaos
Range: 15 foot radius, up to 60 feet away
Duration: 1 minute/level
Another awesome spell, this one inflicts 1d6 damage per round on
everyone within the radius. In addition, victims can barely tell
their right from their left, and are at -5 per level of the
spellcaster to hit (LR and HTH).
MINOR MIRACLES
Charm
Range: 20 feet
Duration: 3 minutes/level
This miracle fools the victim into thinking that the caster is
his/her best friend. This person will answer any and all questions
the caster asks, truthfully, and will do anything the caster says,
including committing suicide. If the victim is told to do this,
he/she gets another saving throw. If made, he/she will not commit
suicide but will remain under control. The order to commit suicide
can only be given once per charm. Can only be cast on one person
at a time, and only on intelligent creatures. Victim will remember
everything upon waking.
Control Small Fires
Range: 10 feet
Duration: 5 minutes/level
This miracle allow the caster to take control of minor fires
(campfires, torches, etc), determining their size, heat, direction
spreading, etc.
Create Bread and Water
Range: touch
Duration: permanent
Allows the caster to touch one inanimate item (paper, sack, sword,
etc) and turn into 1/4 loaf of bread and 1 cup of water.
Darkvision
Range: 30 feet
Duration: 2 minutes/level
This miracle allows the caster to see up to 30 feet in total
darkness. The caster can see as well as in a lit room.
Feign Death
Range: self
Duration: 5 minutes/level
This allows the caster to "play dead". He/she can only vaguely
hear and see, and can't speak, move, use psionics, cast spells, or
defend himself. The caster's pulse and body functions are
drastically slowed. Spell can't be canceled at any time; full
duration must expire before the caster comes out of it.
Flash of Light
Range: 10 feet
Duration: instantaneous
This miracle creates a brilliant flash of light similar to a flash
on a camera, but much brighter and bigger. Any looking into the
light go partially blind for 1d4 minutes. While blinded, attempt
to hit or defend are at -50, and skills are impossible.
Foresee
Range: N/A
Duration: instantaneous
This miracle allows the caster to "feel" weather a certain action
may be wise or not. Feeling is very general.
Globe of Draining
Range: 10 foot sphere, up to 30 feet away
Duration: 3 minutes/level
Creates a shimmering sphere that drains 1d4 LP per round of any
within it. Beings caught in it can leave at any time and suffer no
further damage. Reentering the sphere is possible.
Guiding Hand
Range: touch
Duration: 5 minutes/level
This miracle gives the affected being a +10 to hit with any HTH
attack.
Lightning Strike
Range: 20 feet
Duration: instantaneous
Summons a lightning bolt from the heavens and hits any one person,
animal, or object. No saving throw. Damage is 1d6 per level of
the caster.
Minor Heal
Range: touch
Duration: instantaneous
This miracle allows the caster to heal 1d6 damage done to any
being, including him/herself.
Paralysis
Range: 15 feet
Duration: 4 minutes/level
Affected being is temporarily unable to move any limbs. They can
talk, see and hear, but cannot move or cast spells.
Sense Good
Range: 10 feet
Duration: N/A
This miracle causes any good (saintly included) beings with the
spellcaster's radius to be revealed.
Sense Evil
Range: 10 feet
Duration: N/A
As for Sense Good, but evil (and sinister) beings are revealed.
Slay Evil
Range: touch
Duration: 5 minutes/level
This miracle allows the affected being to get a +10 HTH bonus
against any beings of evil or sinister alignment.
Slay Good
Range: touch
Duration: 5 minutes/level
As for Slay Evil, but bonus is against good and saintly beings.
Speak with Animals
Range: 20 feet
Duration: 10 minutes/level
Allows the caster to commune in basic thoughts and words with
animals, intelligent or not.
Speak with Plants
Range: 20 feet
Duration: 10 minutes/level
Same as Speak with Animals, but caster can commune with plants.
Speak with Dead
Range: 1 being
Duration: 10 minutes/level
This miracle allows the caster to speak with any one deceased,
intelligent being. The being will speak in its native language and
retains all memories and personality. It may refuse to answer.
Unseen Defender
Range: touch
Duration: 5 minutes/level
Adds 10 to affected being's AR for the duration of the miracle.
Water Breathing
Range: touch
Duration: 3 minutes/level
Allows the affect being to breathe underwater perfectly normally
for the duration of the miracle.
MAJOR MIRACLES
Animate Dead
Range: touch
Duration: 5 minutes/level
This miracle allows the caster to recall 1d4/level dead to life.
These dead are under complete control, as they have no
intelligence. They can only comprehend simple commands and will
only obey the caster. They can not be charmed.
Control Animals
Range: touch
Duration: 5 minutes/level
Allows the caster to direct one animal, up to bear size. The
animal can only understand simple commands and will obey only the
spellcaster.
Control Major Fires
Range: 10 feet
Duration: 10 minutes/level
As per Control Small Fires, but large fires can be controlled.
Domination
Range: touch
Duration: 5 melee rounds/level
Allows any one being to be temporarily heightened in combat. They
gain +5 to their HTH and LR values, and +15 to their AR for the
duration of the miracle. An additional +2 to damage os added to
any existing modifiers.
Eclipse
Range: N/A
Duration: approx. 10 minutes
Causes a partial eclipse of the sun. The eclipse is not because of
the moon or any other heavenly body, it just happens.
Fire Breath
Range: 10 feet
Duration: instantaneous
This enables the caster to breathe out a forceful burst of flames.
Anything within 10 feet in front of the caster is caught in their
blast, and suffers 1d6/level damage.
Flood
Range: 50 foot radius
Duration: instantaneous
Causes the radius to flash flood, creating about 1 foot of water in
a powerful stream, washing away anything or being not held down.
Ice Jet
Range: 30 feet
Duration: Instantaneous
Allows the caster to fire a thick high-powered stream of ice,
knocking back any target it hits. Victim is knocked back 2
feet/level of the spellcaster, and 100 lbs per level can be
affected. Thus, a 9th level Cleric could knock a creature of up to
900 lbs back 18 feet. In addition, this miracles does 1d4 damage
for eavery three feet knocked back, rounding fractions up.
Major Heal
Range: touch
Duration: permanent
Allows the caster to heal anyone (including self), restoring 2d6+3
LP.
Regenerate
Range: touch
Duration: permanent
This miracle allows the caster to restore a severed limb to any
being but him/herself.
Resurrect
Range: touch
Duration: permanent
Enables the caster to bring the deceased back to life. Body must
be whole, or at least have all parts gathered together, and must be
no older than 2 weeks. This spell is very draining, and
permanently subtracts 5 from the priest's END score.
Staff of Snakes
Range: touch
Duration: 3 minutes/level
Causes any staff the caster touches to turn into 1d6 snakes that
will attack whatever is front of them. They are not poisonous, but
do 1d4 biting damage each.
Stop Poison
Range: touch
Duration: permanent
Allows any poison victim to be healed instantly. The poison simply
leaves the system.
Summon Winds
Range: 30 feet
Duration: 2 minutes/level
Summons very strong, fast winds that swirl around an area up to 30
feet away. Anyone or thing not braced will be blown about 20 feet
away, suffering 1d8 damage.
PART FIVE: EQUIPMENT
The following part is divided into several sections of equipment:
armor, weapons and general equipment.
Armor
Armor is divided into two classifications: light and heavy. The
main reason for this is that some skills may have modifiers
according to armor type; ie, one's stealth skill would be reduced
due to heavy armor, mainly because most is metal and therefore
clanks when moved.
A shield group is included following the armor listing.
Armor has a name and size designation (full or half). Full covers
the entire body: head, torso, and limbs. Half is usually a vest
with a helmet. Cost in royals (g) is next, followed by DA, PR, and
AR. The higher these are, the better. This is explained in more
detail in Part Six: Combat.
Light Armor cost(g) DA PR AR
No Armor 0 0 0 0
Cloth (full) 30 0 5 10
Padded Cloth (full) 75 0 10 15
Leather 115 1 15 25
Studded Leather (full) 300 2 15 35
Heavy Armor cost(g) DA PR AR
Chain Mail (half) 250 2 20 30
Chain Mail (full) 450 2 20 45
Plate Mail (half) 675 3 25 50
Plate/Chain (full) 1200 3 30 55
Plate (full) 1500 3 30 65
Shields cost(g) DA PR AR
Small Wood 10 0 0 2
Large Wood 15 0 0 3
Small Metal 25 0 0 5
Large Metal 50 0 0 10
Weapons
TYPE SIZE DAMAGE COST
Awl pike L 2d6 70
Axe, throwing S 1d6 10
Axe, battle1 M 1d10 60
Axe S 1d8 30
Ball and chain M 1d8 75
Bastard sword L 1d10 60
Bow, long L - 110
arrows - 2d6 30/dozen
Bow, short M - 45
arrows - 1d6 15/dozen
Broadsword1 M 1d8 40
Claymore1 L 2d6 90
Club M 1d6 10
Cross bow1 M 1d8 90
Cutlass M 1d6 50
Daggers, knives S 1d6 15
Dart S 1d4 2
Flail1 L 2d6 85
Halberd1 L 2d6+3 90
Lance L 1d8 95
Long sword L 1d10 85
Mace and chain M 2d6 75
Mace M 1d8 60
Morning star M 1d8 60
Quarterstaff1 L 1d4 35
Scimitar M 1d6 50
Short sword M 1d6 60
Sickle1 L 2d6 75
Sling S - 15
sling stones - 1d4 Free
Trident1 L 1d8 65
War hammer1 L 1d10 70
Whip L 1d6+1 30
A '1' after a weapon denotes a two-handed weapon
Miscellaneous Equipment
Clothing Cost
Skirt 15
Dress (common) 40
Dress (embroidered) 75
Surcoat 50
Boots (leather) 20
Boots (hard leather) 30
Belt 6
Sheath (sword) 25
Sheath (knife) 15
Cape 35
Cape (hooded) 45
Robe 40
Robe (hooded) 45
Jacket (light) 30
Jacket (heavy) 55
Coat, fur 95
Scarf 10
Carrying Devices Cost
Saddle bag 30
Belt pouch (large) 7
Belt pouch (small) 5
Small sack 7
Large sack 10
Backpack 30
Water skin, 1/2 gallon 15
Water skin, 1 gallon 25
Small box (wood) 10
Medium box (wood) 15
Chest (small) 35
Chest (large) 55
Small box (metal) 20
Medium box (metal) 30
Food Cost
Chicken 10
Duck 15
Pheasant 35
Turkey 30
Fish 5
Rabbit 15
Venison, 1 lb 35
Beef, 1 lb 25
Pork, 1 lb 20
Lamb, 1 lb 15
Beef jerky 10
Salt, 1 lb 7
Sugar, 1 lb 6
Bread, 3 loaves 1
Pepper, 1/4 lb 7
Flour, 1 lb 2
Eggs (1 dozen) 2
Hay, 20 lbs 15
Ale, 8 oz 7
Beer, 8 oz 9
Wine, 8 oz 15
Rations (1 week) 20
Other Cost
Rope (50 ft) 20
Lock (key type) 10
Net, man-size 45
Sleeping bag 55
Blanket (light) 10
Blanket (heavy) 15
Tent, 4 man 135
Flint/steel 5
Tinder box 8
Torch, 4 hrs 7
Candle, 2 hrs 10
Oil lantern (6 hrs/pint) 15
Oil (1 pint) 8
Paper, 20 sheets 25
Parchment, 20 sheets 45
Book, paper (100 pages) 65
Book, parchment (100 pages) 130
Ink 5
Quill 8
Brush 35
Tobacco, 1 oz 15
Soap 4
Wax 15
Iron spikes, 10 35
Mirror, steel 25
Lockpicks 30
Hammer, small 20
PART SIX: COMBAT
Technical Terms
Certain technical terms are often used during combat. Some are
explained below.
Melee round: last about 5 seconds. Opponents strike, block or
dodge, and counter strike.
Initiative: determines who strikes first.
Attacks: number of attacks a certain character gets per melee.
Strike: attempt to hit an opponent.
Critical hit: does double, triple or even quadruple damage.
Dodge: attempt to avoid being hit by moving out of the way.
Saving throw or save: attempt to resist magic, miracles, poisons,
etc.
Armor
The avaliable types of armor are listed in Part Five: Equipment.
They all (except shields) have three values: DA, PR and AR. These
stand for Damage Absorption, Protection rating, and Armor Rating,
respectively. The DA number is the number of points of damage
subtracted from a successful blow to a character. (ie, if you are
hit for 5 points of damage, and your armor has a DA of 1, you only
take 4 points of damage). The PR number is the number of blows the
armor will protect you from before it becomes useless. Once point
of PR is subtracted each time the character is hit, regardless of
how much damage is taken. When this number reaches 0, the armor
doesn't protect at all. Finally, the AR number is how efficient
the armor is. If an attacker strikes at you and hits, you can roll
percentile to avoid the hit. If the result is over your AR, the
attacker rolls for damage and your DA is subtracted from this. If
the result is under your AR, then your armor absorbs the hit and
you take no damage (but one PR point is still subtracted).
Combat Melee Round
Combat is divided into several segments; they are described below.
Initiative
The first thing to do is determine initiative. To do this, roll
1d20 and add any initiative modifiers to this number. This can be
done two ways: one initiative roll for both the party and their
opponents (modifying both rolls by REF, using the score of the PC
and NPC with the highest REF out of the group), or individual
initiative can be used (ie, each PC and NPC rolls for initiative)
To modify initiative rolls, the first digit of each member of each
party's REF score is added to this roll, or the first digit of the
PC and NPC with the highest score is added onto the group roll.
Highest initiative goes first, then second highest, etc.
Initiative is rolled at the beginning of each melee round (ie,
after everyone has gone, roll again). Optionally, initiative can
be rolled once and kept for the entire encounter. (Until one group
is destroyed or flees). If a group or person is surprised, they
get no attack for the first melee.
Attacking
The person with the highest initiative attacks first. That person
can engage in hand to hand combat, long range combat, cast a spell
or prey for a miracle, or perform any other action they could think
of. Remember, a melee is 5 seconds, so if someone wants to do
something that requires 1 minutes, they will be doing it for 20
melee rounds.
Each weapon a character uses has an HTH or LR value. The PC or
NPC's HTH value in combat is the total of their REF to-hit
modifiers plus class modifiers, plus any weapon skill modifiers,
magical modifiers or anything else that applies.
The same goes for the base to-hit in LR combat, except the PC or
NPC's DEX to-hit modifiers are used rather than REF modifiers.
To engage in hand to hand combat, the attacker rolls a 1d20. If
the rolled number is lower than their HTH score for that weapon, a
hit is made. Otherwise, the character misses completely. The
following weapon skill modifiers apply:
If character doesn't have a skill for that particular weapon type,
attacks are at -5
One skill slot gives a +2 to hit
Each additional slot gives an additional +1
If the blow is good enough to hit, the opponent must try to defend
against it. To defend, the defender must roll under their Armor
Rating (AR), which may be modified by REF. If they succeed, then
their armor absorbs all damage, and one PR point is subtracted from
the armor. If they roll over their AR, damage is rolled and the
armor's DA is subtracted from the damage. Whatever is left is the
amount of damage the character takes. If the final damage is 0 or
less, one point of damage is taken. Either way, one point of PR is
subtracted. If the attacker's strike is not good enough to hit
(they roll over their HTH or LR), no defense roll is needed; they
missed completely. The amount of damage a weapon does is given in
Part Five: Equipment.
To-Hit Bonuses for Occupations
Class HTH LR
Mage +1 +1
Priest +2 +1
Warriors +3 +1
Knights +2 +2
Yeomen +1 +3
Rogues +2 +2
Tracker +2 +2
To-Hit Bonuses for Stats
HTH LR
REF DEX
0-39 -1 0-39 -1
40-70 0 40-70 0
71-80 +1 71-80 +1
81-90 +3 81-90 +3
91-95 +5 91-95 +5
96+ +10 96+ +10
Critical Hits
If the attacker rolls a 1 on their to-hit roll, it counts as an
automatic hit (the defender does not get to roll against his/her
AR). The hit also does double the damage rolled, possibly even
three or four times as much damage, for the warrior and knight
class. PR and DA do apply.
Backstabbing
Backstabbing is basically sneaking up on an opponent and plunging
a knife in their back when they are not looking. They weapon must
be a HTH weapon. In order to backstab, a successful stealth roll
must be made. After that, a to-hit roll must be made. If the
character succeeds, damage is rolled and multiplied as is specified
undoer the Rogue occupation description. The victim can't roll
against their AR, but rather fail automatically. PR and DA do
apply. A failed roll means no damage is done and the character is
discovered. Any PC may use this technique, but rogues may do up to
quadruple damage. Backstabbing is considered ruthless and unfair.
Number of Attacks
At higher levels, some character occupations may get more than one
attack per melee round.
Magic in Combat
The mage and priest classes each get two spell attacks at higher
levels. This means they can cast two spells per melee round.
Armor
Mages and priests, since they are not specifically trained for
fighting, suffer penalties when wearing heavy armor. Stealth is at
-50.
Example of Combat
The following is an example of how one melee round might go.
Goldor and Dorf, a warrior and a tracker, run into a hostile orc.
Initiative rolls are made. Goldor rolls a 9, and has a REF of 83.
This gives him a bonus of +8. His modified score is 17. Dorf
rolls a 20, and his REF is 67, making his initiative 26. The orc
rolls a 15, and has a REF of 58, making his 20. Dorf goes first,
since his initiative was higher. His HTH for long sword is 8 (+3
for his REF, +2 for his occupation, and +3 because he has two skill
slots used for long sword). He rolls 7 on 1d20, just under his
long sword HTH. His swing is good enough to hit. The orc rolls
against his AR (half suit of chain mail), which is 30, and gets a
37, not quite good enough. Dorf rolls damage (1d8 for a long
sword) and gets a 6. The DA for a half suit of chain mail is 2, so
the final damage done to the orc is 4. The orc's armor's PR is
reduced by one, taking it to 19. This means that his armor his
protect him from 19 more hits, and after that it is useless. The
orc has the next highest initiative, and swings with his dagger.
His dagger HTH is 4 (he is a warrior, giving him a +2, his REF
gives him no bonus, and his one skill slot gives him +2). He rolls
a 2, which is good enough to hit. He was swinging at Dorf, so Dorf
rolls percentile against his AR, which is 55 (full suit of
plate/chain). He gets a 53, just barely making it. The orc hits,
but Dorf's armor takes all of the damage, so he only takes one
point. Dorf's PR is reduced by one, making it a 29. Finally, Borg
fires his long bow. His long bow LR is 14 (+10 for his DEX of 98,
+2 for his occupation, and +2 for his one skill slot). He rolls a
17, so the arrow misses. Everyone has done something this round,
so a new round is declared and initiative is rolled again.
Saving Throws
Saving throws, or saves, are used for various purposes. These
include pisonics, spells, miracles, coma/death, and poison. They
are rolled on a d20, and the higher the roll the better. Success
means the thing being saved against had no effect. The following
are the base numbers to be rolled above on d20. These may
occasionally be modified.
Spells: 13
Miracles: 15
Psionics: 17
Poison: 14
Coma/death: 13
Coma/death
When a character's life points are reduced to 0, that character
falls into a coma. The character can take damage below 0, 1 point
for every 10 points of END, rounding down. For example, a
character with 56 END could survive to -5 life points. When a
character goes to -1 (every character can live to -1, regardless of
END), that PC must make a save versus Coma/death. He/she gets two
tries to make it. If both fail, they die. If one or both succeed,
If one or both succeed, the PC lives, but is still in a coma.
Every time the PC's life points drop one more (from -1 to -2, -2 to
-3, etc) this check must be made, with two tries. When the PC's
life points go below their END maximum (from -1 to -10), that
person is dead. The only way he/she can be revived is by a
resurrection spell.
Combat Skills
The following are skills that are used in combat. Some classes may
have restrictions on the combat skills they can use. This does not
mean they cannot use that weapon type at all, it simply means they
can't become proficient in the use of that weapon type. If a skill
for a particular weapon type is not taken, any strikes with that
type are at -5 on the attack roll. If a skill slot is possessed,
a +2 modifier is applied. A character may have more than one skill
slot used for a particular weapon type, but may take only one skill
slot at a time. Each additional skill slot gives an extra +1.
The combat skills are as follows:
Blunt
Knives
Short Swords
Staves
Crossbow
Sling
Small shield
Large shield
Lance
Pole arms
Spears/forks
Large swords
Short bow
Long bow
Axe
Whip
Ball and chain
Sickle
PART SEVEN: GM INFORMATION
The game master is perhaps the most important person in a
game. He/she is an author, an actor, and a referee. The GM always
has the last word. These rules are merely guidelines, and the GM
can and should feel free to change any he/she does not agree with.
Starting a Campaign
After everybody to be included in the campaign has made characters,
a place to play is needed. Libraries, student unions, and player's
homes may all offer good playing places. Wherever it may be, it
should be a place that will be free of distraction, and the players
and GM should be free to make some fairly loud noise. Many gaming
groups like to have players (and GM) take turns bringing snacks,
drinks, etc. Anything high in everything bad for you makes good
gaming food. Most typical gaming session last anywhere from 2
hours to 4 or 5. There should be enough pencils, paper and dice
for everybody.
The first thing needed by the GM is an adventure. Tips on making
your own adventure are given later on in this chapter. There is
also one mini-adventure included at the end of this chapter.
Next, a world to adventure in is needed. Part Eight: World
Background provides a fairly detailed background for a world to set
your campaign in. This world will be further supported, minimizing
much work on the part of the GM. Still, many GM's like to build
their own worlds sooner or later. A brief history of the world is
always good, and the players should know some, but not all of this.
Maps of the world and the specific area to be adventuring in are
also helpful.
Running the Adventure
With practice, running an adventure can be fairly easy. The GM
describes the world and actions to the characters, they react, and
the GM gives them the consequences of their actions.
The GM should always be fair and impartial. Nobody should get
special privileges or be immune to any rule, unless everyone is;
all for one and one for all.
If something doesn't make sense, change it. If rule states
that falling 100 feet causes 1d6 damage, and you think that's
pretty ridiculous, change it! But once it is changed, make it the
same for everybody, and be consistent.
Don't dwell on rules or arguments. If a rules question arises
that would take 30 minutes to resolve, make up something and go on.
It can always be looked after the adventure is over with.
Many first time GM's think that their goal is to try and kill
the PC's. This isn't quite true. While it can be fun sometimes,
no one wants to go through five characters in one month. This
discourages them, and they tend to just slop characters together in
5 minutes, not worrying about personalities, backgrounds, etc. The
players should have a fairly hard time trying to get killed, but
they should not be immortal.
As a GM, you are also everybody but the PC's. These people
and creatures are called NPC's, or non-player characters. In
playing these NPC's act the part out. If the bartender is a rude
man that waves his hands in the air when he speaks, don't just tell
the PC's, show them. Insult them and thrash or whatever. Even a
decent acting job will liven play for everybody.
Often times, a player will say they are doing something, and
after it is done and the consequences are bad, they say, "Wait! I
don't' do that! Instead..." Don't let them. If this seems to be
a problem, enforce a "what you say is what you do" rule.
Basically, if a PC is not talking to you as a GM, assume their
character is speaking aloud.
When in doubt, roll and shout. In other words, if an unusual
situation arises that is not covered in the rules, roll some dice
and move on or just make up something.
Creating Adventures
Before creating adventures, the GM should talk to his/her
players. What kind of adventures do they like? Are they "hack-
and-slashers"? Problem solvers? Mystery lovers? Find out what
they like, and those are the adventures that will capture their
interest.
Once you know what kind of adventure you and your players
want, a basic plot is need. Plot ideas can come from gaming
magazine, your players, other GM's, movies, and books. In fact,
just about anything can be turned into a basic plot for an
adventure in some way or another. Most GM's like to create
adventures that tie into each other in some way, although that may
not come evident to the players for some time. "Oh, hey...
remember that weak, poor peasant you rescued a few months ago?
Well, here he is now! Uhh.. he doesn't look too poor, though. Or
too weak. And he's got about a hundred friends... and they look
very mad. What's that? I don't know why! Maybe you should ask
him! Well somebody has to! Guys? Hey, guys? Wait, come back!"
Once you've got a basic plot written out, it needs to be
expanded on. Who are the major NPC's in this adventure? What are
their motives? What is going on elsewhere? Where do the PC's come
into all this? Some GM's write down everything... what NPC's say
word for word, what time certain things happen, what the whether is
like, what the going rate for fried slugs is... others just write
out the bare bones, going over the rest in their heads and ad-
libbing. Both are suitable. Whatever turns you on.
Once your adventure is down on paper, you need a way to get
the PC's involved. A friend or contact could be murdered or
missing, some old guy approaches the PC's in a tavern, they find a
cryptic map, or someone dying or being killed right in front of
them, muttering a few last urgent words. These are some of the
more common "hooks", as they are called. You may have your own
ideas.
An adventure should be more than just a series of traps and
monsters. It should make the players think, compete with each
other and NPC's, use social skills, have interesting, highly
fleshed out NPC's and locations, have roleplaying opportunities,
and have mystery and tension.
As for NPC's the major ones should be rolled up as for any
other PC, and should have at least a bare-bones background and
personality. Other minor NPC's should just have AR's, and REF and
DEX scores. A short personality description is also helpful.
PART EIGHT: WORLD BACKGROUND
Long ago the world of Sumyria was ruled by an ancient, evil
and very powerful race called the Prosek. The modern Prosek are
descendants of this race, but are now very rare. The PC Prosek are
not nearly as powerful as the ancient ones, but there are still a
few very powerful and very old Prosek living in unknown areas of
the world. Though their numbers have dwindeled and many years have
passed since the time when they ruled the planet, they are still
very evil beings as a whole. They are very adept at the use of
magic, the ancient ones' power though to be ten times as powerful
as any ther race. The Prosek are, or were, actually gods. They
ruled over several small worlds, and were just and fair. Soon,
however, a small group of these gods wanted more. They began to
exploit the mortals, destroy their worlds, and create havoc. This
minority were removed from power by the other gods. They created
Sumyria and ruled the world posing as mortals, which, for all
practical purposes, was what they had become. They created the
other races to serve them as slaves.
The dwarves eventually decided they no longer wished to be
subjects of the Prosek and revolted, urging others to do the same.
The Prosek grew slightly weaker with each generation, thus making
the dwarves' task a little bit easier. After many years of bloody
struggle, the Prosek were toppled. Though most Prosek look almost
exactly like elves, dwarves can recognize a Prosek on sight,
probably due to the fact that dwarves have an instinctive hatred
for Prosek.
The Prosek took over the world over 3000 years ago, and were
overthrown over 1000 years ago. A very few ancient elves and
dwarves may know much of this history.
The means of creating the world used by the Prosek was not
mere spell power. It was with four highly magical items. These
items also have the power to recreate the world when used in
conjunction. the four items of power will be detailed in future
supplements. After the dwarves overthrew the Prosek, they
scattered the items throughout the known world. Currently the foru
major empires/kingdoms, and the Prosek, are searching for these
items. Some have greedy intentions, others are seeking them simply
to keep them from falling into the wrong hands, and still others
want them for completely different reasons. The High Kingdom wants
them so they can control a new world, and is more or less working
with Rashmyr to recover them. Both the High Kingdom and Rashmyr
would stab each other in the back if given the opportunity. The
Southlands are simply trying to keep any one group from acquiring
all four items. The orcs of the Northern Empire apparently want
the items simply because everyone else wants them. All the while
that the four are concentrating on each other, the Prosek grow more
and more powerful, and closer to their goal each day...
This is where the title of this game system comes in. Weather
or not it happens, may or may not be up to the PC's.
Now, the players and their characters don't necessarily have
to know all this. What they know is probably due to rumors, which
are fairly abundant. Some are below, alonng with their accuracy.
The Prosek created the world (true)
The Prosek are gods (part true - were gods)
The Prosek are hiding out, gaining in numbers, and plan to once
again reign supreme (true)
The Prosek are extinct (false)
Elves are direct descendants of the Prosek (false)
The characters may hear and believe other things about the Prosek,
which is just fine. More details on the Prosek and their current
status may be provided in possible future supplements.
Specific Areas in Sumyria
The High Kingdom is a large empire on the northeast corner of the
mainland. It is mainly a greedy empire, wnating to control the
rest of the continent. They have fairly good dealings with
Rashmyr.
The Demon Islands are a small group of islands northeast of the
mainland. An area of unspeakable evils, no one has been able to go
there and come back. Many believe it is an area where demons,
devils and other sinister eings dwell, thus the unkind name for
this area.
The Amvorr Jungle is only externally explored. Belived to be the
home of savage, nomadic elves. nothing more known.
The Rokron Mountains are believed to contain the gate to hell
itself deep within their core. A large group of dwarves awell in
this large mountain range.
Rashmyr is a small kingdom the Southlands. It is ruled by a
supreme dictator and is a haven for diabolicism. Theives are in
abundance and the current ruler, King Rontas, does what he wishes.
Previous rulers slowly changed this area from an anarchistic state
to a totalitarian society. Prince Irva, the son of the aging King
Rontas, speaks of world domination. The cause is still out of
reach, however, as most people here prefer to be left alone and
don't bother with the outside world. Irva believes that once his
father is out of the way, his people can be riled and his dream
fulfilled. The Rashmyrian empire can be summed up in one word:
evil.
The Northern Empire, now known as the orcish lands, was roughly
equivalent to earth's Holy Roman Empire in it's earlier days.
Soon, however, it began a rapid decline into decay, with large
troops of orcs moving into the region and destroying anything in
their path. this area is currently in complete ruin, dozens of
massive cities and beautiful architecture lying in a state os decay
throughout the land. the orcs still reside there, wandering
through the desert.
The Lower Island is a small island southwest of the mainland. It
is currently unexplored, and believed to be inhabited by tribes of
bandits and pirates, raiding any passing trading ships.
The Southlands are a group of three kingdoms united into one
empire with a shared rule. The three are all of a well-meaning
nature and have perhaps the most free society in all of Sumyria.
Currency
The standard unit of currancy in Sumyria is the Royal, and iron
coin about the size of a quarter. Other units include the
Tenroyal, Hundredroyal, and the Thousandroyal, each equal to the
number of royals as indicated. The Halfroyal is also in
circulation, but is very rare and is slowly going out of use.
Magic
Magic in Sumyria is very rare, so mages, especially powerful ones,
are both sought after and greatly feared. Many kingdoms have mages
in very high positions due to their tremendous power. Magical
items (rings, swords, armor, etc) are even less common. So rare in
fact, that 90% of all magical items will have names and complete
histories, the stuff legends are made out of. A good example of
this is swords. There are perhaps 40 or 50 magical swords in
existance today (a guess- nobody knows for sure). 75% of these are
very powerful and have names and histories. Approximately 10 of
these are extremely powerful, having their own intelligence, goals,
the ability to speak, and other very rare properties. An example
of one such sword is given below.
Soultaker, +3 Long Sword (+3 to hit, +3 damage)
Description: Soultaker's blade is pure black, engraved with
ancient Prosek runes on either side. The hilt is also black, with
a very large, blood-red ruby set up near the blade.
Other Properties: +4 vs. Prosek, -1 vs. undead. Can create a five
foot radius sphere of darkness upon the wielder's will. When used
in battle and a critical hit is scored, the defender automatically
dies, no savings throw. Furthermore, the victim's soul is taken
from their body and stored within the ruby. With each soul taken,
the ruby grows murkier. Within 24 hours of taking a soul, and
additional +1 to hit and damage is given.
Communication: Speech
Notes: Soultaker is an immensely powerful sword, forged by an
ancient Prosek king over 1500 years ago. If Soultaker is held by
anyone other than a fairly evil, or at least very selfish being, it
demands to be released. If the wielder does not comply, the sword
begins draining the user of 1d6 Life Points per round it is held,
until it is either released or the wielder is killed. Soultaker
constantly urges it's owner to "feed" it. If the sword has not
taken a soul in over two weeks, the wielder must save vs. spells to
resist going berserk and attacking the nearest being, friend or
foe. If the save is made, the wielder resists, but must save again
in an hour. If they go berserk and attack, but no critical success
is scored, the sword is not "fed", and another save must be made in
an hour. This continues until Soultaker takes a soul or the
wielder is carried away in a straight jacket and the sword is
removed from his/her possession. Soultaker speaks in a booming,
commanding voice, and has an intelligence of 80. The ruby in the
hilt can be smashed by a hammer of the gods. If this is done, all
souls taken by the sword are released and the sword looses all of
it's powers, becoming a normal long sword.
Dieties
Dieties play a fairly major role in Sumyria, as they often
interact with mortals. Some of the more popular dieties are
presented below. All priests must worship a specific diety. Some
dieties grant special powers to their priests, but also have
certain restrictions on the miracles they have access to.
Adriel
Goddess of Luck
Patron goddess of rogues
Priests of Adriel can opt to reroll any failed roll (savings throw,
attack roll, defense roll, etc.) once per day. They have access to
all minor miracles.
Alquaryn
Goddess of Water, Lady of the Sea
Priests of Alquaryn have the natural ability to breath and swim in
water as well as a fish, and have access to all minor miracles.
They also have access to the Flood and Ice Jet major miracles.
Crym
God of Earth
Priests of Crym gain no special benefits, but have access to all
major miracles.
Iolan
God of Fire
Iolan's priests can become completely resistant to any fire once
per day. They have access to all minor miracles and the Flame
Breath and Control Major Fires major miracles.
Llyra
Mistress of the Night, The Moon Goddess
Priests worshipping Llyra gain no special abilities, but have
access to all miracles.
Lokan
God of light
Patron god of knights
As for Llyra, priests of Lokan have no special abilities, but have
access to all miracles.
Lothwyn
Goddess of Beauty, Love
Priests of Lothwyn may cause a minor charm to befall any individual
once per day. The charm will cause the affected to be madly in
love with the priests, and will do anything for him/her, short of
suicide.
Mirar
God of Life
Patron god of knights
Priests of Mirar have access to all miracles.
Rath
God of War
Patron god of warriors
Priests of Rath can, once per day, instill a battle blessing upon
oneself and everyone in a 10 foot radius. This gives a +2 bonus to
HTH and LR values, and +1 damage bonus for HTH weapons. This lasts
for 10 melee rounds. Priests of Rath have access to all minor
miracles, along with the Domination major miracle.
Syrrath
God of Death, Murder
Patron god of assassins
Priests of Syrrath have access to all miracles.
Trykus
God of Nature, Chaos
Priests of Trykus can commune with any animal. This involves very
simple communication, being able to understand basic emotions,
wants, and needs. The animal, however, is NOT under the control of
the priest. These priests have access to all minor miracles and
the Controls Animals, Eclipse, and Staff of Snakes major miracles.
Yythus
God of Air
Priests of Yythus have access to all miracles.