The Sword of Cepheus

Winner of the “Best ATU Product” category of the Zhodani Base Awards 2020! A sorcerer blasting his enemies with the pow

668 124 43MB

English Pages [131] Year 2020

Report DMCA / Copyright

DOWNLOAD FILE

Polecaj historie

The Sword of Cepheus

Citation preview

S��������� P���������

THE SWORD OF CEPHEUS 2D6 SWORD & SORCERY ROLE-PLAYING CREDITS

AUTHORS

PROMOTIONAL VIDEO

Omer Golan-Joel.,Richard Hazlewood,

Joel Lovell

And Josh Peters

PLAYTESTERS EDITORS Richard Hazlewood and Josh Peters

INTERIOR ART Hannah Saunders, Public domain art, and Publisher's Choice Quality Stock Art © Rick Hershey / Fat Goblin Games, Luigi Castellani, Miguel Santos

Da'ud Vyd, Joel Lovell, Karsten Fritsche, Günther Lietz, Ingolf Schäfer, M Harold Page, Martin Schramm, Peter Kre�, Mark Bober

ADVISORS Marc Tabyanan, Robert Weaver

LAYOUT COVER ART

Omer Golan-Joel

Stephanie McAlea

LEGAL DISCLAIMER •

This Product is derived from the Traveller System Reference Document and other Open Gaming Content made available by the Open Gaming License and does not contain closed content from products published by either Mongoose Publishing or Far Future Enterprises. This Product is not affiliated with either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or challenge to any trademarks held by either entity. The use of the Traveller System Reference Document does not convey the endorsement of this Product by either Mongoose Publishing or Far Future Enterprises as a product of either of their product lines.



Cepheus Engine and Samardan Press™ are the trademarks of Jason "Flynn" Kemp”; Stellagama Publishing is not affiliated with Jason "Flynn" Kemp or Samardan Press™.



The names “Cepheus” and “Cepheus Engine” are used in this product with Jason "Flynn" Kemp’s permission.



Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e) and are not open content, and thus are property of Stellagama Publishing: All trademarks or registered trademarks, proper names (characters, organizations etc.), dialogue, plots, storylines, locations, characters, artwork and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as product identity (see above), any game mechanics are Open Game Content as defined in the Open Gaming License version 1.0a section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. A copy of the Open Game License license is shown on the last page of this book. To learn more about the Open Game License, please go to h�p://www.opengamingfounda�on.org/.



All events, persons, locations, and other material included within these rules are strictly fictional. This also includes the alien and psionics rules in Appendix A.

2

T�� S���� �� C������

THE SWORD OF CEPHEUS 2D6 SWORD & SORCERY ROLE-PLAYING

Copyright © 2020 Stellagama Publishing All rights reserved.

3

S��������� P���������

TABLE OF CONTENTS Introduction Die Roll Conventions

5

Combat

54

7

Damage and Healing

56

8

Morale

57

Skill List

8

Example of Personal Combat

58

Languages

9

Chase and Vehicle Combat

60

Skill Advancement

9

Example of Naval Combat

64

Character Generation

10

Skills

Sorcery

66

Step 1: Characteristics

10

The Basics of Sorcery

66

Step 2: Background Skill

12

Concentration

67

Step 3: Careers

12

Learning Spells

67

Careers

14

Critical Failures

67

Mustering Out - Material Benefits 27

Talismans and Foci

69

Example of Character Generation 29

The Shades of Magic

69

31

Example of Spellcasting

73

31

Spells

74

37

Spells

75

Gold, Silver, and Other Coins

37

Monsters

93

Encumbrance

37

Living Expenses

38

Adventuring Equiupment

39

Magical Research

117

Personal Armor

40

Generating Treasures

119

Vehicles and Mounts

41

Appendix A - Inspirational Media

127

Weapons

43

Appendix B - Legal Information

128

Hirelings and Mercenaries

45

important notice

128

48

Publishing Your Own Materials

128

Law and Chaos

48

NPC Reactions

48

The Sword of Cepheus Compatibility-Statement License (CSL) 128

Roaming the Seas

52

Traits Trait List Equipment

Adventuring

4

Monster Types Treasure

93 117

T�� S���� �� C������

INTRODUCTION A sorcerer blasting his enemies with the power of his mind. A muscled barbarian wielding a flaming sword against the local tyrant’s thugs. A secret cabal of magicians plotting to control the minds and souls of kings. A gladiator who freed himself from slavery wanders the land, righting wrongs and smashing villains. Big muscles, big swords, eldritch sorcery, powers of the mind, eldritch beasts. From Burroughs to Howard to Moorcock to Italian Peplum films to those dreaming of outlandish post-apocalyptic worlds, heroes raise swords against corrupt nobles, inexplicable sorcerers, and alien monstrosi�es. Sword of Cepheus allows you to dive right into these exciting tales and take the role of the heroes and anti-heroes wielding swords and sorcery in such se�ngs. Adventures await!

WHAT IS A ROLE-PLAYING GAME? A roleplaying game (RPG) is a game in which the players assume the roles of characters in a fictional setting. Players act out these roles within a narrative, either through literal acting or through a process of structured decision-making based on rules. These rules allow fair and dramatic resolution of uncertain or dangerous situations faced by the players’ characters. Playing Sword of Cepheus requires imagination, inspiration, and discussion. Two or more players can play, though typical groups range between 3-5 players. All you need to play is this document, a few six-sided dice, and writing supplies. One player, the Referee, “plays” the game world and describes the fictional situation, while the rest of the players each play one Player Character who acts freely within this world and deals with the consequences of their actions. Together, the Referee and players create a story, much like the way many of us used to create stories by playing make believe as young children, except with more dice and more structure.

WHAT IS SWORD OF CEPHEUS? Sword of Cepheus is a roleplaying game in the triple “Sword” genres: Sword and Sorcery, Sword and Planet, and Sword and Sandal. In Sword and Sorcery, often-amoral protagonists face vile sorcery and horrid beasts as they complete awesome adventures for gold and glory. In Sword and Planet, humans finding themselves on barbaric or decadent alien planets use their superior brawn and valiant hearts to win fame, fortune, and the heart of an alien princeling. In Sword and Sandal, often set in a quasi-

Biblical or faux-Roman world, men and women with sharp wits and strong sword-arms fight mythological creatures and overthrow tyrants. The common threads of all three genres are the blade-wielding protagonists who use their brawn, as well as brains, to fight foes both supernatural and mundane and undertake hair-raising, violent adventures. There are three main themes to Sword of Cepheus: Gri�y Heroism, Dark Sorcery, and an Open World. Gritty Heroism means that a skilled character is well above a normal person in power and ability. An expert swordsman (Melee Combat-3) in good armor can defeat many lesser warriors in armed confrontation. They will parry their opponents’ weapons and strike true at their bodies. With a good Tactics skill, they will also act well before them. However, they are still mortal. An ambush, sneak attack, poison, or other underhanded tactic will put them in grave peril. A lucky arrow can still strike them, though good armor will mitigate part of the impact. Tactics and strategy matter. Even a so-called "high level" character must think before they act, and lesser foes can defeat the heroes. Dark Sorcery implies that magic is unreliable and often corrupting to those who use them. Doubly so for any "magic items". Any spell can fail, and any ritual has a certain risk of dire consequences. Using black magic - such as necromancy - corrupts the sorcerer's soul and body. There are no teleporting supermen throwing fireballs around in Sword of Cepheus. Rather, there are sorcerers weaving subtler spells and conducting risky arcane rituals. The same goes to monsters - while often easier (on paper) to slay than those of traditional D20 games, they pose a danger to those who try to confront them - even skilled heroes. The worlds of adventure Sword of Cepheus is designed to emulate are Open Worlds. The world does not scale with the characters; a moderately skilled character can try and tackle horrible monsters, at a serious risk, while an expert adventurer can still face a challenge against "weaker" foes. The players choose the risk level; there are no scaling "challenge ratings" here. Scouting, information gathering, and knowing when to run away are important in Sword of Cepheus. This also means that lightly or moderately skilled characters can adventure, shoulder to shoulder, with highly experienced veterans, and still make a difference both in and out of combat without being totally overshadowed by their expert peers.

5

S��������� P��������� Sword of Cepheus also draws inspiration from oldschool science-fiction roleplaying games. It shares many similarities, in terms of game mechanics, with them. Materials from old 2D6 rulesets, including the OGL 2D6 Sci-Fi SRD, the Cepheus Engine Core, and Cepheus Light are easily compatible with Sword of Cepheus with only a moderate amount of adjustment. To play, you need a copy of these rules; several sixsided dice, available at game and teacher supply stores (you'll need at least two, but more is better); you’ll also need a pencil and some paper.

ABOUT THE AUTHORS Omer Golan-Joel is a 38 years old freelance EnglishHebrew-English translator and an avid sci-fi and fantasy gamer. He lives in the town of Yavne, Israel with his wife Einat and two cats Saki and Chicha – the real masters of the house – as well as an entourage of house geckos. Omer is a fan of science-fiction, fantasy, and history, an amateur cook, and a hobbyist herpetologist. He also writes sci-fi and fantasy roleplaying gaming material, including These Stars Are Ours! a full-scale campaign setting for the Cepheus Engine and other OGL 2D6 sci-fi games, which he published by Stellagama Publishing® in 2017, and Cepheus Light, a full-scale sci-fi ruleset, published in 2018. Richard Hazlewood has been playing RPGs since 1976. He served eight years in the US Navy, operating nuclear reactors on submarines. He enjoyed that so much he got out of the Navy and went into aviation. Richard has a master’s degree in Aerospace Engineering and works for a major US airline. He has two grown children and three grandchildren. Richard lives with his wife and three dogs in the Southern USA. Josh Peters is a high school math and history teacher, an accomplished drummer, and avid tabletop RPG gamer. Josh has a Master's Degree in History, and resides in Montreal, Canada, with his beautiful, pa�ent wife and two deviously adorable children.

STELLAGAMA PUBLISHING Stellagama Publishing is a small international roleplaying game publisher focused on science fiction gaming, founded in January 2016. We publish gaming material for the Cepheus Engine, 2D6 Sci-Fi OGL, Stars Without Number, and White Star RPGs. Our goals are primarily to publish enjoyable and immediately playable supplements, settings, rulesets, and adventures for our fellow players and Referees. Our flagship setting is These Stars Are Ours! a high-action space-opera universe in which Terra

6

only recently gained its freedom from the mighty Reticulan Empire. Our flagship ruleset is Cepheus Light, an old-school 2D6 sci-fi role-playing game.

TWO BASIC RULES Rule 0: to facilitate play, the Referee is the final arbiter for any game-related ques�on. Rule 1: this is a game played for fun. If a rule gets in the way of your group’s fun, change or ignore it, subject to Rule Zero, above.

A NOTE ON USABILITY All material included in this book, except for the above introduction chapter and the Open Game License text at the back of the book, is Open Content. This means that the book, with the above-noted exceptions, can serve as a basis of your rules and products (including commercial ones!), and even republished if you so desire. As noted above, the name “Cepheus Engine”, however, is a trademark owned by Jason “Flynn” Kemp and Samardan Press™ and using them is subject to consent from Jason “Flynn” Kemp and Samardan Press™. Claiming compatibility with the Cepheus Engine follows the Cepheus Engine Compatibility-Statement License, as given in the Cepheus Engine System Reference Document published by Samardan Press™.

T�� S���� �� C������ DIE ROLL CONVENTIONS

alternately, if you throw a 4, your Effect is 4 – 8 = -4.

Sword of Cepheus uses common six-sided dice. We note each die you need to roll as a “D”. Unless noted otherwise, “2D”, for example, means “roll two dice and add the results together”.

A "natural" result of 2 is always a failure, regardless of skills or other DMs. A "natural" result of 12 is always a success, even in adverse situations. In some cases, such as sorcery, a "natural" result of 2 has further dire consequences.

In this game, DM means Dice Modifier – a number you add or subtract from a dice roll. For example, “2D, DM-2” means “roll two dice, add the results together, and then subtract 2 from the total”. Another common die roll is ”D66”, typically used in large tables. In this case, roll two six-sided die, preferrably of different color. One provides you with ”ones” and the other with ”tens”, for a total of 36 possible results.

THE BASIC GAME MECHANIC The basic mechanic of Sword of Cepheus is the throw, and when we say this, we mean dice throw. Throw 2D, add the relevant skill or characteristic DM, and if the total is equal or higher than the target number, you succeed. For example, “throw STR 8+” means “throw 2D and add your STR DM; if the total is 8 or more, you succeed” The amount by which your total throw exceeds or misses the target number is called the Effect. If, using the previous example, you roll a total of 11 on that throw, your Effect is 11 – 8 = 3; Common Target Numbers Difficulty Target Number Rou�ne 4+ Average 6+ Difficult 8+ Very Difficult 10+ Formidable 12+

Opposed throws: in a situation where two characters oppose each other in an attempt, for example a thief trying to sneak past a guard, each character throws 2D plus the appropriate skill or characteristic modifier; the higher roll wins. Re-roll �es. If no difficulty level is listed, assume an Average throw (6+) Note that skilled characters are competent and can often practice their trade or profession, under normal conditions, without a throw. Use throws only when the characters are at serious risk or under pressure, such as time pressure, opposition, or adverse conditions. For example, a master healer (Medicine3) can give effective first aid without requiring a throw and can help characters recover from serious wounds but will have to make a Medicine throw to treat an unknown disease. Combat is always an adverse and stressful situation and hence the attack throws and other combat-related throws.

Examples Ligh�ng a fire without flint and steel Leading and inspiring others in combat to fight more effec�vely Finding water in a desert Foraging enough food to eat while traveling Cas�ng the most powerful spells known to mortals!

7

S��������� P���������

SKILLS Characters in Sword of Cepheus use a variety of skills to survive and thrive in worlds of horror, sorcery, and high adventure, from sailing the high seas to swordsmanship. Skills are a character’s greatest asset. Skilled characters are competent. A Skill at level 0 denotes basic training, which allows some use of the skill (without the "unskilled" penalty) but is insufficient for holding a job in that field; for example, a common town guard might have Melee Combat-0 and a blacksmith's apprentice might have Craft-0. A Skill at level 1 (denoted Skill-1) represents someone who is employable, such as a guild journeyman; Skill-3 denotes a professional, such as a guild master; and Skill-5 represents an expert – a rare true master of the craft. For example, a common village healer has Medicine-1; an experienced physician has Medicine3; and a fabled healer of the sick, far beyond any normal physician or herbalist, has Medicine-5. The task resolution system takes this into account – professionals should almost automatically succeed at routine tasks (difficulty 4+) and easily perform average tasks (difficulty 6+), while experts will almost automatically succeed in routine and average tasks and easily manage difficult (8+) ones.

SKILL LIST Alchemy: the esoteric art of combining and creating alchemical and chemical substances. Also covers herbalism and poison-making. Animals: the care and training of animals. Also covers general agriculture. Ar�fice: crea�ng and appraising magical items Artillery: the use of siege engines such as ballistae and catapults. In higher-tech settings, this also covers the use of primi�ve cannons. Art: the use of artistic talent, from painting and sculp�ng to song and dance. Athletics: the ability to exert oneself physically. You may add the Athletics skill to appropriate physical characteris�c rolls. This skill is never rolled unskilled.

Deception: convincingly avoiding the truth and misleading other people. Investigation: this skill combines keen observation, forensics, research, and detailed analysis. Jack o’ Trades: this special skill reduces the unskilled penalty (DM-3, noted above) by its level. For example, a character with Jack o’ Trades at level 2 would only suffer DM-1 to unskilled rolls. You may not gain more than 3 levels in this skill and cannot improve it a�er character genera�on. Leadership: motivating and directing others, often in �mes of crisis. Liaison: the art and practice of negotiation and diplomacy in a myriad of social situations. This skill covers diplomatic meetings, haggling with merchants, or diffusing a situation before blades start flashing. Medicine: training in the art of healing, from diagnosis to binding wounds to surgery. Melee Combat: fighting hand-to-hand, either with a weapon or unarmed. Science: the study of nature and technology. Sorcery: the dark arts of magic, from ritual spells to iden�fying and crea�ng magical items. Stealth: training in being unseen and unheard. Steward: the care and serving of passengers and other guests. Streetwise: familiarity with underworld society and the ways of working with it. Survival: staying alive in the wilderness. This also covers “outdoor” skills such as tracking, foraging, and fishing. Tactics: tactical planning and decision making, whether on the ground or in the sea. Recon: scou�ng for danger and spo�ng threats. Religion: knowledge of gods and demons – and the ways to worship them. In some settings, this skill may grant certain supernatural abili�es.

Archery: using bows and crossbows. In higher-tech settings, this also covers the use of primitive firearms.

Riding: using animals for transportation, from riding a horse to driving a chariot to riding an elephant or dinosaur.

Carousing: the art of mingling in social settings to achieve your goals. Also covers gambling.

Rulership: Administration and dealing with realms, bureaucracies, and the law. Also covers forgery.

Craft: the ability to maintain, repair, and build mechanical devices of all sorts, from crossbows to cartwheels. Also covers lockpicking.

Watercraft: controlling and using boats and ships, including naviga�on.

8

T�� S���� �� C������ A note about Cepheus Light skills: To better suit the worlds of sword & sorcery, Sword of Cepheus uses a somewhat altered skill list. Most notably, Riding is a separate skill from Animals, due to its importance as a "vehicle" skill in lower-tech societies; Archery replaces Gun Combat, Craft replaces Repair, Rulership replaces Admin, and Artillery replaces Gunnery; and there are new skills, namely Alchemy and Sorcery.

LANGUAGES

LEARNING LANGUAGES You may learn a new language by inves�ng 10 XP.

OPTIONAL RULE: FASTER ADVANCEMENT If the players and Referee desire faster character progression, grant 1 XP per session rather than adventure, or 2 XP for an outstanding job in that session. However, the limit for the total sum of a character’s skill points still exists. For even faster advancement, simply grant 10 XP after each adventure.

Any character knows a number of languages, in addition to their species' standard language, equal to their EDU modifier. After character generation, characters may learn additional languages using the experience rules (see below). There are no skill levels for languages, either a character knows that language or they do not. However, the Referee is free to allow a Level-0 version of a language skill, representing very basic understanding of that language.

SKILL ADVANCEMENT Sword of Cepheus characters can slowly improve their skills through experience. This is done by spending Experience Points (XP). A Character will typically gain 1 XP per adventure, or 2 XP if the character did an outstanding job, at the Referee’s discretion. Characters can only advance skills during downtime. Note that advancement is incremental: for example, to rise from Skill-1 to Skill-3, the character must first purchase Skill-2 and only then Skill-3. In general, a character will usually increase a level 1 to level 2 skill a�er a few months of solid play. Note, however, that the total sum of a character’s skill points may not exceed the sum of their current INT + EDU characteris�cs.

INCREASING SKILLS Spend XP to increase skills per the following table. XP Skill Costs Desired Skill Level

XP Cost

0

2

1

10

2

10

3

10

4

20

5

30

9

S��������� P���������

CHARACTER GENERATION Your character starts the game as a skilled, experienced adult. This chapter will show you how to generate a character and take them through a career.

STEP 1: CHARACTERISTICS Characteristics describe your character’s general talents and abilities. They serve as basic skills – for tasks which every human (or lizardman!) can perform, but some can perform better or worse than others. Throw 2D six times and assign the results in any order desired to your six characteris�cs:

Educa�on column in the career tables. •

A character gains a number of additional languages equal to their EDU DM.



Together with INT, Education determines the character’s maximum number of skill ranks.

Social Standing (SOC): A character’s connections and posi�on in society. •

Social Standing provides characters with a number of free Allies equal to their SOC DM.



Characters with SOC 11+ may automatically apply to the Noble career.



At the Referee's option, nobles (SOC 11+) might enjoy various social privileges or even have a fief.

Strength (STR): Physical prowess and brute force. • •

Strength determines a character’s carrying capacity. Strength, along with Dexterity and Endurance, determine how resistant your character is to physical injury. See the Combat chapter.

OPTIONAL RULE: IRON MAN! For a true old-school experience, throw 2D six times and assign them to the characteristics in the order given above.

Dexterity (DEX): Agility, coordina�on, and speed.

OPTIONAL RULE: HEROIC HEROES!



Dexterity is the characteristic used for throwing knives and bombs, as well as evading physical threats where speed is essen�al.

Throw 3D seven times and in each case, drop the lowest die, drop the lowest roll, and assign the rest to the characteris�cs as desired.



Dexterity, along with Strength and Endurance, determine how resistant your character is to physical injury. See the Combat chapter.

Endurance (END): Physical resilience, fitness, and force of will. •

Endurance is the characteristic used for avoiding physical threats, such as poison, where toughness and stamina matters; it also serves to resist effects trying to bend a character's will, from torture to sorcerous domina�on.



Physical injury is first applied to Endurance before the other two physical characteristics. See the Combat chapter.

Intelligence (INT): Reasoning, intellectual capabili�es.

creativity,

and



Intelligence is the characteristic used to resist attempts to trick the character, from hypnotism to illusion spells.



Together with EDU, Intelligence determines the character’s maximum number of skill ranks.

Education (EDU): Formal schooling and general knowledge. •

Education 8+ allows rolling on the Advanced

10

T�� S���� �� C������ ARISTOCRACY Characters with SOC 11+ are aristocrats – members of the ruling classes. From tribal chiefs to barons and royalty, they possess power and influence. The following table offers guidelines for determining a character's noble title based on their SOC characteris�c. Titles of Nobility SOC Title – European Style 11 (B) Knight, Knightess, Dame, or Gentry 12 (C) Baron, Baronet, or Baroness 13 (D) Marquis, Marquesa, or Marchioness 14 (E) Count, Countess, or Jarl 15 (F) Duke or Duchess 16+ (G+) Royalty

UNIVERSAL PERSONALITY PROFILE HEX NUMBERS

AND

Title – Indian Style

Titles – Japanese style

Jagir Sardar Mansab Zammin Raja or Maharaja

Danshaku Shishaku Hajshaku Koshaku Shogun or Emperor

PSEUDO-

You can list a character’s characteristics in shorthand, as a string of numbers in the order given above, called a “Universal Personal Profile”, or UPP. To denote numbers above 9, use a “pseudohexadecimal” system: Pseudo-Hexadecimal Digits Characteris�c 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

Le�er A B C D E F G H I J K L M N P Q

So, for example, a character with STR 7, DEX 12, END 6, INT 10, EDU 8, and SOC 11 will have a UPP of 7C6A8B. Normal humans cannot have a characteristic higher than 15 (F) other than in SOC, where the maximum is 16, however monsters may possess much higher characteris�cs.

CHARACTERISTIC DMS Each characteristic has an associated Dice Modifier (DM) based on its value or score, as noted below: Characteris�c DMs Characteris�c Score 0-2 3-5 6-8 9-11 12-14 15-17 18-20 21-23 24-25

Characteris�c DM DM-2 DM-1 DM+0 DM+1 DM+2 DM+3 DM+4 DM+5 DM+6

Above 25, a character increases their characteristic DM by another +1 per three points – for example, 2628 will have DM+7, and so on. This means that monstrously powerful creatures will almost automatically succeed in throws using their powerful characteristic. This is intentional – a massive beast, for example, would be capable of feats of strength una�ainable by most humans.

USING CHARACTERISTIC THROWS Characteristics represent general human capabilities that every character possesses to one degree or another. This is opposed to skills, which represent specialized training. These include things such as fitness and agility (STR, END, and DEX), general reasoning (INT), general knowledge (EDU), and using connections and social innuendo to further one's ends (SOC). Anyone can jump to a certain distance (DEX), but not everyone can ride a horse (Riding skill). The Athletics skill is unique in that it is the only skill that can be added to Characteristic throws, so for example, a character with STR DM+1 and Athletics-1 will have a total DM+2. It is also unique in that having no Athletics skill does not incur the Unskilled penalty described below; every character is capable of some level of physical ac�vity, a�er all.

11

S��������� P��������� STEP 2: BACKGROUND SKILL Characters start their careers at the age of 14. Before that, however, your character has already learned a single skill, based on their background. Note that if you are playing a non-human, you are not eligible for a background skill (you get racial abili�es instead). Background Skills Background Savage hinterlands Rural village Large city

Skills (choose one) Athle�cs-1, Recon-1, Survival-1 Animals-1, Riding-1, Watercra�-1 Cra�-1, Streetwise-1, Carousing-1

STEP 3: CAREERS

Educa�on table if your EDU is 8 or greater. 3.

Advancement throw: Throw for Advancement. If you succeed, you gain one rank and gain an additional skill roll on any table, though you may only roll on the Advanced Education table if your EDU is 8 or higher.

4.

Rank skills: If promoted, some ranks have skills associated with that rank. Gain that skill rank, if eligible. These are cumulative with existing skills; for example, a character with Riding-1 who receives Riding-1 as a rank skill now has Riding-2.

5.

Aging: If your character has completed their fourth term or later, (ages 30 and up), check for aging.

OPTIONAL RULE: HEROIC SKILLS

6.

Events: Roll 2D on the relevant Events table.

For truly larger-than-life heroes with cinematic-level skills, change the above rule so that the maximum number of skill levels would be double the sum of their INT and EDU characteris�cs.

7.

Re-Enlistment: Throw for re-enlistment. If you fail, you finish your career; proceed to Step 4; If you succeed, you may choose to re-enlist, or you can voluntarily terminate your career (proceed to Step 4). If you throw a “natural” 12, you must remain in your career.

8.

Additional terms of service: If you remain in your career, repeat stages 3.1-3.8 for each additional term of service. You must retire after 7 terms of service unless you throw a “natural” 12, in which case, you must retire at the end of the 8th term of service.

As noted above, characters start off at the age of 14. They then “grow” through the character generation game. Follow these steps to generate your character’s career. Each career is comprised of four-year terms of service. Each career table presents the various throws needed for character genera�on. Note that the total sum of a character’s skill Levels can never exceed the sum of their INT + EDU characteristics. However, first generate the character and list all skills, even if they exceed this limit. After Mustering Out, if the total of your skill points exceeds the sum of your INT + EDU, you may choose which skills to reduce to meet your skill total as required.

CAREER PROCEDURE 1.

Choose a Career: Try to enter a career, using its Qualification throw. If you succeed, begin the career. If you fail, you must choose either Commoner (if you have SOC 10-), Noble (if you have SOC 11+), or Vagabond (regardless of SOC).

2.

Basic Training: you gain Skill-0 in all six Service Skills of your career.

3.

Resolve your term of service: 1.

Survival Throw: If you fail, you die; roll up a new character. If you succeed, proceed to 3.2, below.

2.

Skill Table: Roll once on one of the skill tables associated with that career to gain one level of a skill. Acquired skill levels are cumulative; the first time you receive a skill, you receive it at level 1. On your first term only, roll twice and gain two skills. Note that you may only roll on the Advanced

12

4.

Muster Out: Once you complete your career, roll for Mustering Out Benefits. Each term of service you completed allows you one roll on one of the two Mustering Out tables: Gold or Material. You gain one bonus roll if you are Rank 4, two if you are Rank 5, or three if you are Rank 6. Characters of Rank 5 or 6 enjoy DM+1 on the Material Benefits table; characters with the Carousing skill enjoy DM+1 on the Gold table. No more than 3 rolls may be made on the Gold Benefit table.

5.

Exci�ng and deadly adventures await!

T�� S���� �� C������ OPTIONAL RULE: MISHAPS

ZERO-LEVEL SKILLS

Under the basic rules, characters who fail a Survival throw die, and the player must generate a new character. However, some players and Referees dislike this and consider the rule to be overly brutal. In such a case, in lieu of death, the character rolls on the appropriate Mishap table for a variety of negative outcomes. In this case, your career ends, and player characters start adventuring from this point on.

Normally, a character is either skilled in a task or unskilled. In the latter case, they suffer DM-3 for lacking the appropriate skill. However, to facilitate play, we recommend that the Referee grant a few skills as “Zero-level”. This means that while the character is not skilled enough to hold down a job with that skill, and does not enjoy a positive DM on rolls, the character is familiar enough with that skill to avoid the unskilled penalty (DM-3). Recommended Zero-level Skills for all adventurers include Athletics, Riding, Melee Combat, and Archery. In a nautical campaign, we recommend giving characters Watercra�-0 as well.

OPTIONAL RULE: MULTIPLE CAREERS Under these basic rules, you may not switch between careers or begin a new career once your career has ended. At the Referee's discretion, characters who failed their re-enlistment throw, or characters leaving their career voluntarily, may try to enter a new career. Make a Qualification throw for the new career, DM-1 per previous career. If successful, the character has begun a new career; if the roll failed, the character must muster out and begin adventuring. However, you do not gain Skill-0 in the Service skills of your new career, only the first career. Note that this rule tends to produce more skilled characters than the basic rules.

Note that characters automatically gain Skill-0 in all six of their career's Service skills upon entering their career.

13

S��������� P��������� CAREERS The following twelve careers provide a wide selection of common Sword & Sorcery tropes. Other careers, especially setting-specific ones, ar possible at the Referee's discretion or as given in a campaign setting rulebook. Non-humans, presented in Appendix A, have their own careers.

BARBARIAN STR 7+ END 7+ STR 6+ 6+

+1 SOC

Qualifica�on Survival Advancement Re-Enlistment Mustering Out Benefits 1D Gold 1 10 2 20 3 30 4 50 5 100 6 150 7 300

Service Animals Melee Combat Archery Athle�cs Riding Survival

1D 1 2 3 4 5 6

Advanced Educa�on Cra� Medicine Leadership Liaison Tac�cs Survival

You were a savage warrior of the wilderness, as untamed and as resilient as the nature you lived in.

Rank Title 0 Brave 1 Tribesman 2 Chief 3 Chie�ain 4 Warlord 5 Thane 6 Jarl Skills and Training 1D Personal Development 1 +1 STR 2 +1 DEX 3 +1 END 4 +1 INT 5 Riding 6 Athle�cs

Skill or Bonus Survival-1

Leadership-1

Specialist Survival Stealth Tac�cs Watercra� Recon Melee Combat

Materials Weapon Armor +1 END Weapon Hound Mount Retainer

Mishaps 1D Mishap 1 Severely Injured! You are badly wounded in a battle or while hunting. Roll twice on the Injury table and take the lowest roll. However, on a throw of INT 10+ you gain one level of Medicine. 2 Famine! Your tribe suffered from severe famine and was wiped out. Reduce your END by 1. 3 Invaded! Your tribe was attacked and taken over by another tribe. You may stay in this career if you forfeit all your Benefit rolls and reduce your rank to Rank 0 (Brave). 4 Betrayed! You were betrayed by a close companion. Change an Ally into an Enemy. If you don’t have an Ally, you were betrayed by another member of your tribe and you s�ll gain an Enemy. 5 Injured! You are injured, you must roll on the Injury table. 6 War! Your tribe is involved in a major war, and you lost. Throw END 10+ to avoid a roll on the Injury table. Events 2D Event 2 Mishap – Roll on the Mishap table, but you are s�ll the terror of the wastelands and may stay in this career. 3 Civilized – You spend �me in a city or other area of “civiliza�on”. Gain Carousing, Streetwise, Cra�, or one Language. 4 Spy – You are sent to spy on another tribe. Throw INT 8+ to gain one level of either Decep�on or Recon. 5 Hard Times – Your tribe falls on difficult times. Throw END 8+. If you succeed, gain a level of Survival. If you fail, roll on the Injury table. 6 Enslaved – You are captured and enslaved. You eventually escape but lose your Benefit roll for this term. 7 Life Event – Roll on the Life Event table. 8 Savior – You save the life of another tribe member. Gain an Ally. 9 Travel – You travel to strange, faraway lands. Gain one level of Survival, Animals, Riding, or one Language. 10 Hero – During a daring raid on or by a nearby tribe, you save the life of several tribal members. Throw END 8+. If you fail, roll on the Injury table. If you succeed, gain an Ally. Either way, gain a DM+2 on your next Advancement roll. 11 Treasure – You discover or steal a valuable treasure. Gain an extra Benefit roll. 12 Benefactor – You are befriended by one of the Jarls in your tribe. You are automa�cally promoted.

14

T�� S���� �� C������ COMMONER You belonged to the toiling classes: a peasant, an artisan, or – at best – a guild member.

Qualifica�on

Automa�c if SOC 10-

Survival

END 3+

Advancement

INT 10+

Re-Enlistment

5+

Mustering Out Benefits Rank

Title

Skill or Bonus

1D

Gold

Materials

0

Peasant

Animals-1

1

10

+1 STR

1

Appren�ce

2

10

Hound

2

Journeyman

3

20

Ally

3

Master

4

50

Weapon

5

100

Mount

6

100

Freehold

7

200

Freehold

Rulership-1

4 5 6

Guildmaster

+1 SOC

Skills and Training 1D

Personal Development Service

1D

Specialist

Advanced Educa�on

1

+1 STR

Animals

1

Steward

Medicine

2

+1 DEX

Riding

2

Liaison

Leadership

3

+1 END

Cra�

3

Carousing

Liaison

4

Melee Combat

Streetwise

4

Art

Rulership

5

Jack o’ Trades

Athle�cs

5

Watercra�

Animals

6

Carousing

Cra�

6

Animals

Religion

Mishaps 1D Mishap 1 Severely Injured! You are severely injured or very sick. Roll twice on the Injury table and take the lowest roll. However, on a throw of INT 10+, you gain one level of Medicine. 2 Siege! Your town or village comes under siege from an enemy. Throw END 10+, if you fail, lose one point of Endurance due to starva�on. 3 Fire! Your home is destroyed by a fire or other natural – or unnatural – disaster. Throw SOC 10+ or lose an additional Benefit roll. 4 Betrayed! You were betrayed by a close companion. Change an Ally into an Enemy. If you don’t have an Ally, you were betrayed by another member of your tribe and you s�ll gain an Enemy. 5 Nobles! A noble wants what you have and takes it. Gain a powerful Enemy. You may stay in this career if you give up all your earned Benefit rolls so far. If you leave, you may keep your benefits, but gain an Enemy. 6 Injured! You are injured or become sick. Roll on the Injury table. Events 2D Event 2 Mishap – Roll on the Mishap table, but life goes on in the city and you may stay in this career. 3 Criminals – You run afoul of a group of criminals or the Thieves Guild. Roll Streetwise or Carouse 8+. If you fail, lose a Benefit roll. If you succeed, gain an Ally. 4 Hard Times – Your town suffers from disease or other natural disaster. Throw END 8+. If you fail, roll on the Injury table. 5 Stolen Goods – You are offered the chance to buy or sell some stolen goods. If you accept, throw Streetwise 8+. If you succeed, gain 1D6*10 GP. If you fail, lose your Benefit roll for this term. Either way, gain Streetwise-1. If you refuse the offer, gain an Enemy. 6 Conscripted – You are conscripted into the local noble’s militia. Gain one level of Recon, Melee Combat, Archery, or Athle�cs. You must also throw END 8+ to avoid a roll on the Injury table. 7 Life Event – Roll on the Life Event table. 8 Travel – You spend �me travelling to strange and exo�c places. Gain one level of Riding, Survival or a Language. 9 Adventurers – A group of adventurers enters your town, throwing around a lot of gold and causing trouble. Gain one level of Melee Combat or Carousing. 10 Appren�ced – You are appren�ced to one of the merchants in your town. Gain one level of Cra�. 11 Lucky – You have an especially good year. Gain a DM+1 on one Benefit roll. 12 Fame – You are recognized by the people of your town as a natural leader. You are automa�cally promoted.

15

S��������� P��������� NOBLE You were one of the ruling class – an aristocrat; at home in the hun�ng ground, the harem, and the noble court.

Qualifica�on

Automa�c is SOC 10+

Survival

INT 5+

Advancement

SOC 8+

Re-Enlistment

4+

Mustering Out Benefits Rank

Title

Skill or Bonus

1D

Gold

Materials

0

Noble

Carousing-1

1

100

Ally

1

Tribune

2

200

Armor

2

Quaestor

3

400

Weapon

3

Preator

4

600

Steed

4

Legate

5

600

Hound

5

Proconsul

6

1000

Retainer

6

Consul

7

2000

Holding

Rulership-1

+1 SOC

Skills and Training 1D

Personal Development Service

1D

Specialist

Advanced Educa�on

1

+1 STR

Riding

1

Art

Medicine

2

+1 DEX

Carousing

2

Animals

Tac�cs

3

+1 INT

Rulership

3

Liaison

Inves�ga�on

4

+1 EDU

Leadership

4

Watercra�

Rulership

5

Carousing

Melee Combat

5

Decep�on

Science

6

Athle�cs

Archery

6

Carousing

Religion

Mishaps 1D Mishap 1 Injured! You are injured in a duel or other accident. Roll on the Injury table. 2 Conspiracy! You are part of a conspiracy, or accused of being part of a conspiracy, and are disgraced. Lose one point of Social Standing. 3 Disgraced! Your reputa�on has been ruined by a rival. Gain an Enemy. 4 Assassin! An assassin a�empts to end your life. Throw END 8+. If you fail, roll on the Injury table. 5 Poli�cs! The vagaries of court poli�cs force you to leave your posi�on and seek other opportuni�es. Gain an Enemy. 6 Resign! You resign your posi�on to save the reputa�on of another Noble. Gain an Ally. Events 2D Event 2 Disaster – Roll on the Mishap table, but blood will tell, and you may stay in this career. 3 Invaded – One of your estates is invaded by a dragon or other foul beast and you must lead your troops into battle. Throw Leadership 8+ or Melee Combat 8+. If you succeed, increase the skill you used by one. If you fail, lose your Benefit roll for this turn. 4 Attacked – you are attacked by peasant scum. Throw END 8+. If you succeed gain one level of either Melee Combat or Archery. If you fail, roll on the Injury table. 5 Duel – You are challenged to a duel over a point of honor. If you refuse, reduce your Social Standing by one. If you accept, throw Melee Combat 8+. If you succeed, gain one point of Social Standing. If you fail, roll on the Injury table and reduce your Social Standing by one. Either way, gain one level of Tac�cs or Decep�on. 6 Hun�ng – You spend �me hun�ng on one of your estates or with others. Gain one of Animals, Recon, or Survival. 7 Life Event – Roll on the Life Event table. 8 Politics – You become deeply involved in politics, becoming a player in the political intrigues of government. Gain one of Decep�on, Liaison, or Rulership, but also gain an Enemy. 9 War – Your country goes to war with an enemy and your ruler calls up the banners. Throw Leadership 8+ or Tactics 8+. If you succeed, gain one level of Social Standing. If you fail, gain one level of the skill you rolled. 10 Travel – You travel extensively. Throw EDU 8+. If you succeed, gain one of Carousing, Riding, or a Language. 11 Party – You spend your �me a�ending balls and co�llions. Gain one of Carousing, Decep�on, or Streetwise. 12 Elevated – Your hard work, or good connec�ons, is rewarded and you are automa�cally promoted.

16

T�� S���� �� C������ PIRATE You were a corsair – horror of the seas, living off plunder and destruc�on.

Qualifica�on

STR 7+

Survival

DEX +7

Advancement

INT 6+

Re-Enlistment

5+

Mustering Out Benefits Rank

Title

Skill or Bonus

1D

Gold

Materials

0

Deck Hand

Melee Combat-1

1

20

Weapon

2

50

Armor

Lieutenant

Watercra�-1

3

100

+1 INT

3

4

200

Weapon

4

5

400

Ally

1 2

5

Captain

6

500

+1 DEX

6

Dread PIrate

7

1000

Ship

Skills and Training 1D

Personal Development Service

1D

Specialist

Advanced Educa�on

1

+1 STR

Streetwise

1

Athle�cs

Art

2

+1 DEX

Watercra�

2

Cra�

Inves�ga�on

3

+1 END

Archery

3

Decep�on

Jack o’ Trades

4

Melee Combat

Melee Combat

4

Ar�llery

Medicine

5

Decep�on

Stealth

5

Tac�cs

Rulership

6

Carousing

Recon

6

Watercra�

SCience

Mishaps 1D Mishap 1 Overboard! You fall or are thrown overboard and almost drown. Roll twice on the Injury table and take the lower result. 2 Shipwrecked! During a storm, your ship is damaged, and you must survive on a barren island. Lose one point of Endurance. 3 Arrested! You are captured by the law. Lose an Benefit roll to buy your freedom. 4 See the Light! You have seen the error of your ways and decide to give up the pirate’s life. One of your Allies becomes an Enemy. If you have no Allies, you s�ll gain an Enemy. 5 Rivals! You are attacked by a rival gang of pirates. Throw Streetwise 10+ or Watercraft 10+ to avoid a roll on the Injury table. Gain the pirate gang as an Enemy. 6 Injured! You are injured during a fight. Roll on the Injury table. Events 2D Event 2 Disaster – Roll on the Mishap table, but you may con�nue to scour the seas for booty and stay in this career. 3 Battle – You are involved in a notable fight at sea. Throw Watercraft 8+, Archery 8+, or Artillery 8+ to avoid a roll on the Injury table. 4 Informant – You are offered the chance to become an informant for a noble. If you accept, throw Deception 8+ or Stealth 8+. If you succeed, gain a DM+1 on one Benefit roll. If you fail, take a DM-1 on your next Advancement roll and gain an Enemy. Either way, gain a level in the skill you rolled. 5 Slavery – You have a chance to become involved with a slaver crew. If you choose to join the slavers, throw INT 8+ or Deception 8+. If you succeed, gain a DM+1 on one Benefit roll. If you fail, gain an Enemy. Either way, you lose one point of Social Standing. If you do not join the slavers, gain an Enemy. 6 Landlubber – You spend a lot of �me in port. Gain one of Cra� or Streetwise or learn one Language. 7 Life Event – Roll on the Life Event table. 8 Science – You take an interest in the workings of the ship. Gain one of Naviga�on, Cra�, or Watercra�. 9 Bonus – Your pirate ship raids a par�cularly wealthy merchant ship. Gain 1D6x100 GP. 10 Smuggling – You pirate ship engages in a bit of semi-legal smuggling for a change. Throw Deception 8+ or Watercraft 8+. If you succeed, gain a DM+1 on one Benefit roll. 11 Wizards – You learn a bit of this and that from a friendly wizard. Gain either Sorcery or Science. 12 Legendary – Your deeds make you famous among other pirates. You are automa�cally promoted.

17

S��������� P��������� PRIEST You were a man or woman of faith – a priest, cleric, or other spiritual leader of the worship of gods (or demons).

Qualifica�on

INT 6+

Survival

END 5+

Advancement

EDU 8+

Re-Enlistment

5+

Mustering Out Benefits Rank

Title

1D

Gold

Materials

0

Acolyte

Skill or Bonus

1

10

+1 END

1

Curate

2

10

Holy Symbol

2

Vicar

3

20

+1 INT

3

Rector

4

50

Mount

4

Prelate

5

50

+1 SOC

5

Bishop

6

100

Magic Item

6

Patriarch/Matriarch

7

200

Holding

Skills and Training 1D

Personal Development Service

1D

Specialist

Advanced Educa�on

1

+1 END

Religion

1

Religion

Leadership

2

+1 INT

Liaison

2

Survival

Decep�on

3

+1 EDU

Leadership

3

Cra�

Science

4

Melee Combat

Rulership

4

Art

Medicine

5

Carousing

Streetwise

5

Animals

Inves�ga�on

6

Athle�cs

Art

6

Riding

Sorcery

Mishaps 1D Mishap 1 Injured! You are a�acked for your faith. Roll on the Injury table. 2 Here�c! You believe something that is contrary to your religious order and must leave. Gain an Enemy. 3 Crisis! You are faced with a miracle performed by a god that is not yours. Should you decide to convert to this new god, you may stay in this career, but you must give up all your Benefit rolls and reduce your Rank to Rank 0. 4 Scandal! You are caught up in personal indiscretion, or are framed for one, and must leave your religious order in disgrace. Lose one point of Social Standing. 5 Betrayed! You are betrayed by a friend. One of your Allies becomes an Enemy. If you have no Allies, you are betrayed by an acquaintance and s�ll gain an Enemy. 6 Excommunicated! You have disgraced your god and are ejected from your religious order. You are shunned by all members or believers of your god. Gain an Enemy. Events 2D Event 2 Disaster – Roll on the Mishap table, but you s�ll have faith and may stay in this career. 3 Dark Arts – You are drawn to the darker aspects of your religion. Throw INT 8+. If you succeed gain one level of Sorcery, Religion, or Science. If you fail, roll on the Injury table. 4 Holy War – Your religion is attacked, or attacks, another religion or sect over theological differences. Throw Melee Combat 8+ or Athle�cs 8+. If you fail, roll on the Injury table. Either way, gain a level of the skill you rolled. 5 Conversion – You no longer believe your god is the true path and convert to another religion. Lose one rank and your benefit roll for this term as you change sects. 6 Pilgrimage – You go on a religious journey to a holy site. Throw EDU 8+ to gain one level of Survival, Streetwise, or Steward. 7 Life Event – Roll on the Life Event table. 8 Secret Knowledge – You learn something that could disgrace a superior. If you disclose this information, gain an extra Benefit roll and an Enemy. If you keep it secret, gain a DM+2 on your next Advancement roll and an Ally. 9 Purge – You spend time expunging heretics from your sect. Gain one level of Investigation, Stealth, or Recon. Gain an Enemy. 10 Recruiting – You spend time trying to convert heathens or other non-believers to your faith. Gain one level of Carousing, Medicine, or Streetwise 11 Miracle – You witness a miracle performed by your god. Gain one point of SOC and a Holy Symbol. 12 Divine Blessing – You have a personal interaction with your god. You are automatically promoted or gain one point of Social Standing.

18

T�� S���� �� C������ ROGUE You were a criminal or a rebel.

Qualifica�on

DEX 5+

Survival

DEX 5+

Advancement

INT 8+

Re-Enlistment

4+

Mustering Out Benefits Rank

Title

Skill or Bonus

1D

Gold

Materials

0

Footpad

Streetwise-1

1

20

Thieves’ Tools

1

Associate

2

20

+1 iNT

2

Soldier

3

100

Thieves’ Tools

3

Lieutenant

4

200

Weapon

4

Underboss

5

400

Ally

5

Consigliere

6

400

Ally

6

Boss

7

1000

Magic Item

Stealth-1

Skills and Training 1D

Personal Development Service

1D

Specialist

Advanced Educa�on

1

+1 STR

Streetwise

1

Archery

Survival

2

+1 DEX

Cra�

2

Cra�

Art

3

+1 INT

Carousing

3

Melee Combat

Jack o’ Trades

4

Athle�cs

Decep�on

4

Rulership

Medicine

5

Melee Combat

Stealth

5

Recon

Inves�ga�on

6

Carousing

Recon

6

Decep�on

Tac�cs

Mishaps 1D Mishap 1 Severely Injured! You are seriously hurt in a street fight, roll twice on the Injury table and take the lower result. 2 War! You are involved in a gang war and must flee with only the clothes on your back (and your trusty dagger). Lose an addi�onal Benefit roll. 3 Arrested! You are arrested while performing a job. Lose an additional Benefit roll to bribe your way out or reduce your Endurance by one as the result of severe punishment. 4 Hunted! A rival gang, or the local noble, forces you to flee. Gain an Enemy. 5 Betrayed! You are betrayed by a friend. One of your Allies becomes an Enemy. If you have no Allies, you are betrayed by an associate and s�ll gain an Enemy. 6 Injured! Life on the streets is tough, roll on the Injury table. Events 2D Event 2 Disaster – Roll on the Mishap table, but you may con�nue your roguish ways and stay in this career. 3 Arrested – You are arrested and charged with a crime. You can choose to defend yourself or hire a barrister. If you defend yourself, throw Rulership 8+ or Liaison 10+. If you succeed, the charges are dropped. If you fail, lose one Benefit roll and gain an Enemy. If you choose to hire a barrister, lose one Benefit roll but gain an Ally. 4 Slavery – You are invited to join a gang of slavers. If you choose to take advantage of this opportunity, throw Deception 8+ or Intelligence 8+. If you succeed, gain a DM+1 on one Benefit roll. If you fail, gain an Enemy. Either way, lose one point of SOC. If you reject this opportunity, gain an Enemy. 5 Thieves’ Guild – The local thieves’ guild makes you an offer you can’t refuse. If you accept, lose one Benefit roll, but gain a DM+2 on your next Advancement roll. If you refuse, gain an Enemy. 6 Betrayal – You have the opportunity to backstab a fellow rogue for personal gain. If you do so, gain a DM+4 on your next Advancement roll, but gain an Enemy. If you refuse, gain an Ally. 7 Life Event – Roll on the Life Event table. 8 Jail – You spend time in jail. Throw Streetwise 8+. If you succeed, gain one level of Deception, Tactics, or Melee Combat. If you fail, gain Streetwise-1 and an Enemy. Either way, lose a point of SOC. 9 Gambling – You are involved in a gambling ring. Gain a level of Carousing. You may wager any number of benefit rolls that you have earned. Throw Carousing 8+. If you succeed, gain your Benefit rolls back, plus half again as many as you wagered (round down, minimum of 1). If you fail, you lose all the Benefit rolls that you bet. 10 Street Cred – You work to improve your position within your gang or guild. Gain one level of Carousing, Deception, Leadership, Liaison, or Streetwise. 11 Heist – Crime does pay, gain an extra Benefit roll or Thieves’ Tools. 12 Legend – You commit a crime that will be talked about for years. You are automa�cally promoted.

19

S��������� P��������� SAILOR You roamed the seas, whether as part of a government's navy or as a merchant.

Qualifica�on

END 6+

Survival

DEX 6+

Advancement

EDU 7+

Re-Enlistment

4+

Mustering Out Benefits Rank

Title

Skill or Bonus

1D

Gold

Materials

0

Deck Hand

Athle�cs-1

1

10

Weapon

2

50

Weapon

Lieutenant

Leadership-1

3

50

+1 INT

3

4

100

+1 EDU

4

5

100

Ally

6

200

+1 SOC

7

200

Ship

1 2

5

Captain

6

Admiral

+1 SOC

Skills and Training 1D

Personal Development Service

1D

Specialist

Advanced Educa�on

1

+1 STR

Cra�

1

Jack o’ Trades

Rulership

2

+1 DEX

Watercra�

2

Cra�

Art

3

Athle�cs

Archery

3

Steward

Religion

4

+1 INT

Ar�llery

4

Leadership

Medicine

5

+1 EDU

Melee Combat

5

Watercra�

Science

6

Carousing

Survival

6

Jack o’ TRades

Tac�cs

Mishaps 1D Mishap 1 Drowned! You almost drown. Roll twice on the Injury table and take the lower result and you are now afraid of the water. 2 Pirate! Your ship is attacked by pirates. Throw DEX 10+. If you succeed, gain an Enemy. If you fail, roll on the Injury table. 3 Shipwrecked! Your ship is damaged, and you are stranded on a lonely island. You may stay in this career if you forfeit all your Benefit rolls. 4 Betrayed! You are betrayed by a friend. An Ally becomes an Enemy. If you have no Allies, you are betrayed by an acquaintance and s�ll gain an Enemy. 5 Stranded! You are le� for dead and must survive on your own. Gain an Enemy and Survival. 6 Lost! While sailing the many seas, you discover something that you shouldn’t know and must flee for your life. Gain an Enemy. Events 2D Event 2 Disaster – Roll on the Mishap table, but you may con�nue to sail the seas and are not ejected from this career. 3 Severe Weather – A strong storm or hurricane threatens your ship or home. Throw Watercraft 8+. If you fail, lose a Benefit roll. 4 Travel – Your travels introduce you to new races and cultures. Gain a Language. 5 Outpost – Your ship is part of establishing a new trading outpost in a distant land. Throw EDU 8+. If you succeed, gain one of Survival, Liaison, or Cra�. 6 Thief – You find out one of your fellow sailors is stealing. Turn them in and gain DM+2 on your next Advancement and an Enemy. Take a piece of the action and throw Deception 8+. If you succeed, gain a Benefit roll. If you fail, lose a Benefit roll and gain an Enemy. 7 Life Event – Roll on the Life Event table. 8 This and That – You learn a bit of everything. Gain Jack o’ Trades. 9 Bored – Shipboard life can be tedious. Gain one level of Carousing to pass the �me. 10 Really Bored – Time aboard ship is so boring, you must do something to entertain yourself, even if it means learning something. Gain one level of Medicine, Religion, or Science. 11 Reward – A good trading run means you gain an extra Benefit roll. 12 Promoted – Whether by luck or hard work, you are automa�cally Promoted.

20

T�� S���� �� C������ SCHOLAR You were a learned person, an academician, or member of the professions such as a physician or advocate.

Qualifica�on

EDU 6+

Survival

INT 4+

Advancement

EDU 9+

Re-Enlistment

5+

Mustering Out Benefits Rank

Title

Skill or Bonus

1D

Gold

Materials

0

Student

Rulership-1

1

10

+1 EDU

1

2

50

+2 EDU

2

3

50

Ally

4

100

Instruments

5

100

Holding

6

200

+1 SOC

7

250

Magic Item

3

Doctor

Liaison-1

4 5 6

Sage

Skills and Training 1D

Personal Development Service

1D

Specialist

Advanced Educa�on

1

+1 STR

Rulership,

1

Alchemy

Religion

2

+1 DEX

Art

2

Rulership

Art

3

+1 END

Medicine

3

Medicine

Sorcery

4

+1 INT

Liaison

4

Science

Medicine

5

+1 EDU

Inves�ga�on

5

Cra�

Jack o’ Trades

6

Carousing

Science

6

Carousing

Science

Mishaps 1D Mishap 1 Disaster! An accident leaves several injured, including you. Roll on the Injury table. 2 Sabotage! Your work is stolen by a rival. Gain an Enemy. 3 Stranded! While searching for lost knowledge, you become lost. Throw INT 10+ to gain Survival. 4 Ruined! A rival destroys your reputa�on. Gain an Enemy. 5 Fight! You are caught up in a fight or other type of ba�le that you are unprepared for. Roll on the Injury table. 6 Unknown! You went missing for several months and you don’t know what happened to you. Events 2D Event 2 Catastrophe – Nothing seems to go right for you. Roll on the Mishap table, but you may continue your research and are not ejected from this career. 3 Attacked – While conducting field research, you are attacked by a wild animal. Throw DEX 8+ to avoid a roll on the Injury table. 4 Valuable – You discover something quite valuable. Throw INT 8+ to gain an extra Benefit roll. 5 Danger – You work on a very dangerous, but potentially valuable project. Throw DEX 8+ or Investigation 8+. If you succeed, gain one level of Investigation, Science, or Medicine and an extra Benefit roll. If you fail, roll twice on the Injury table and take the lower result. 6 Criminal – You are approached by a criminal organization to perform illegal dissection or forbidden research for them. If you decline, gain an Enemy. If you accept, throw Investigation 8+, Medicine 8+, or Science 8+. If you succeed, gain a level in the skill you rolled and 1D6*10 GP. If you fail, lose a Benefit roll and gain an Enemy. 7 Life Event – Roll on the Life Event table. 8 Famous – You become famous for your superior intellect. Gain a +1 SOC and a DM+2 on your next Advancement roll. 9 Cheating – You have the opportunity to advance your career by cheating. If you refuse, you gain nothing. If you try to cheat, throw Deception 8+ or Rulership 8+. If you succeed, gain a DM+1 on two different Benefit rolls or a DM+2 on your next Advancement roll but also gain an Enemy. If you fail, lose a Benefit roll, take a DM-2 on your next Advancement roll, and s�ll gain an Enemy. 10 Nobles – You work for a noble sponsor. Gain a +1 SOC or a noble Ally. 11 Magic – You conduct research into magic or the gods. Gain one level of Alchemy, Ar�fice, Religion, or Sorcery. 12 Reward – Your hard work and dedica�on to your research has paid off. You are automa�cally Promoted.

21

S��������� P��������� SHAMAN You were a witch-doctor, druid, or other spiritual leader of tribal people, away from civiliza�on.

Qualifica�on

INT 9+

Survival

END 7+

Advancement

INT 6+

Re-Enlistment

6+

Mustering Out Benefits Rank

Title

Skill or Bonus

1D

Gold

Materials

Religion-1

1

10

Weapon

1

2

10

Spell

2

3

20

Focus

0

3

4

20

Magic Item

4

Medicine-1

5

50

Spell

5

6

50

Mount

6

7

100

Talisman

Skills and Training 1D

Personal Development Service

1D

Specialist

Advanced Educa�on

1

+1 STR

Religion

1

Archery

Medicine

2

+1 DEX

Sorcery

2

Ar�fice

Cra�

3

+1 END

Survival

3

Recon

Alchemy

4

+1 INT

Alchemy

4

Riding

Art

5

Carousing

Medicine

5

Liaison

Religion

6

Melee Combat

Animals

6

Leadership

Sorcery

Mishaps 1D Mishap 1 Injured! You are severely wounded prac�cing your arts. Roll twice on the Injury table and take both results. 2 Poison! While working on a new potion or spell, you accidently ingest something deadly. Permanently reduce your END by one. 3 A�acked! Your tribe is a�acked by outsiders. Gain an Enemy. 4 Betrayed! You are betrayed by an acolyte. Turn one Ally into an Enemy. If you have no Allies, you s�ll gain an Enemy. 5 Disaster! Your community is destroyed in a natural disaster, or was it the angry gods? You lose all benefits. 6 Blood! Your views on how to honor the gods are too severe for your tribe and you are exiled. You gain an Enemy. Events 2D Event 2 Mishap – Bad things happen even to those who walk with the gods. Roll on the Mishap table, but you may continue to serve your tribe and may stay in this career. 3 Pilgrimage – Your spirit vision sends you on a quest. Throw END 8+. If you succeed, gain one level of Survival. If you fail, roll on the Injury table. 4 Conversion – Your tribe encounters missionaries from another god or belief system. Throw Leadership 8+ or Religion 8+. If you fail, lose a Benefit roll. 5 Demons – Your visions show you demons that must be fought. Throw Religion 8+ or Sorcery 8+ to avoid a roll on the Injury table. 6 Spirit Animal – You search for your spirit animal. Throw Religion 8+ or Sorcery 8+. If you succeed, gain a Talisman of your spirit animal. If you fail, take a DM-2 on your next Advancement roll as you ques�on your abili�es. 7 Life Event – Roll on the Life Event table. 8 Nature – You learn about the natural world and how to help your tribe. Gain a level in either Animals or Medicine. 9 Attacked – Your tribe is attacked, and you must help defend them. Throw Melee Combat 8+ or Archery 8+. If you succeed, gain a level of whatever skill you rolled. If you fail, roll on the Injury table but you are not ejected from this career. 10 Counselor – You are asked to provide counsel to a powerful member of your tribe or clan, perhaps a chief or jarl. Gain an Ally. 11 Spirit Guide – You encounter a spirit guide who leads you to new areas of understanding. Gain a Spell, a Talisman, or a Magic Item. 12 Spirit Walker – You are recognized for your superior magic. You are automa�cally promoted.

22

T�� S���� �� C������ SOLDIER You trained and fought as part of an organized force, be that an army or a mercenary company.

Qualifica�on

END 8+

Survival

STR 6+

Advancement

SOC 7+

Re-Enlistment

5+

Mustering Out Benefits Rank

Title

Skill or Bonus

1D

Gold

Materials

0

Legionary

Melee Combat-1

1

10

Weapon

1

Tesserarius

Leadership-1

2

50

Hound

2

Signifier

3

50

Weapon

3

Op�o

4

100

Armor

4

Centurion

5

100

Mount

5

Princeps

6

200

+1 SOC

6

Primus Pilum

7

200

Steed

Riding-1

Skills and Training 1D

Personal Development Service

1D

Specialist

Advanced Educa�on

1

+1 STR

Cra�

1

Cra�

Medicine

2

+1 DEX

Archery

2

Leadership

Rulership

3

+1 END

Ar�llery

3

Stealth

Jack o’ Trades

4

Athle�cs

Melee Combat

4

Liaison

Leadership

5

Melee Combat

Recon

5

Survival

Art

6

Carousing

Riding

6

Ar�llery

Tac�cs

Mishaps 1D Mishap 1 Wounded! You are seriously wounded in ba�le. Roll twice on the Injury table and take the lower result. 2 Blood Ties! You are considered too bloodthirsty for your unit. Gain an Enemy. 3 Scared! You have seen too much death and bloodshed. Take a -1 to your SOC. 4 Betrayed! You are betrayed by a friend. One of our Allies becomes an Enemy. If you don’t have an Ally, you still gain an Enemy. 5 Revolu�on! You are caught up in the poli�cs of the nobles. Gain an Enemy. 6 Plague! Disease runs through your unit. You must permanently reduce your END by one or roll on the Injury table (Player’s Choice). Events 2D Event 2 Disaster – Horrible things happen to honest soldiers. You must roll on the Mishap table, but you may continue to fight and may stay in this career. 3 Command – you lead a forma�on of soldiers into ba�le. Gain a level in either Leadership or Tac�cs. 4 Barbarians – You are a�acked by primi�ve barbarians. Throw Melee Combat 8+. If you fail, roll on the Injury table. 5 War – Your army is involved in a war with another kingdom. Throw INT 8+ or Survival 8+. If you succeed, gain an extra Benefit roll. If you fail, roll on the Injury table. 6 Impressed – You are attacked and forced to work on a sea-going ship. Throw END 8+. If you succeed, gain a level of Watercra�. If you fail, lose a Benefit roll. 7 Life Event – Roll on the Life Event table. 8 Art of War – You study the Art of War. Gain a level of Tac�cs. 9 Bureaucracy – You get caught up in the politics of the military. Throw INT 8+. If you succeed, gain one level of Rulership or Leadership. 10 Construc�on – You are part of a group building the machines of war. Gain a level of Cra�. 11 Cavalry – You are part of a mounted unit. Gain a level of either Animals or Riding. 12 Hero! You fight heroically in a ba�le and are automa�cally promoted.

23

S��������� P��������� SORCERER You prac�ced the dark arts of magic.

Qualifica�on

EDU 9+

Survival

INT 8+

Advancement

EDU 5+

Re-Enlistment

6+

Mustering Out Benefits Rank

Title

Skill or Bonus

1D

Gold

Materials

0

Ini�ate

Sorcery-1

1

20

+1 EDU

1

Journeyman

2

50

Spell

2

Magician

3

50

Focus

3

Enchanter

4

100

Familiar

4

Wizard

5

100

Spell

5

Mage

6

200

Magic Item

6

Archmage

7

300

Talisman

Alchemy-1

Skills and Training 1D

Personal Development Service

1D

Specialist

Advanced Educa�on

1

+1 END

Science

1

Religion

Alchemy

2

+1 DEX

Alchemy

2

Streetwise

Religion

3

+1 INT

Decep�on

3

Art

Leadersip

4

+1 EDU

Inves�ga�on

4

Medicine

Jack o’ Trades

5

Decep�on

Ar�fice

5

Liaison

Medicine

6

Carousing

Sorcery

6

Cra�

Science

Mishaps 1D Mishap 1 Explosion! While preparing a par�cularly difficult ritual, something goes wrong. Roll on the Injury table. 2 Mishap! While casting a spell, you suffer a critical failure. Roll on the Spellcasting Mishap table in the Sorcery chapter. 3 Corruption! While learning to cast Grey or Black magic spells, you are corrupted. Gain 1D6 Corruption Points, but also gain one Grey or Black Magic spell. 4 Muta�on! A spell goes horribly wrong and you are mutated. Roll on the Muta�ons table in the Sorcery chapter. 5 Betrayed! You are betrayed by an apprentice or another sorcerer. One of your Allies becomes an Enemy. If you have no Allies, you s�ll gain an Enemy. 6 Injured! During a ba�le, you are wounded. Roll twice on the Injury table and take the higher result. Events 2D Event 2 Disaster – Magic is dangerous. Roll on the Mishap table, but you may continue to practice magic and you may stay in this career. 3 Daemons – While working with magic you encounter a daemon. Throw Sorcery 8+ or Melee Combat 10+. If you fail, roll on the Injury table. 4 Adventure – You join a band of vagabonds on an adventure. Throw END 8+ or Sorcery 8+. If you succeed, gain one level of Animals, Survival, or Riding. If you fail, roll on the Injury table. Either way, gain an extra Benefit roll. 5 Nobility – You are commissioned by a noble to cast a ritual spell. Throw Sorcery 8+. If you succeed, gain a noble Ally. If you fail, gain a noble Enemy. 6 Religion – While studying magic, you encounter a miracle. Throw EDU 8+. If you succeed gain a level in Religion. If you fail, take a DM-2 on your next Advancement roll. 7 Life Event – Roll on the Life Event table. 8 Travel – While searching for rare magical ingredients, you spend a lot of time travelling. Gain one level of Animals, Riding, Survival, or a Language. 9 Hard Work – Some�mes even a great sorcerer must work for a living. Gain one level of Art, Cra�, or Medicine. 10 Relic – You create, find, or steal a magical item. Gain a random Magic Item. 11 Study – You gain theore�cal knowledge. Gain either +2 EDU or a level in Science. 12 Fame – Your skills with magic are well known. You are automa�cally promoted.

24

T�� S���� �� C������ VAGABOND You drifted from place to place, never fitting into proper society.

Qualifica�on

Automa�c

Survival

END 7+

Advancement

INT 6+

Re-Enlistment

4+

Mustering Out Benefits Rank

Title

Skill or Bonus

1D

Gold

Materials

Streetwise-1

1

10

Weapon

1

2

20

Hound

2

3

30

Ally

0

3

4

30

Weapon

4

Survival-1

5

100

Ally

5

6

100

Mount

6

7

200

Mount

Skills and Training 1D

Personal Development Service

1D

Specialist

Advanced Educa�on

1

+1 STR

Survival

1

Watercra�

Art

2

+1 DEX

Streetwise

2

Cra�

Jack o’ Trades

3

+1 END

Melee Combat

3

Art

Leadership

4

+1 INT

Riding

4

Animals

Rulership

5

Melee Combat

Stealth

5

Athle�cs

Medicine

6

Carousing

REcon

6

Decep�on

Science

Mishaps 1D Mishap 1 Wounded! Life of a wanderer is very difficult. Roll on the Injury table. 2 Hunted! Either the law or criminals are out to get you and vow to hunt you down. Gain an Enemy. 3 Crossfire! You are caught between two rival gangs. You must flee with just the clothes on your back. Throw Streetwise 10+. If you succeed, you may stay in this career. 4 Illness! Your �me on the road exposes you to strange diseases. Reduce your END by one point. 5 Betrayed! One of your Allies betrays you. Change one Ally into an Enemy. If you have no Allies, you are still betrayed and gain an Enemy. 6 Lost! You don’t know what happened. There is a gap in your memory.

Events 2D Event 2 Disaster – The streets are mean. Roll on the Mishap table, but you continue your wandering ways and may stay in this career. 3 Beggar – You are reduced to begging to survive. Throw END 8+ to avoid a roll on the Injury table. 4 Traveller – You join with other vagabonds and travel around. Throw INT 8+ or Deception 8+. If you succeed, gain one level of Survival, Streetwise, or Decep�on. If you fail, lose one Benefit roll. 5 Foreigners – Your travel among strangers. Gain an Ally or a Language. 6 Tramp – Your wandering takes you across the seas. Throw INT 8+ to gain a level in Watercra�. 7 Life Event – Roll on the Life Event table. 8 Work – You get a chance for honest work. Throw END 8+ or INT 8+. If you succeed, gain one level of Art, Craft, or Steward. 9 Unskilled – You are hired as an unskilled laborer. Throw END 8+. If you succeed, make an extra roll on the Personal Development table. 10 Thief – You do what it takes to survive. Gain a level in Decep�on, Stealth, or Cra�. 11 Scavenger – You manage to find something interes�ng. Gain a Magic Item. 12 Legend – You become a legend among wanderers. You are automa�cally promoted.

25

S��������� P��������� LIFE EVENTS When instructed to roll for Life Events, use the table most appropriate to your character's homeland or location – Hinterlands, Village, or City. Finally, certain throws on the Life Events tables may prompt a roll on the Unusual Events table, given below. Life Event - Hinterland 2D Event 2 You are attacked during a hunt. Throw Archery or Melee Combat 8+; if you fail, roll on the Injury table. In any case, gain one level of Survival. 3 A natural disaster or war changes your fortunes for the worse. Lose a Benefit roll. 4 A close friend betrays you. Change one of your Allies into an Enemy. If you have no Allies, you s�ll gain an Enemy. 5 The local noble takes an interest in you, for better or worse. Either gain an Ally but lose a Benefit roll or gain an Enemy and gain a Benefit roll. 6 You spend �me in the big city. Roll on the Life Event – City table. 7 You form a close rela�onship with someone. Gain an Ally. 8 You travel to far off loca�ons and meet new peoples. Gain a Language. 9 Traders teach you more of the outside world. Gain +2 EDU. 10 You come into an unexpected inheritance. Gain 1D6*10 GP. 11 You have a very good year. Gain an extra Benefit roll. 12 Strange things happen. Roll on the Unusual Event table. Life Event - Villlage 2D Event 2 You are injured or become sick. Roll on the Injury table. 3 Your village is attacked by raiders or barbarians. Lose a Benefit roll but gain a level in either Melee Combat or Archery. 4 A roman�c rela�onship ends. Badly. Gain an Enemy. 5 You work hard to help your village prosper. Gain an Ally and a jealous Enemy. 6 You travel to the big city or other exo�c loca�on. Gain a level in Language or Streetwise. 7 You are married or form a close bond to someone else. Gain an Ally. 8 You do something heroic that everyone sees. Gain +1 SOC. 9 Traders come to your village and discover that you have something valuable. Gain an extra Benefit roll. 10 Something good happens to you. Gain 1D6*10 GP. 11 A noble wants what you have. Lose a Benefit roll or an Ally. 12 Weird things are happening. Roll on the Unusual Event table. Life Event - City 2D Event 2 You are mugged on your way home from the tavern. Roll on the Injury table. 3 A rela�onship ends, badly. Change an Ally into an Enemy. If you don’t have an Ally, you s�ll gain an Enemy. 4 A plague sweeps through the city and you fall victim to it, barely surviving. Throw Medicine 8+ to successfully treat your ailment; if you fail, you must either lose 1 point of END and 1 point of STR or roll on the Injury table. 5 Fire sweeps through your neighborhood. Throw DEX 8+. If you succeed, lose one Benefit roll. If you fail, roll on the Injury table. 6 You commit or are the victim of a crime. You must flee for your life. You must end your career and begin adventuring. With the Referee’s permission, you may take one term in the Vagabond or Rogue career next term before starting your adventuring career. You lose all mustering out benefits, other than those granted by that one term in Vagabond or Rogue (if permi�ed by the Referee). 7 You gain an important friend or lover. Gain an Ally. 8 You travel to far off lands. Gain a Language. 9 Unexpected wealth comes your way. Gain 1D6*10 GP. 10 Something good happens to you. Gain an extra Benefit roll. 11 You briefly come in contact with royalty or a high noble. Throw SOC 8+ to gain a royal Ally. 12 Something strange happens to you. Roll on the Unusual Event table. Unusual Events 2D Event 2 You discover that you have a talent for magic. Gain one of Alchemy, Ar�fice, or Sorcery. 3 You find out you are the illegitimate child of a noble. On their death bed, they acknowledge you and grant you a Freehold. If you are already a noble, you are granted a Holding. You also gain a noble Enemy. Family details are left to the Referee. 4 There is a devasta�ng accident and you lose everything. Lose all the Benefit rolls you have earned to this point. 5 You are attacked and left for dead. Throw END 8+ to get out with flesh wounds. If you fail, roll twice on the Injury table and take both results. 6 Someone really hates you. Gain an Enemy. 7 You develop a close group of friends. Gain an Ally. 8 A magical creature is a�racted to you. Gain a Familiar. 9 You find something strange and wonderful. Gain a Magic Item. 10 You come into unexpected wealth. Gain 1D6*100 GP. 11 You don’t know what happened to you. Almost a year has gone by and you have no memory of what happened, where you were, or who you were with. We recommend that the Referee use this for nefarious plot hook purposes. 12 You encounter one of the gods or another type of supernatural being. Gain one level of the Religion skill and a +1 SOC.

26

T�� S���� �� C������ MUSTERING OUT - MATERIAL BENEFITS



Hound: gain a war-dog or a hunting dog (see the equipment chapter).



Instruments: scientific or medicinal tools used by a scholar or physician (player's and Referee's choice).



Magic Item: gain a single-use magic item, such as a po�on or a scroll of any kind or circle.



Mount: gain a mount valued up to 50gp. The exact species and breed are up to the Referee, depending on the campaign world. This may be a horse, a mule, a dinosaur, or even a giant insect. Multiple instances of this benefit allow either mul�ple animals or a more expensive mount.



Retainer: gain a loyal retainer (see the Equipment chapter) with a highest relevant skill of 1. The retainer has morale DM+2. You must s�ll pay the retainer's monthly salary.



Ship: gain a small galley or sailing ship. You may only receive this benefit once; reroll in any further case. It is recommended that only one character in the group will own a ship. The character is responsible for upkeep and crew costs and may, alterna�vely, sell the ship.



Spell: gain knowledge of a single spell, of any circle, beyond those given by your Sorcery skill. See the Sorcery chapter for further informa�on.



Steed: gain an excellent mount, worthy of a noble rider, at a value of up to 150gp. Multiple receptions of this benefit allow either multiple steeds, or a more expensive steed. The exact species and breed are up to the Referee based on the campaign world. Noble steeds may have further qualities, such as increased speed or a special color, at the Referee's discre�on.



Talisman: gain a lesser talisman attuned to you. See the Sorcery chapter for further details.



Thieves’ Tools: gain a set of Thieves’ Tools, used for picking locks and disarming traps and other mechanical contrap�ons.



Weapon: gain a single weapon valued up to 30gp in value including ammunition. Multiple instances of this benefit mean either multiple weapons or a more expensive weapon.

Characters may gain one or more of the following material benefits: •











Ally: gain an important and useful relationship with a person or group who can provide you with significant favors: a fence may allow trade in stolen goods, while a bishop can serve as patron and supply highly useful information on church politics. Allies typically stay in one place, but some do move around. Abusing allies and not reciprocating the pre-existing positive relationship can lead to the loss of the ally. Note that characters with a positive SOC DM gain a number of free allies equal to that DM. Armor: gain a single suit of armor up to 30gp in value. Multiple instances of this benefit allow either multiple suits of armor or a more expensive armor. Enemy: gain a significant rival who will strive to make your life difficult. The enemy is neither omnipresent nor (necessarily) the main threat your character will face but will appear from time to �me to cause you misery. Familiar: gain a special intelligent animal bound to you by magic. It may speak to its owner and is at least as smart as a young child. Familiars should have specific abilities based on species, at the Referee's discretion. The character may not have more than one familiar; if they roll Familiar more than one, any additional result grants a Magic Item. Focus: gain a single rechargeable focus for a spell you know. See the Sorcery chapter for further details. Freehold: gain some minor commoner's property at the Referee's discretion – a farm in the countryside or a townhouse. The character may rent this property to tenants for 10gp a month.



Holding: gain a minor noble property at the Referee's discretion – a small tower on the borderland, a mansion in a major city-state, or a manor and surrounding farmland in civilized lands. The Referee should strive to link this fief to adventures. The holding generates 150gp a season (600gp per year) in revenue. Note that this is not a proper "domain" – only part thereof - and that the character is not made a ruler by virtue of this benefit.



Holy Symbol: gain a symbol of your faith, made of high-quality materials.

27

S��������� P��������� INJURY Various events (and Mishaps, if you are using this optional rule) call for rolls on the Injury table. In such a case, throw END 8+. Note the Effect of the throw and refer to the following table. Apply DM-1 if the character is in a military career. Injury Table Effect -6 or less -5 to -2 -1 0 1 to 5 6 or more

Result Character is severely injured with lasting implications. Roll 1D: 1-2, character loses a hand; 3-4, character loses an eye; 5-6, character loses a foot Character is injured and heals badly, though all limbs and organs function normally. Reduce your physical characteris�cs by 1 each. Character is injured and does not heal completely, though all limbs and organs function normally. Reduce one physical characteris�c by 2. Character is injured and suffers mild lasting injuries. Roll 1D: 1-2, character is badly scarred; 3-4, character loses a finger; 5-6, character loses several teeth. Character is obviously scarred, though not severely so. Lightly injured. No permanent effects.

AGING Characters must make aging rolls beginning at the age of 30. At the end of the 4th term, and on the end of each subsequent term, throw 2D on the following table. The character’s total number of terms serves as a nega�ve DM to the throw. Aging Table 2D Effect of Aging -6 Reduce three physical characteris�cs by 2, reduce one mental characteris�c by 1 -5 Reduce three physical characteris�cs by 2. -4 Reduce two physical characteris�cs by 2, reduce one physical characteris�c by 1 -3 Reduce one physical characteris�c by 2, reduce two physical characteris�cs by 1 -2 Reduce three physical characteris�cs by 1 -1 Reduce two physical characteris�cs by 1 0 Reduce one physical characteris�c by 1 1+ No effect

AGING CRISIS

OPTIONAL RULE: SKILL PACKAGES

If any characteristic falls to 0 due to aging, the character must throw 6+ to survive. If still alive, they will now have that characteristic at 1, and must retire from their career.

To facilitate play and ensure that the characters possess a skill set that covers all basic aspects of their adventures (such as sailing the high seas or exploring the wilderness), the Referee may allow players to choose a skill package in addition to any skills they earned in their careers. Each character may choose one of the skills from the chosen package. They receive the skill at Level-1. Two characters may choose the same skill. Characters cannot choose a skill they already have. The table below provides five useful examples of skill packages. Referees are free to create more skill packages for their campaigns. Note, the total skill level maximum of IND+EDU still applies for each character.

OPTIONAL RULE: SURVIVAL AT A COST Under the above rules, a character that fails a Survival throw dies. However, some merciful, or sadistic, Referees may allow the character to survive, albeit at the cost of serious injury. The character must throw on the Mortal Wounds table (see the Combat chapter) at a total DM of +0. After suffering their wounds, the character must leave their career. Skill Packages Campaign Style Explora�on Military Seafaring Trading Criminal

28

Skill Package Recon-1, Cra�-1, Riding-1, Science-1, Survival-1 Leadership-1, Ar�llery-1, Melee Combat-1, Archery-1, Tac�cs-1 Watercra�-1, Ar�llery-1, Cra�-1, Recon-1, Medicine-1 Rulership-1, Liaison-1, Carousing-1, Streetwise-1, Steward-1 Streetwise-1, Stealth-1, Rulership-1, Recon-1, Decep�on-1

T�� S���� �� C������ EXAMPLE OF CHARACTER GENERATION 1. Optio Gregor Kun. We begin by rolling 2D six times, with the following results: STR 7 DEX 4 END 8 INT 8 EDU 4 SOC 4. Gregor is a clumsy, oafish youth with barely any literacy, and no social prospects. His background from a village gives him Animals-1. At least he’s relatively tough, strong, and smart. It looks like the local legion is recruiting after a hard battle, and Gregor enlists easily (Qualification 11). He gets the basic Soldier service skills: Craft, Archery, Artillery, Melee Combat, Recon and Riding at level 0. The legion is rebuilding, so Gregor doesn’t see any action this term (Survival 11). He is also a Legionary (Rank 0), which means gaining Melee Combat 1. He is put through a lot of service training as an Archer (Archery-1) and Personal Development (DEX +1 to DEX 5). Despite his lack of manners and connections, Gregor advances easily to Tesserarius: Rank 1, rolling 10 -1 = 9 (-1DM for SOC 4), gaining Leadership-1 and Recon-1 as an Advancement skill. Gregor has made it as a low-level leader of skirmishers. His superiors recognize his talents, and he gains additional Command experience (Event table), gaining Tactics-1. Gregor happily re-enlists (roll 7). Gregor’s second term is less happy-go-lucky. He survives easily enough (roll of 10), and his time as a skirmisher gives him Athletics-1. He manages to advance to Signifier (Rank 2), gaining another level of Archery (total Archery-2) among the skirmishers as a noted commander. Things take a turn for the worse when war breaks out (Event table). Gregor serves valiantly, but is disfigured, losing all his teeth during a bloody battle: he fails to avoid injury, but rolls 11 on the Injury table, for a total of 10 because he is a Soldier. Gregor will have many stories to tell over the set of false teeth that he needs from now on. Gregor’s third term is filled with more hardship! He survives and hones his skills in Melee Combat (now Melee Combat-2), and advances to Optio (Rank 3), despite finding it increasingly difficult to make headway due to his low birth (rolled an 8 - 1 = 7 for Advancement). He partakes in sneak attacks and other missions where stealth is paramount (Stealth1). Unfortunately (Event Table roll of 6), all this takes place at sea! Gregor was impressed and spent four years as a commander of archers and as a boarding marine officer on a war-galley. He did not learn how to swim but did learn how to pilot a boat (Watercraft1). Gregor got the message that climbing the ranks despite his low station was only going to make life more difficult for him. He left the army after twelve years (three terms), with a small bag of coins (100 gold), a wicked sword, and a suit of armor (results of 4, 3, and 4 on the cash, weapon, and armor on the mustering out benefits tables respectively). The Referee is offering all characters a single skill pick

from the Exploration Skill Package, and Gregor picks up Survival-1. This puts Gregor’s skill level total at 12, equal to the total of INT 8 + EDU 4 = 12 skill levels available to Gregor! Finally, Gregor gets one Trait from the list. The obvious choice is Rain of Arrows, allowing Gregor to be very effective with his short bow. Gregor Kun: STR 7 DEX 5 END 8 INT 8 EDU 4 SOC 4. Animals-1, Archery-2, Artillery, Athletics-1, Craft, Leadership-1, Melee Combat-2, Recon-1, Riding, Stealth-1, Survival-1, Tactics-1, Watercraft-1. Trait: Rain of Arrows, Weapon, Armor, Cash 100. 3 Terms. Gregor is an experienced fighter with a head for tactics, an abundance of scars, false teeth, and a chip on his shoulder because his low social status prevented him from really shining in the local city military. He’s got a short bow, a battered, but reliable, suit of Leather armor, a short sword, a set of false teeth, and no future plans. 2. Alazar: Josh rolls the following attributes: STR 6 DEX 12 END 5 INT 9 EDU 11 SOC 2. The dice giveth, and the dice taketh away. The obvious choice is some sort of Rogue, but there’s a neat story here. Josh decides to make a Sorcerer and picks Streetwise-1 for an urban background skill. Our young street urchin is fortunate to have caught the eye of a wizard, who uses the lad as an errand boy, and eventually earns his place as an apprentice. He qualifies for the Sorcerer career (8 + 1 for EDU 11 = 9) and gains Science, Alchemy, Deception, Investigation, Artifice, and Sorcery as service skills. Josh rolls for survival, making it easily with a 12. The young apprentice gains Science-1, as he learns the ropes of the wizard’s laboratory. He also gains Sorcery-1 as a Rank-0 Sorcerer. He is talented, and advances (rolls 11 + 1 = 12), gaining Artifice-1 as a skill. As a first term event, Josh rolls a 3: Daemons! The curious and foolish apprentice attempts a spell and it goes horribly awry. But the daemon that appears is not beyond this apprentice’s abilities: a roll of 11 + 1 (Sorcery skill level) = 12 means that the apprentice defeats the creature! He is, however, severely punished. The reenlistment roll is 10.

29

S��������� P��������� In the second term, the survival roll is 7 + 1 (EDU) = 8. The apprentice pushes boundaries, and barely makes it through the term alive. He is powerful, curious, and very, very ambitious. But he hides all this behind a mask of obsequious service, gaining Deception-1 as a term skill. He works hard and is promoted (7 + 1 = 8), gaining a valuable level of Sorcery. As an event, the dice come up 6: Religion. Our budding sorcerer has encountered an honest-togoodness miracle in the form of an unholy spirit that kills an intruder and with extra study, Josh’s character gains a level of Religion-1 (the roll is 9 + 1 = 10) as he determines what exactly happened, and how to harness that power… Meanwhile, the roll to re-enlist is a 7. Term 3 starts off well enough: the sorcerer survives the term rolling 8 + 1 = 9, and gains another level of Deception, and is promoted to Rank 3, gaining Art-1. This marks the moment when the sorcerer’s master realizes that Josh’s apprentice is a growing threat and sends him back onto the streets to use his talents making money for the wizard. This coincides well with the Event table roll of Hard Work, and the apprentice spends time learning how to become a healer, gaining Medicine-1. After three terms, it is nearly time to end character generation, but Josh wants one more term. Term 4 is easily survived (8 + 1 = 9), and the apprentice is welcomed back under the wizard’s tutelage (Sorcery skill level). Promotion gains the character another level in Art. The wizard’s hospitality was short-lived. The Event table result is Life Event: Fire! Josh rolls DEX (7 + 2 = 9) to only lose one Benefit roll. But it seems that the entire neighborhood where the wizard lived went up in smoke. The appren�ce was one of the few survivors. Josh chooses to end the character generation, picks a name, Alazar, and rolls four times on the mustering out benefit tables: one cash result of 20 gold, and three Material benefits, a Spell, a Focus, and a Familiar. Josh picks Craft-1 from the Exploration Skill package, and two traits: Thief, and Sensing Power. Alazar: STR 6 DEX 12 END 5 INT 9 EDU 11 SOC 2. Alchemy, Art-2, Artifice-1, Craft-1, Deception-2, Investigation, Medicine-1, Religion-1, Science-1, Sorcery-3, Streetwise-1. Traits: Thief, Sensing Power. Spell, Focus, Familiar, 20 gold. 4 terms. He has 7 known spells, and the Referee rolls them randomly: one D6 roll determines Circle power, a D3 determines Shade, and a D6 determines which spell: Charm Animal, Conjure Imp, Hypnotic Pattern, Rebirth, Starfall, Thunderclap, and True Seeing. Alazar is a powerful sorcerer. This gains him 8 points of Corruption, and were he a better person, he might feel badly about that. Josh and the Referee determine that Alazar’s familiar is an old black cat with one dead, milky eye. It is named Mephisto, and Stealth-3 its only skill. 3. Shireen Fa’ayed. Georges rolls up the final character in this nascent adventuring group: STR 6 DEX 8 END 7 INT 11 EDU 7 SOC 9. A clever young girl from a well-off family. Only, it is a crime family, and Shireen enters the family trade as a Rogue. Her upbringing in a city gives her Carousing-1 as a background skill. In the first term, she qualifies as a Rogue (11), and rolls to Survive, getting a 7. She gains Streetwise, Craft, Carousing, Deception, Stealth, and Recon as her service skills. She then rolls Deception-1 as a skill and gets Streetwise-1 for her

30

Rank 0. Shireen easily advances to Rank 1 (roll of 9 + 1 = 11) and gains another rank in Deception. The Event table is not kind: Life Event, Crime! Shireen has committed a murder and has to flee, or she will be executed! Georges and Referee discuss things and decide that another term as a Vagabond will be fine. Shireen survives her second term (10) and gets to pick one Service skill at level 0 as her new career basic training. She chooses Survival. She also gains a level in Streetwise, since she is a Rank-0 Vagabond. Rolling on the Service skill table for her term’s skill and gets Melee Combat-1. She rolls for advancement, and makes it easily, getting Carousing. Her Event has her working as unskilled labor, and she rolls on the Personal Development table, getting INT+1. She gains one benefit roll as a Vagabond and gets an Ally. Her Campaign skill package pick (from the Exploration Package) is Riding-1. She also gets a single trait, and picks Empath to help her through social interactions. Georges thinks that her ally might be her crime family, which can occasionally be called upon for help in s�cky situa�ons. Shireen Fa’ayed: STR 6 DEX 8 END 7 INT 12 EDU 7 SOC 9. Carousing 2, Craft, Deception-2, Melee-1, Recon, Riding-1, Stealth, Streetwise-2, Survival. Ally, Empath. 2 Terms

T�� S���� �� C������

TRAITS All characters who underwent a career gain traits. Traits represent focused abilities and areas of training which may overlap with skills or characteristics. A character receives one Trait per 3 Terms in character generation (round up). For example, a character who served 1 Term before starting as an Adventurer would receive 1 Trait. A character that served 4 Terms would get 2 Traits. Any character may choose any Trait they meet the Prerequisites for. Note that when the Prerequisite is a skill, this means Skill-1 or higher. Skill-0 do not suffice. Some Traits use a "throw 3D and pick the higher two" mechanic. For example, if you throw three dice and get a roll of 2, 3, and 5, your result will be 8 (3+5), as the 2 is discarded. You may purchase traits after character generation at the cost of 10 XP each. Most non-adventuring, noncombatant NPCs will not have a Trait. Especially talented NPCs might have one Trait. Referees should choose the Merchant, Profession, or Trade Traits.

TRAIT LIST

BACKSTAB Prerequisite: Melee Combat skill The character knows how to deliver a lethal blow to an unsuspec�ng vic�m. When attacking an unaware target in melee, attack at DM+2 and add 1D to the a�ack's damage.

BATTLEMAGE Prerequisite: Sorcery skill The character knows how to use sorcery in combat. They gain DM+1 to initiative throws when attempting to hastily cast a spell in combat. Furthermore, when making an opposed throw to dispel magic or overcome magic resistance, the character throws 3D and picks the highest two.

BEAST FRIENDSHIP Prerequisite: Animals skill The character is well-versed in the natural world. When using the Animals or Science skill to identify flora or fauna, the player throws 3D and picks the highest two. Furthermore, the character may take animals as loyal "retainers" (morale DM+2).

AWARENESS Prerequisite: INT 9+

BERSERKER

The character has sharp senses and is difficult to surprise.

Prerequisite: END 9+

When rolling the Recon skill to avoid surprise (even unskilled), the character throws 3D and picks the highest two. Note that this trait does not apply when the character is setting up a deliberate ambush; the Hunter Trait covers that instead.

ASSASSIN

The character can become enraged when injured in combat, a�acking with blind rage. When injured in combat, assuming the character remains conscious, they may elect to unleash their rage. This grants DM+1 to hit and DM+2 to damage in melee combat, but also grants the character's enemies DM+1 to hit them. This lasts until the end of that combat encounter and the character may repeat it in any additional combat encounters in which they suffer new damage.

Prerequisite: Melee Combat skill The character knows how to hit weak spots in the enemy's armor in melee combat. When attacking in melee, if the to-hit throw's Effect is +6 or be�er, ignore the target's armor.

BLIND FIGHTING Prerequisite: Melee Combat skill The character knows how to fight in darkness, using senses other than sight. When fighting in melee combat, the character suffers no negative DM to hit for fighting in dim light and only DM-1 for figh�ng in total darkness.

31

S��������� P��������� COMBAT HEALER

EMPATH

Prerequisite: Medicine skill

Prerequisite: None

The character is trained in combat medicine and capable of bringing wounded comrades back to figh�ng condi�on.

The character can easily read another person's emo�ons.

As an action in combat, the combat healer may throw Medicine 6+ to immediately revive an unconscious character with Minor Wounds. The revived character will still be wounded and prone. However, they will be able to act in the following combat round.

Whenever trying to determine an NPC's emotional state, or find out if an NPC is lying, the empath throws 3D and picks the highest two. This also applies to games of chance and bluffing, such as poker, where "reading" the rival is a central aspect to the game. At the Referee's discretion, this may also apply to Carousing or Liaison throws in certain occasions.

COMBAT READINESS Prerequisite: Archery or Melee Combat skill The character is quick to act and react in combat. Gain DM+1 to all Initiative throws. This also applies when cas�ng spells.

ALLY Prerequisite: None

FAMILIAR Prerequisite: Sorcery skill The character gains a special intelligent animal bound to you by magic. It may speak to its owner and is at least as smart as a young child. Familiars should have specific abilities based on species, at the Referee's discretion. A character may not have more than one familiar. This allows you to gain a familiar when you didn’t receive one as a Mustering Out Benefit.

The character has highly useful connec�ons. Gain one Ally (see the Character Generation chapter).

FAST HEALING Prerequisite: END 9+

CONTORTIONISM Prerequisite: DEX 9+ The character is extremely flexible and can squeeze or fold their body in a manner atypical of humans. The character may throw DEX 10+ to escape from bonds or chains or to slip through bars or portcullises. If they fail, they may retry the roll only if something has changed: they’ve been thrown on their backs, or are moved to a new loca�on, for example.

DANGER SENSE Prerequisite: DEX 9+ The character instinctively senses danger and can try to evade enemy attacks even when generally unaware of the assailant. When the character is attacked by an enemy the character is unaware of, throw DEX 8+; if successful, the character uses the Dodge or Parry bonus (see the Combat chapter for further details). It can be very difficult to ambush this character effec�vely.

The character recovers on their own from a Minor Wound within 1D hours (normally one day) in the absence of treatment, and from a serious wound within 3D days of medical care. This is not cumulative with the increased rate of healing when successfully treated by a Surgeon (see below).

GHOST Prerequisite: Stealth skill The character is experienced in using the cover of darkness to their advantage. When sneaking in darkness conditions—where the DM-2 penalty to hit due to darkness would apply— the ghost throws 3D and picks the highest two for Stealth rolls.

HARDY Prerequisite: END 9+ The character is particularly hardy and resistant to injury. Reduce the damage of the first (and only the first) successful attack on the character in a given battle by 2D.

32

T�� S���� �� C������ HUNTER

MASTER SAILOR

Prerequisite: Recon skill

Prerequisite: Watercra� skill

The character is an expert in ambushing prey, both animal and sen�ent.

The character is an expert seaman and can easily outmaneuver others.

When making a Surprise throw from ambush, the hunter throws 3D and picks the highest two.

When throwing for Advantage in naval chase, the character throws 3D and picks the highest two.

ILLUSION RESISTANCE

MERCHANT

Prerequisite: INT 9+

Prerequisite: Liaison or Streetwise skill

The character is hard to fool by magic. When making a throw to resist an illusion spell, the character throws 3D and picks the highest two. At the Referee's discretion, this Trait might also help in opposed throws against the Decep�on skill.

The character knows how to get the best deals for goods and services. Any item the character purchases costs only 90% of its list price, and any item the character sells goes for 110% of its base price. If both the seller and the buyer have this Trait, make an opposed Liaison or Streetwise (as appropriate) throw to determine who gets the bonus.

IMMUNITY Prerequisite: None The character is particularly resistant to toxins and pathogens. When making a throw to resist poison or disease, the character throws 3D and picks the highest two. When a healer treats this character for poison or disease, they too throw 3D and picks the highest two.

LOW PROFILE Prerequisite: DEX 9+ The character knows how to u�lize cover very effec�vely. When the character is behind hard cover, treat that as heavy cover (DM-3 to hit the character).

MYSTIC AURA Prerequisite: Sorcery skill The character projects their magical power in an aweinspiring manner. When making a reaction throw to impress or intimidate other people, the character throws 3D and picks the highest two. On a "natural" throw of 12, the target is so impressed that they act as Charmed (per the charm person spell) when in the sorcerer's presence; the Aura’s effect ends within 1 hour, but the positive impression persists.

PACKRAT Prerequisite: None The character knows how to pack and carry equipment efficiently.

Prerequisite: Archery skill

The packrat is unencumbered when carrying up to twice their STR in items, and up to three times their STR when carrying a Heavy Load.

The character knows how to kill unsuspecting victims from a distance.

PASSING WITHOUT TRACE

MARKSMAN

When attacking an unaware target in ranged combat, using an aimed shot, add 1D to the a�ack's damage.

MARTIAL ARTIST

Prerequisite: Survival skill The character knows how to leave no sign of passage in wilderness settings, and thus cannot be tracked. They may cover the tracks of two additional persons per rank in the Survival skill.

Prerequisite: Melee Combat skill The character is lethal in unarmed combat and can cause serious harm even without possessing significant physical might. When making an unarmed attack, the character's damage increases to 1D+STR DM rather than the regular STR DM.

33

S��������� P��������� PROFESSION

RUNNER

Prerequisite: EDU 9+

Prerequisite: DEX 9+

The character is highly skilled in a civil profession, such as an advocate, merchant, or scribe and can earn 25gp per month from practicing this profession. This profession does not replicate any skill but may enhance (as noted below) certain aspects of a skill, for example Profession (Advocate) improves Rulership throws related to law and courts.

The character walks and runs very quickly.

Furthermore, when making a throw related to this profession, the character throws 3D and picks the highest two. Note that this Trait can never augment Melee Combat, Archery, Artillery, Sorcery, Alchemy, or Ar�fice.

PROPHECY Prerequisite: Religion skill The character dreams and feels the past and the future. The Referee should make these visions both cryptic and, occasionally, useful. Furthermore, one per week, the character can commune (per the spell) without requiring a Sorcery throw or risking a mishap.

The character may move 15m instead of 10m per combat ac�on.

SAGE Prerequisite: EDU 9+ The character is an expert in a particular area of knowledge, such as astronomy, history, or mathematics. When making a throw related to that area of knowledge, the sage throws 3D and picks the highest two.

SENSING POWER Prerequisite: Sorcery skill The character has a "sixth sense" related to magic. They immediately feel when someone casts a spell within 30m, even if the caster is concealed, and can tell if someone used magic within the location in the past 24 hours.

SIGNATURE WEAPON RAIN OF ARROWS

Prerequisite: Archery or Melee Weapon skills

Prerequisite: Archery skill

The character is particularly proficient in using a specific weapon.

The character has mastered the bow and can perform amazing feats of arms with it. When an arrow shot by the character "drops" an enemy (causes them to fall unconscious or die), the character may immediately attack another enemy with the same bow. The character can do so only once per combat round.

RIDER Prerequisite: Riding skill The character is trained in riding animals, Earthly and alien beasts alike. When making a throw to remain mounted on an animal, or when rolling for Advantage in a chase, the rider throws 3D and picks the highest two.

34

Choose one specific weapon, such as a character’s favorite sword or longbow; when attacking with that specific weapon, the character gains a DM+1 to hit. You may choose this Trait multiple times, each applied to a different weapon. Note that this trait does not apply to a class of weapons (daggers), nor to a model of weapon (longbows), but to a specific weapon the character owns (the character's serrated dagger gifted to him by the head of his assassin's guild).

SPELLS Prerequisite: Sorcery skill The character gains two additional spells, above and beyond those granted by their Sorcery skill itself. Add the spells to the character's Codex and Repertoire.

T�� S���� �� C������ SURGEON

VIGILANT

Prerequisite: Medicine skill

Prerequisite: INT 9+

The character specializes in advanced medicine.

The character constantly looks out for trouble and is always watching foes, even when on the move.

When treating a seriously wounded character, the surgeon may throw Medicine 6+ to reduce recovery �me from 5D days to 2D days. The surgeon throws 3D and picks the highest two when throwing to treat Mortal Wounds.

TALISMAN Prerequisite: Sorcery skill The character gains a Lesser Talisman (see the Sorcery chapter for further details).

THIEF

If the character used both actions in a combat round for movement, they automatically enter Overwatch mode without requiring a further action. This Trait is not cumulative with potions or plants providing similar effects or gran�ng addi�onal ac�ons.

WILL TO LIVE Prerequisite: END 9+ When treating a Mortal Wound, any physician, even those without the Surgeon Trait, treating the character throw 3D and picks the highest 2D when throwing for Trauma Surgery. This is not cumulative with the Surgeon Trait.

Prerequisite: Stealth or Streetwise skills The character is specialized in stealing goods, then selling them on the black market. When fencing stolen goods, the thief throws 3D and picks the highest two.

THROWER Prerequisite: None The character is especially adept at throwing knives and other thrown weapons. Effective range for the character's knife and other thrown weapons becomes STRx2, and maximum range becomes STRx3.

TRADE Prerequisite: None The character is skilled in a particular trade, such as masonry, carpentry, or blacksmithing. This does not replicate any skill but may enhance certain aspects of a skill, for example Profession (Weaponsmith) may enhance Cra� skills to repair weapons. When making a throw related to this trade, the character throws 3D and picks the highest two.

35

S��������� P���������

36

T�� S���� �� C������

EQUIPMENT This chapter describes common tools, weapons, and other items used by adventurers, sorcerers, barbarians, and plucky Earthlings trapped underneath alien skies. Assume that characters begin play with clothes suitable for adventuring. Other equipment comes from mustering out benefits or may be purchased from the character's gold (such as the gold received on the Gold mustering out tables).

A NOTE ON TECH LEVELS Cepheus Light, which served as the basis for the Sword of Cepheus rules, uses "Tech Levels" to describe the wide spectrum of technology from the Stone Age to the stars. The core Sword of Cepheus book has a much narrower technological spectrum, and thus it does not list tech levels for its equipment. Unless otherwise noted, all equipment in this book is either TL0 or TL1 in Cepheus Light terms. The worlds this game describes are, for the most part, TL1 worlds. Future supplements may add more advanced technology, from gunpowder and robots to lasers. Stay tuned for further releases from Stellagama Publishing!

GOLD, SILVER, AND OTHER COINS Historically speaking, there were many types of coins, at various values and exchange rates. However, for ease of play, trade and shopping in Sword of Cepheus uses the well-known "fantasy coinage" system of gold pieces (gp) and silver pieces (sp). This allows compatibility with many other fantasy and sword & sorcery games and adventures, which use similar coinage. A gold piece is very valuable and equals ten silver pieces. A single gold piece can keep a peasant family alive for a month at subsistence level. Beginning adventurers can live reasonably comfortably from several dozen gold pieces a month – paying for accommodations and food at inns rather than living on their own land. See Living Expenses, below.

RARER COINS Various traditional fantasy and sword & sorcery books provide treasure in a wider variety of coins than the simple gold and silver of Sword of Cepheus. Use the following table to convert these kinds of coins to silver and gold.

In certain Sword of Cepheus settings one can find both iron—and thus steel—and bronze items. All of these are TL1 in Cepheus Light terms. However, bronze weapons suffer DM-1 to hit, and metal armor made of bronze has one point less armor than the same item made of iron or steel. Coinage Coin Copper (cp) Silver (sp) Electrum (ep) Gold (gp) Pla�num (pp)

Copper (cp) 1 10 50 100 500

Silver (sp) 1/10 1 5 10 50

ENCUMBRANCE Sword of Cepheus avoids any encumbrance mechanics that entail the careful accounting of a character’s equipment weight. Instead, a character may carry a number of major “items” equal to their STR with no penalty. This represents a Light Load. Characters may carry items beyond this: up to three times their STR, which constitutes a Heavy Load. A heavily loaded character suffers DM-1 to all physical task throws and can only use a maximum of one move ac�on in a combat round.

Exchange Value Electrum (ep) 1/50 1/5 1 2 10

Gold (gp) 1/100 1/10 1/2 1 5

Pla�num (pp) 1/500 1/50 1/10 1/5 1

An “item” is anything of significant size: a sword, a 3meter pole, a standard length of rope. Larger items may count as more than one item, and we note them as such in their description. Small items, such as a compass, a needle, or a candle, do not count as items, subject to the Referee’s judgment.

37

S��������� P��������� LIVING EXPENSES In an adventure deep in the wilderness, characters sleep under the stars, or under small shelters. They live off rations and from hunting and gathering food. In civilization, however, they will often have to purchase their accommoda�ons and food.

The SOC ratings are approximate levels of comfort enjoyed by characters of such standing, and are not binding to a certain level of SOC. The Referee may decide to grant bonuses to living at a much higher standard of living than your SOC indicates or penalties for living at a much lower quality of life than your SOC demands.

The following table provides costs of living. One column covers the monthly cost of living – which assumes a long-term purchase of lodging and groceries. The second indicates daily cost of living, when adventurers are lodging and eating at inns or similar establishments. Living Expenses Quality of Living Wretched (SOC 0-1) Poor (SOC 2-3) Adequate (SOC 4-5) Comfortable (SOC 6-8) Prosperous (SOC 9-10) Opulent (SOC B-C) Aristocra�c (SOC D-E) Royal (SOC F-G)

38

Monthly Cost 1gp 12gp 25gp 75gp 300gp 1000gp 6000gp 12000gp

Daily Cost 1sp 5sp 2gp 10gp 25gp 50gp 400gp 1000gp

Common Professions Poor peasants Average peasants Skilled laborers and journeyman cra�ers Master cra�ers and yeoman farmers Master professional and knights Aristocrats Landed nobility Worthy of a prince!

T�� S���� �� C������ ADVENTURING EQUIUPMENT The following items are common among adventurers and explorers. Adventuring Equipment Item Backpack (holds 4 items) Barrel (20 gallon) Bedroll Candles (12) Chest (holds 20 items) Crowbar Dog, Hun�ng Dog, War Flint and steel Grappling Hook Hammer (small; tool) Healer's Kit Holy Symbol Ink bo�le Iron spikes (12) Lantern Mirror (hand-held, steel) Musical instrument Oil (common, 1 flask) Oil (military, 1 flask) Padlock Pole, 3.048m Pouch (holds 1 item) Ra�ons (1 week) Rope, 20m Sack (holds 6 items) Spell Codex (blank) Stakes (5) and mallet Tent Thief's tools Torches (6) Water/wine skin

Cost 2gp 3sp 2gp 5sp 22gp 1gp 10gp 75gp 1gp 25gp 2gp 10gp 25gp 8gp 1gp 10gp 5gp Approx. 50gp 3sp 2gp 20gp 1gp 5sp 1gp 1gp 5sp 20gp 3gp 20gp 25gp 1sp 5sp

Equipment Notes: Backpack: a backpack allows a person to carry items while keeping the hands free. The backpack itself does not count as an item for the sake of encumbrance and may carry up to 4 items (which still count against the character's encumbrance limit). Candles: a candle will illuminate a radius of approximately 1.5m and burns for an hour. Dogs: hunting dogs are fast, lean hounds used to track and bring down prey, typically working in a pack. War dogs are massive mastiffs, trained to be loyal to their masters and kill on command. A wellbred, well-trained war dog is fiercer than most human soldiers! Flint and steel: used to start fires with ease. Lighting a fire with flint and steel takes 1 combat round (6 seconds). Lighting a fire without flint and steel takes 1 exploration turn (10 minutes) and requires a Survival 4+ throw.

Grappling hook: a large iron hook used for anchoring a rope. Grappling a distant target with a grappling hook requires an Athle�cs 8+ throw. Hammer (small): may serve for work or for driving iron or wooden spikes. If used in combat, it causes 1D damage. Healer's Kit: a well-packed collection of herbs, bandages, needles, scalpels, and other items used to treat injuries, disease, and poison. Holy symbol: a symbol holy to a religion, often worn as a necklace. At the Referee's discretion, this may grant DM+1 to Religion throws against magic and magical creatures. Ink: a small bottle of black ink. Other colors cost twice as much. Iron spikes: metal pitons used to secure ropes, or to spike doors open or shut. Lantern: a covered oil lamp. It burns 1 flask of common oil per 4 hours and illuminates up to a 10m radius. May be closed to conceal its flame or protect the fire from wind or rain. Mirror: a small, handheld polished steel mirror. May serve to peek around corner without risking bodily damage from concealed threats. Musical instrument: any one of many musical instruments. Costs range from 25gp for a simple instrument; a good-quality instrument will cost around 50gp; superior designs can go for 100gp or more. Oil: common oil is used as fuel in lamps or is a food ingredient. Military oil is highly flammable and adhesive. Accurately throwing a flask of lit military oil (often with a cloth fuse) at enemies requires a DEX 8+ throw, has an effective range equal to the thrower's STR and a maximum range equal to twice the thrower's STR. A failed throw means that the flask deviates 1D meters in a random direction from the intended point of impact. It has the Fire weapon Aspect (see below) and a Blast 1.5 Aspect. Padlock: a common iron lock with a key. Pole, 3.048m: a 5cm-thick, 3.048m-long wooden shaft. Older, experienced adventurers use it to test the depth of ponds and poke at suspected traps. Pouch: a small leather or cloth bag capable of holding one item. Rations: dried, salted, or otherwise preserved food. Rations will last for up to 2 months in the wilderness before spoiling. At the Referee's discretion, they may spoil earlier in bad environments, such as noxious swamps or damp underground caverns.

39

S��������� P��������� Rope, 20m: a strong rope capable of supporting up to 300kg – approximately three average adventurers with typical gear. Sack: this cloth or leather bag may hold up to 6 items. Spell Codes, blank: a high-quality parchment or paper book, used for recording spells as described in the Sorcery chapter. Stakes and mallet: 30cm-long sharpened wooden shafts made famous by horror tales about vampires. The mallet is wooden or metal.

PERSONAL ARMOR

Protec�on 3 4 5 6 8 10

Cost 10gp 20gp 30gp 40gp 50gp 60gp

Encumbrance 1 item 1 item 1 item 2 items 3 items 3 items

Hide and Fur: crude armor made from animal skin. Provides good protection from the cold but minimal protec�on from any but the crudest weapon. Leather: armor made from hardened leather or laminated linen. Scale: armor consisting of many small metal, leather, or horn scales attached to a backing material such as cloth or leather. Chain: armor made from small metal rings linked together in a pattern to form a mesh. Provides superior protection to the various hide and leatherbased armors, but less than that of heavier metal armors. This is a highly common type of armor among soldiers. Banded: armor made of overlapping horizontal stripes of laminated metal attached to leather backing. Heavy but provides significant protec�on. Plate: armor made from large, overlapping metal plates worn over the chest and vital areas. Plate armor includes chain armor parts covering the joints and other less-protected body parts.

40

Torch: wooden shafts tipped with pitch and cloth. A torch burns for 1 hour and clearly illuminates a 10m radius. Waterskin/Wineskin: a container – usually made from leather – capable of holding 1 liter of liquid.

ARMOR, NOISE, AND SWIMMING

Personal armor reduces the damage caused by incoming attacks. Subtract the armor’s Protection rating from any damage caused to the character. Note that heavier armor counts as several items for calcula�ng encumbrance. Personal Armor Armor Hide and Fur Leather Scale Chain Banded Plate

Thief's tools: a set of lockpicks and other small tools used for burglary and to tamper with various mechanisms. Using them will often require a Craft throw.

Heavy armor – scale armor or heavier – is cumbersome and noisy when worn. Using such armor subjects its wearer to DM-2 to all throws related to stealth, swimming, balancing on a tight rope, or any other situation where wearing a heavy suit of metal armor might be detrimental to the effort. When wearing banded armor, this penalty increases to DM3, plate armor wearers suffer a DM-4 penalty.

T�� S���� �� C������ VEHICLES AND MOUNTS The following are typical vehicles, both land and maritime, used in antiquity-inspired and medievalinspired worlds. This also includes mounts, such as horses and giant lizards. Appendix B provides various science-fantasy vehicles such as skyships and flying saucers.

STAT BLOCK EXPLANATION Cost: in gold pieces (gp) Agility: Agility represents the vehicle’s maneuverability. Applies as DM to skill throws in vehicle combat. Spd: speed in kilometers per day.

Critical Damage Threshold: Weapons must throw this number or above on their AV dice to cause a critical damage hit. Note that melee weapons, bows, and crossbows never cause cri�cal damage. Living mounts, do not have damage thresholds. They fight like any other animal (see the Combat and Monsters chapters). Weapons: how many artillery weapons a vehicle may carry (if any). Note that a heavy catapult counts as two such weapons. Crew: the number of crewmembers the vehicle requires to operate. Cargo: cargo capacity in kilograms or tons. A boat or ship may carry one passenger with typical supplies instead of 100kg of cargo (10 passengers per ton).

Light Damage Threshold: Weapons must throw this number or above on their AV dice to penetrate armor and cause regular damage hits. Vehicles and Mounts Vehicle Cost

Agility

Boat, River Boat, Sailing Donkey Canoe Cart Edmontosaurus Elephant Galley, merchant Galley, war Horse, Heavy Horse, Light Lizard, Giant Longship Mule Sailing ship, large Sailing ship, small Wagon

-1 +0 * +1 -3 * * +0 +1 * * * +1 * -1 +0 -3

4000gp 2000gp 8gp 40gp 50gp 900gp 1000gp 30000gp 60000gp 50gp 75gp 80gp 15000gp 20gp 20000gp 10000gp 200gp

Speed (km/ day) 60 120 24 30 15 30 15 150 120 30 60 30 150 30 120 150 15

Light Damage 6 6 Animal 3 3 Animal Animal 9 9 Animal Animal Animal 9 Animal 12 9 3

* Animal; use standard animal movement rules. Boat, river: a 10m long boat with a beam (width) of 4 meters; it has a flat bottom and sails in rivers, propelled by either oars, a small sail, or a pole. Boat, sailing: a single-masted sailboat, typically 10m long and with a beam of 4 meters. Often used for fishing in lakes or along the shorelines. Canoe: a light boat built from a light wood frame wrapped with hide, canvas, or other thin waterproofed covering. Used in rivers and swamps. 5m long, 2m wide. Cart: a two-wheeled open vehicle pulled by two heavy horses or mules.

Cri�cal Damage 9 9 Animal 6 6 Animal Animal 12 12 Animal Animal Animal 12 Animal 18 12 6

Weapons

Crew

Cargo

2 3 3 1 -

1 1 1 1 1 1 1 200 330 1 1 1 75 1 20 10 1

3ton 2ton 40kg 300kg 250kg 1ton 1.25ton 20ton 30ton 250kg 125kg 125kg 10ton 125kg 150ton 50ton 1 ton

Edmontosaurus: a bulky four-legged dinosaur weighing up to 4 tons, with a long, laterally flattened tail and a head with an expanded, duck-like beak. Edmontosauri are quite docile and readily tamed. A war-trained edmontosaurus costs 3000gp. Elephant: one of Old Terra's mightiest and most memorable animals. A war-trained elephant costs 3500gp. Galley, merchant: a large, deck-covered ship with a single mast, square sail, and multiple banks of oars. Typically, 50m long. Requires a captain, 20 sailors, and 180 rowers. May carry up to 50 additional passengers.

Donkey: a sturdy ass. A beast of burden and draft animal; hardy and sure-footed.

41

S��������� P��������� Galley, war: a taller military version of the merchant galley. This war galley has two masts and four rows of rowers under its deck. Requires a captain, 30 sailors, and 300 rowers. May carry up to 75 additional passengers or marines. Horse, heavy: such sturdy, if slow, horses are usually trained for draft (i.e. pulling carts, plows, or other heavy loads), though sometimes they are trained for war instead (in which case such a horse costs 70gp). Horse, light: a fast, lean horse. May be trained for riding or war (in the latter case, such a horse costs 150gp); these breeds are too fragile to be trained for dra�. Lizard, giant: a fantastic giant lizard, larger than a horse, tamed and ready for riding. A war-trained giant lizard is a terror to behold, and costs 1000gp. Longship: a graceful, light warship with a single mast, square sail, and a row of rowers on each side. Operates easily in oceans, shorelines, lakes and rivers – a versatile ship often used by raiders. Requires a captain and 75 sailors, 60 of whom may row when the wind is low; they also serve as marines.

42

Mule: the infertile offspring of a donkey and a horse. O�en ornery and stubborn. Sailing ship, large: a massive three-masted seaworthy ship dwarfing all other primitive watercraft. It is 50m long and 10wide. It has at least one deck and two raised "castles" in its bow and stern. The large sailing ship requires a captain and 20 sailors. Sailing ship, small: a smaller sailing ship with a single mast; 20m long, 6m wide, and requires a captain and 9 sailors. Wagon: a four-wheeled open vehicle drawn by two to four heavy horses (or one edmontosaurus).

T�� S���� �� C������ WEAPONS Barbarians and knights meet their foes with blade and arrow. Here we provide a collection of weapons, both for melee and ranged combat.

STATS EXPLANATION Range: Effective/Maximum in meters. To attack with a ranged weapon within effective range throw Archery (or Artillery) 8+; beyond effective range, throw Archery (or Ar�llery) 10+. Damage: damage caused by the weapon. Ammo Cost: per quiver (usually 20 arrows or bolts), in gold pieces. Cost: The weapon’s cost, in gold pieces.

WEAPON ASPECTS Weapons have Aspects describing their special characteris�cs, as noted on their table. AV X: anti-vehicular dice. Throw this number of dice when you hit a vehicle; if the throw is equal or greater than the vehicle’s armor rating, the shot penetrates and causes a Light or Critical damage roll. Use this rating only when fighting against vehicles (such as watercra�). Blast X: This weapon damages targets in its blast radius. The number given is the blast radius in meters. A character caught within the blast radius may throw DEX 8+ to dodge the blast and suffer only half the damage (rounded down). Melee Weapons Weapon Axe Ba�leax Broadsword Club Cudgel Cutlass Dagger Great-Axe Halberd Lance Maul Pike Pitchfork Shield Sabre Spear Staff Sword Sword, Short Throwing Steel Unarmed Warhammer

Cost 4gp 7gp 15gp 1gp 5gp 10gp 3gp 10gp 7gp 10gp 7gp 5gp 2gp 10gp 12gp 3gp 1gp 10gp 7gp 1gp 5gp

Damage 2D 3D 4D 1D 2D 3D 2D 4D 4D 2D 4D 3D 2D 1D 3D 2D 2D 3D 2D 2D STR DM 2D

Bulky: A Bulky weapon is extremely heavy – this makes it difficult to use effectively in combat by someone of a weak physical stature. Characters with STR 8 or less suffer DM-2 when using such weapons. Bulky weapons cannot be used from the back of a mount. Fire: On a successful hit, throw 6+ for the target to catch fire. A burning target takes 2D damage per combat round for 1D rounds, or until the fire is ex�nguished. Mounted: This weapon is especially suitable for use from a mount (such as a horse) and grants DM+1 when a�acking from a mount's back. Reach: This weapon has a longer reach and characters using a weapon with Reach enjoy a DM+1 to initiative throws (see the Combat chapter for details). Thrown: May be thrown. Effective range when throwing is STR in meters, and the maximum range is STRx2 in meters. Two-Handed: Requires both hands to use (precludes the use of a shield). Weapons without this Aspect are one-handed by default.

MELEE WEAPONS The following weapons use the Melee Combat skill. Larger melee weapons may harm light vehicles, such as a rowboat or a chariot, but are totally ineffective against larger ships.

Aspects Thrown AV 1D AV 1D, Bulky, Two-Handed

Thrown AV 1D, Bulky, Two-Handed AV 1D, Bulky, Reach, Two-Handed Mounted, Reach Bulky, Two-Handed Bulky, Reach, Two-Handed Reach, Two-Handed Mounted Reach, Thrown

Thrown

43

S��������� P��������� Axe: a small axe made from metal or stone, anything from a stone-age tool to a medieval war hatchet. Ba�leax: a larger one-handed ax designed for war. Broadsword: a large two-handed sword, counts as 2 “Items” for encumbrance purposes. Club: the simplest of weapons – a heavy stick, some�mes with added spikes. Cudgel: a large club or mace. Cutlass: a short, broad slashing sword with a slightly curved blade and basket-guard hilt. Traditionally used by marines and pirates. Dagger: a straight, short knife. Unlike other weapons, which can attack once per round, a combatant armed with a dagger may use both combat actions in a round to attack. That is, they can attack twice with a dagger at the expense of other combat ac�ons. Great-Axe: a massive two-handed axe. Counts as two items for encumbrance purposes. Halberd: a wide slashing blade and a long spike mounted atop a long shaft; the back of blade includes a hook. Counts as two items for encumbrance purposes. Lance: a long, spear-like weapon designed for mounted use. Counts as two items for encumbrance purposes. This weapon is most effective on a mounted charge: add 2D of additional damage when using a lance in a mounted charge. Maul: a two-handed hammer. Counts as two items for encumbrance purposes.

Pike: a particularly long spear, used by massed troop formations. Counts as two items for encumbrance purposes. Pitchfork: an agricultural tool sometimes used as a weapon. The stats are for the sturdier versions, including nautical tridents. Counts as two items for encumbrance purposes. Shield: a personal shield, which can bash enemies for 1D damage and applies DM-2 to opponents trying to hit its bearer. If a shield is used with the overwatch action in combat, the wielder is treated as having par�al cover. Sabre: a single-edged curved sword, often with a large handguard. Designed as a cavalry weapon. Spear: from a sharpened shaft to a metal-tipped spear, this is a basic, yet effec�ve, melee weapon. Staff: a long wooden shaft, sometimes with metal fi�ngs, used with two hands. Sword: one of any variety of longer medium-sized one-handed swords. Sword, Short: an intermediate weapon between the dagger and the sword, designed for maneuverability and stabbing. Throwing Steel: a collective term for small thrown weapons, such as war-darts and shuriken. Warhammer: a sturdy hammer designed for war. A note on unarmed damage: any character can inflict at least 1 point of unarmed damage (before armor, of course) even if their STR DM is 0 or lower.

RANGED WEAPONS The following weapons use the Archery skill. Ranged Weapons Weapon Arbalest Bow, Long Bow, Short Crossbow Sling

Cost 50gp 7gp 3gp 30gp 2gp

Range 60/120 50/100 30/60 30/60 15/30

Arbalest: a heavy crossbow pulled with mechanical assistance. The mightiest ranged weapon on the medieval ba�lefield. Takes 2 ac�ons to reload. Bow, long: a bow made from a single piece of wood, as tall as a person. Requires great strength to use. Bow, Short: a short bow made of a single piece of wood or bamboo. The easiest bow to make using non-specialist types of timber. This bow may be fired from horseback.

44

Damage 4D 3D 2D 3D 2D

Ammo Cost 3gp 1gp 1gp 2gp 1sp

Aspects AV1 AV1, Bulky

Crossbow: a bow mounted on a crosswise stock with a trigger, firing short but heavy bolts. Pulled by hand or with a quick-drawing lever. Much easier to use than a bow. Sling: a simple projectile weapon made of braided flax, hemp, or wool, used to hurl small stones or lead bullets.

T�� S���� �� C������ ARTILLERY The following weapons use the Artillery skill. Ammunition in this case is per individually bolt or shot. Ar�llery Weapon Ballista Catapult, Heavy Catapult, Light

Cost 80gp 200gp 100gp

Range 200/300 400/600 300/400

Ballista: essentially a massive crossbow, this siege weapon hurls immense bolts at its targets. It does not have a minimum range. The ballista suffers DM-2 against low-flying targets. Catapults: siege weapons powered by either torsion or a counter-weight mechanism, hurling rocks or other projectiles. Catapults have a minimum range (150m for the light catapult and 200m for the heavy catapult). They cause damage to characters within a "blast" radius of their impact

Damage 6D 8D 6D

Ammo Cost 2gp 5gp 5gp

Aspects AV 2D AV 3D, Blast 3 AV 2D, Blast 1.5

PITCH SHOTS Catapults may launch incendiary pitch shots. These cost 25gp each and are particularly effective against personnel and wooden ships. They gain the Fire aspect against all targets in their blast radius.

SILVER WEAPONS Some monsters are vulnerable to silver weapons. A silver weapon costs 10x the base cost. For example, a silver sabre will cost 120gp.

HIRELINGS AND MERCENARIES

word that they are looking for qualified employees, and are able to pay reliably.

In addition to buying equipment, arms, and mounts, characters may want to hire mercenaries, retainers, and various specialists. In a nutshell, mercenaries are ordinary hired soldiers who serve for conventional military tasks – from guarding a fortress to attacking enemy strongholds; they usually operate as part of a larger military force. Retainers are NPCs brave (or foolhardy) enough to accompany player characters into the kinds of hair-raising adventures players love to put their characters through. Specialists are, as the term implies, tradesmen or experts in various useful non-combat (or combat-adjacent) fields.

To recruit a single retainer, specialist, or mercenary squad, throw Liaison 8+, note the effect, and consult the following table. Mercenaries usually share a single negotiation throw for an entire squad (8-12 soldiers) or even a platoon (approximately 40 soldiers), at the Referee's discretion. There may be additional DMs to this throw, such as DM-1 for a particularly dangerous mission or DM+1 if the PCs offer a hiring bonus equal to one month's pay.

All hirelings come with ordinary equipment appropriate for their profession, subject to the Referee’s discretion. For example, a typical light infantryman will come equipped with leather armor, a shield, and a short sword or spear. An armorer or alchemist would have their tools. The employer (the PCs) would have to supply heavy equipment, such as a forge or laboratory.

Hiring Reac�ons Effect -6 or worse -5 to -3 -2 to -1 +0 to +3 +4 or be�er

HIRING NEGOTIATIONS

Depending on circumstances, the prospective employer may substitute Streetwise or Carousing to Liaison in this throw, at the Referee's discre�on. Result Refuse and slander Refuse Try again Accept Accept in good spirit

Refuse and slander: the hireling refuses the offer and will spread cruel rumors about the employer, causing DM-1 to any further hiring throws in this locale and surrounding area for the next month.

To hire NPCs, the players must first negotiate with them. The Referee will usually do this by role-playing the prospective hireling, by rolling on the hireling negotiation table (see below), or – most likely – using a combina�on of roleplay and dice rolls.

Refuse: the hireling declines the offer.

Searching for hirelings costs 3D gold per week. The characters must throw money around, spreading

Accept in good spirit: the hireling is excited to work for the employer and gains DM+1 to morale throws.

Try again: the prospective employer may improve the offer (e.g. by offering be�er pay), and throw again. Accept: the hireling accepts the offer.

45

S��������� P��������� MERCENARIES Mercenaries are soldiers (or thugs) who perform military (or thuggery) operations. They may guard, patrol, assault enemy strongholds, engage enemy forces, or even waylay unwary travelers. However, they are not foolish enough to follow lunatics on harrowing adventures such as robbing haunted tombs or sneaking into an enemy's castle to assassinate a noble. That’s way above their pay scale. They’re soldiers.

Mercenary come equipped per the table below. Players may purchase better equipment for their mercenaries, of course. Purchased equipment is usually returned at the end of the contract unless nego�ated otherwise. The following table shows mercenary troop types, equipment, monthly upkeep cost (in gold), and availability based on se�lement size.

Ordinary mercenaries have either Melee Combat-1 and Archery-0 or Archery-1 and Melee Combat-0 as appropriate. Cavalry also have Riding-1. Thugs have only Melee-0 and Archery-0. Mercenaries have a morale DM+0, except for thugs, who have a morale DM-2. Mercenaries Type

Equipment

Thugs Light infantry Heavy infantry Bowmen Crossbowmen Light cavalry Heavy cavalry Horse archers

Spear, dagger, or club 3gp Javelins, spear or short sword, shield, leather armor 6gp Spear, sword, shield, banded armor 12gp Short bow, short sword, leather armor 9gp Crossbow, short sword, chain armor 18gp 3 javelins, sword, shield, leather armor, light war horse 30gp Lance, sword, shield, plate armor, heavy war horse 60gp Short bow, sword, leather armor, light war horse 45gp

46

Monthly cost

Number available per week Village Town Metropolis 2D 10D 2Dx100 1D 6D 1Dx100 1D-2 3D 1Dx50 1D-2 2D 1Dx50 1D 1Dx20 1D 1Dx20 1D 1Dx10 1D 1Dx10

T�� S���� �� C������ RETAINERS Retainers are NPCs willing to serve adventurers as bodyguards, henchmen, or sidekicks. Unlike mercenaries, they are loyal enough to follow their master and will put themselves in grave danger. Retainers may operate individually rather than as part of a larger unit. However, they require a higher monthly fee, and they must receive one fifth (20%) of their master’s share of the treasure gained through adventure. A retainer’s monthly fee is 12gp a month for an unskilled character (e.g. an 18-years-old farm boy with an adventurous spirit) or 25gp multiplied by the number of terms the retainer served in their career. A character may at most have 2 retainers, modified by their SOC DM, and one more for each point of Leadership skill (if any; Leadership-0 does not count for this sake). Regardless of SOC, a character will always be able to have at least one retainer. For example, a character with SOC 9 and Leadership 2 could retain as many as 2 + 1 + 2 = 5 retainers. Another character with SOC 4 and no leadership could hire at most 2 – 1 = 1 retainer. The Referee must generate prospective retainers as regular characters using the character generation rules. Note that this is always subject to Referee discretion. Many highly skilled characters with an adventurous streak might prefer to strike out on their own rather than serve other adventurers. Retainers come with appropriate basic gear, as received from character generation or purchased from gold generated on the Gold mustering out table. Just like mercenaries, retainers have a Morale DM. In their case, it is equal to DM+0 plus their employer's Leadership skill (minimum 0). The Referee may increase this DM if the employer treats their retainer particularly well or decrease it for bad treatment. Retainers who suffer serious misfortunes will require their employer to throw Leadership 8+ (if there is no Leadership skill, treat the character as having Leadership-0) and consult the following table to determine their loyalty; Add the retainer’s Morale score as a DM. Some examples of misfortune include surviving a mortal wound, being cursed, or being treated particularly badly by the employer. The Referee may also require a loyalty throw in other cases, such as a retainer being left to guard a par�cularly valuable treasure unsupervised. Retainer loyalty Loyalty Effect -6 or worse -5 to -3 -2 to -1 +0 to +3 +4 or be�er

Hostility: the retainer leaves and becomes an Enemy of the former employer. May steal from their employer beforehand or harm them otherwise. Resignation: the retainer leaves without bearing any grudge towards their former employer. Disappointment: the retainer is disappointed with the employer but does not leave. DM-1 to Morale (cumula�ve). Loyalty: all is as before. Fanatic loyalty: the retainer forms a particularly strong bond with their employer. DM+1 to morale (not cumula�ve).

SPECIALISTS Player characters can hire tradesmen and professionals for various tasks, such as sailors to crew a ship, or an alchemist to produce potions. Specialists are usually non-combatants, though this is subject to Referee discretion and the specific task the specialist was hired to do. For example, siege engineers are generally considered to be combatants, though they would expect to never be in immediate danger. The specialist’s relevant skill level determines how much they are paid. For example, a sailor's relevant skill is Watercraft, while an alchemist's relevant skill is Alchemy. The following table indicates specialist skill levels and associated monthly wage costs. Skill-0 denotes apprentices. Rowers on ships have Watercra�-0. Hiring unskilled laborers, such as porters, costs 1gp per month. Specialist monthly wages Skill 0 1 2 3 4 5

Monthly wage (gp) 12 25 75 300 500 1000

Result Hos�lity Resigna�on Disappointment Loyalty Fana�c loyalty

47

S��������� P���������

ADVENTURING Sword of Cepheus is a game of memorable adventure. However, before we can discuss heroic combat and eldritch sorcery, we must first outline several topics related to adventuring, including wilderness exploration, poison, sailing the high seas, and many other day-to-day realities that await the player characters.

LAW AND CHAOS Chaos is the force of change, destruction, and – notably – occult prowess. Demons are Chaotic, and so are undead. Multi-tentacle monsters from beyond reality are Chaotic. Fish-men sacrificing villagers to dark gods are Chaotic. The barbarian warlord who has decided to lead his horde as he cuts a bloody swath across a continent is certainly an embodiment of Chaos, if not knowingly Chaotic. An adventurer band that helps the local peasantry overthrow a corrupt, sadistic, king is acting as a force of Chaos, even as they establish a new king on the throne. Law is the force of civilization and "mundane" reality; more importantly, it represents the cosmic opposition to Chaotic beings and forces. Settling agricultural villages, building roads, collecting taxes, and hunting down bandits are inherently Lawful activities. Law also represents the State: the monarchy, the symbols of power, the oppression of dissent, and the establishment of self-perpetuating hierarchies. Neutrality is the perfect, very temporary, balance between Law and Chaos. Neutral characters are either indifferent to the struggle between Law and Chaos, or they believe that both Law and Chaos are necessary to create life and maintain the natural order of things. Neutral characters will oppose Chaos or Law whenever it begins to do harm but understand that human suffering is also a universal constant. Neutral characters are themselves people with their own relationships and will still seek to protect those they care about. As well, animals and other natural non-sentient beings are usually Neutral. Law, Chaos, and Neutrality, as presented in these rules, are neither personality types nor moral codes. They refer to sides in the cosmic struggle and are presented as a useful Referee tool for framing adventures.

NPC REACTIONS When the player characters encounter a group of NPCs, the Referee will have already determined the NPCs’ attitudes and plans concerning the adventurers. However, for any random encounters, or whenever the NPCs' intentions may not be so clearly defined, the Referee is encouraged to make a 2d6

48

Reaction throw and consult the table below. At the Referee's discretion, an appropriate social skill, or even the characters SOC DM, may serve as a +DM; for example, the Streetwise skill may positively affect the outcome of the Reaction roll when dealing with random criminal elements. Certain Traits may also modify this throw. Additional DMs may apply at the Referee's discretion subject to the NPCs' attitudes. Animals have their own reactions, as given in the Monsters chapter. Note that a result of 2 is always a violent reaction, and a result of 12 on the dice is always a genuinely friendly reac�on. Reac�on 2D 23-5 6-8 9-11 12+

Reac�on Hos�le, a�acks Unfriendly, may a�ack Neutral, uncertain Indifferent, uninterested Friendly, helpful

A Hostile reaction means that the NPC attacks immediately. An Unfriendly result means that the NPC does not like the PCs and will attack if they see an advantage and can win the fight. A Neutral result means that the NPC is suspicious and does not hold a positive attitude towards the PCs, yet can be en�ced to begin a discussion. An Indifferent result means that the NPC will wish to avoid the PCs or nego�ate with them if necessary. A Friendly result means that the NPC likes the PCs and may choose to cooperate with them voluntarily without promise of reward.

T�� S���� �� C������ TIME AND MOVEMENT In addition to normal measurements of time, such as minutes, hours, and days, Sword of Cepheus uses two additional time intervals. The first is the round, often used in combat and spellcasting. A round is 6 seconds. The second interval is the turn, which is often used when exploring ruins, or performing other tasks that are not fast paced, but still need a discrete measure. A turn is 10 minutes, or 100 rounds. A human or typical humanoid may move up to 10m in one round if walking, or 20m if sprinting. A character may sprint for a number of combat rounds equal to the character's END characteristic before becoming fatigued. A character may move up to 900m a turn if walking at full speed, or 1200m a turn if running a long distance (which is slower than sprinting). Characters may run for a number of turns equal to their END characteris�c before becoming fa�gued. However, when exploring ruins or moving carefully through other terrain (such as a jungle), characters move at one third of their full speed, 3m per round or 300m per turn. We recognize that round-to-round movement rates do not mathematically equate to turn-based movement rates and fully stand by this decision to make the Referee’s job simpler in combat.

WILDERNESS MOVEMENT In the wilderness, an unencumbered human or humanoid may travel 30km a day on foot on open ground. The Equipment chapter provides details on travel speeds for mounts and land vehicles such as carts. In any case, the type of terrain modifies the speed of travel, as follows: Wilderness Movement Terrain Desert, hills, woods Jungle, swamp, mountains Road

Mul�plier X0.75 X0.5 X1.5

Note that some mounts may traverse difficult terrain more easily than others. For example, a giant lizard travels at full speed through swamps. See the Equipment chapter for details.

GETTING LOST IN THE WILDERNESS

On a failed skill throw, for each point of Effect on failed the Survival or Recon throw, the party has gone off track by half a day’s normal travel distance. Thus, if the throw yielded an Effect of -2, the group will have lost a full day’s worth of travel in distance. The Referee could then determine in which direction they went, using a random direction (see above), or by simply deciding an interes�ng outcome.

RATIONS, FORAGING, AND HUNTING A person must consume 1kg of food and approx. 4 liters of water per day of strenuous activity typical of adventuring. Characters may go without food for 2 days with no significant effect, after which the character becomes Fatigued and loses 1 point of Endurance per day. Characters who have not eaten for over 2 days cannot heal any wounds. Consuming enough food for a day (along the course of the day – not all at once.) restores the character's ability to heal and removes the Fatigue. Characters who go without water for a single day are Fatigued and suffer 1D damage per day afterwards; the character may heal only a�er consuming one day’s supply of water. In most arctic, temperate, or tropical wilderness settings, water is easy to locate, and should pose no problem to the characters. In a desert, finding a source of water requires a Survival 8+ throw, made once a day. Apply DM+1 to this throw in hospitable environments, and DM-1 in hostile ones, such as deserts. A character may forage for food while on the road without hindering travel. For each day of foraging while traveling, throw Survival 10+; success indicates finding enough food for 1D human-sized creatures. As above, apply DM+1 to this throw in hospitable environments, and DM-1 in hostile ones, such as deserts. In lieu of traveling, a character may attempt to hunt. Throw Survival 8+ once a day to secure enough food for 2D human-sized omnivorous of carnivorous creatures. However, this is a sole activity per the day and precludes travel. Furthermore, this results in one wilderness encounter throw on the appropriate terrain travel while hunting. As above, apply DM+1 to this throw in hospitable environments, and DM-1 in hos�le ones, such as deserts.

When travelling away from roads, trails, or other known landmarks, characters may get lost. At the beginning of each day in the wilderness, make a Survival 6+ or Recon 6+ throw. Use the highest skill level among the group members. If no such skill is available to the group, it suffers the usual Unskilled penalty. Hiring a skilled guide might be a good option in this case.

49

S��������� P��������� CLIMBING AND FALLING

LIGHT AND DARKNESS

Assume that all characters can climb reasonable surfaces without much difficulty if they are not under duress. In a tense situation or when climbing a difficult surface, throw Athletics 6+ to climb. The Referee may add further DMs based on the surface being climbed. Generally speaking, a smooth surface without good handholds will incur DM-1 to DM-2, while good handholds may grant DM+1 or even DM+2. A slippery surface incurs a further DM-1.

Darkness incurs a DM-2 penalty to all attack throws, while dim light incurs a DM-1 penalty. A torch or lantern illuminates a 10m radius. A torch burns continually for one hour (6 turns) while a lantern burns one flask of oil per 4 hours (24 turns).

On a fall, a character suffers 1D damage per 2m fallen, up to 10D at terminal velocity.

Light and darkness affect surprise chances: see the Combat chapter. Characters carrying light sources in darkness cannot surprise opponents since their torches or lanterns makes them obvious targets. Characters in darkness without light sources gain a DM+1 bonus to surprise throws.

FATIGUE AND REST

DUNGEONEERING

A character can become fatigued in numerous ways, including but not limited to, staying awake for over 24 hours, sprinting (using both actions for movement) for a number of combat rounds greater than the character's END characteristic, going without food for over two days, or even using certain herbs.

Many old-school adventures, especially those written for the Original Fantasy Role-Playing Game and related games, often occur in underground dungeons, or ruins. Below are a few notes about running such adventures in Sword of Cepheus.

A Fatigued character suffers DM-2 to all checks until they rest. The amount of rest needed is equal to 8 – the character's Endurance DM, in hours. A negative END modifier means a required rest of over 8 hours. For example, if a character has an Endurance DM of -1, they would require 9 hours of rest to remove Fatigue. If a character suffers fatigue while already fatigued, they suffer a DM-4 to all throws, and may fall unconscious at the Referee’s discre�on. Periods of rest are also required for healing, as noted in the Damage and Healing chapter.

SWIMMING Assume that all adventurers know how to swim. Characters move at half speed when swimming: 5m per combat round or 450m per turn. A character may swim a number of turns equal to their half END score (rounded down) before becoming Fatigued. Characters who become Fatigued again (DM-4) must throw END 6+ every round or drown, unless they reach rela�ve safety (solid ground or even flotsam). Note that encumbered characters may drown: A Heavy Loaded character attempting to swim must throw Athletics 6+ per turn or start drowning. A drowning character suffers 1D damage per round but may attempt an Athletics 8+ throw per round to surface again. If the character removes their load, they will reach the surface easily on an Athletics 6+ throw.

50

Breaking through a stock or locked door requires an STR 8+ throw and takes 1d6 rounds; or 4+ with an appropriate item used as a battering ram. This, of course, is very noisy and may alert nearby creatures. The Referee may rule that the throw is higher or lower based on the door's strength. Picking a lock is a Craft 8+ throw, with modifiers subject to the Referee’s discretion, customarily based on the lock’s complexity. Spotting a secret door or a concealed trap requires a Recon 8+ throw. This can be subject to modifiers, making the difficulty much higher in the case of very well-concealed traps. The Referee should not answer definitively that there are no traps present unless the Effect of the throw is 6 or higher. In all other cases, the players should be told that they have not “detected any traps” and proceed accordingly.

LIGHT AND DARKNESS Whether underground at any time or in the city’s back alleys at night, darkness is a common occurrence when adventuring. Well-prepared adventurers bring with them light sources, such as torches and lanterns. Such handheld light sources shed light to a 10m radius, with dim light extending 5m beyond that. Torches burn continuously for 6 turns, while a lantern burns a flask of oil in 24 turns. Full darkness incurs a DM-2 to hit targets or to perform other complex tasks based on sight. In dim light, the penalty is a mere DM-1.

T�� S���� �� C������ DISEASE AND POISON When a character is exposed to a disease or poison, they must make an END throw. The target is the pathogen’s Virulence number. If successful, the character shrugs off the effect. If the throw is failed, the disease damages the character’s END according to the listed damage. The infected character must repeat this throw after the pathogen’s listed interval. Sample Pathogens Pathogen Pneumonia Black Death Viper venom Arsenic Sleep poison

Virulence 6+ 9+ 10+ 8+ 10+

Success means recovery and failure causes the listed damage, again. If this damage reduces the character’s END to zero, additional damage applies to STR or DEX (player’s choice). The character cannot heal this damage until they recover from the illness or poisoning. Note that most poisons do not have an interval, but rather cause their damage immediately upon poisoning and only once.

Damage 1D 2D 3D 2D Unconscious

Interval 1D weeks 1D days -

EXTREME TEMPERATURES Extreme environments damage unprotected characters, as noted in the table below. If adventurers are properly prepared, either with good cold-weather gear for arctic climes, or ample supplies of water and proper clothing for deserts, they can shift one row up or down towards no damage. Extreme Temperatures Temperature (Cen�grade) -50° -25° -24° to 39° 40° 100°

Damage 2D/hour 1D/hour None 1D/hour 2D/minute

Example Deep arc�c at winter Arc�c Typical Searing desert Boiling point

FIRE

All pools reset at the beginning of each session.

When exposed to fire, be that from a burning building or a dragon's breath, characters must throw DEX 8+ to avoid catching fire. A burning character takes 2D damage per round. Make another DEX 8+ throw each subsequent round; if successful, the character puts out the fire. If failed, the character suffers another 2D damage. Putting out the fire by other means, such as by jumping into water, will also stop this continuous damage.

A character may use their personal Hero Points, and with the other players' consent, points from the group pool.

OPTIONAL RULE: HERO POINTS The Sword of Cepheus rules present a world of gritty heroism – heroes could be, and usually are, mighty – but are still human and constrained by this harsh reality. However, if you desire larger-than-life heroes such as John Carter of Mars and the later iterations of Conan the Barbarian, use the following rule.

By spending Hero Points, a character may: • Reroll any single die throw (including damage). They may take the be�er result. • Force the Referee to reroll a single NPC's die throw (including damage). The second result stands. • Reroll a throw on a mortal wounds, mishap, mutation, or corruption table. They may take the be�er result.

Each player starts each game session with 2 personal Hero Points. The group also has an additional number of Hero Points equal to the number of player characters present that session. Each time a player succeeds in a skill or characteristic throw of at least 8+ with an Effect of 6 or more, the group Hero Points pool gains another point.

51

S��������� P��������� ROAMING THE SEAS

RATIONS AND FISHING

Setting sail on an open sea, or even a large river, is a complex operation. The following rules provide a simple outline for such adventures. Ships move across the seas at a daily speed as given on the vehicle table in the Equipment chapter. This distance is for 12 hours of travel per day, as is the case of rowed ships traveling along the coastline. When sailing under a sail, a ship carrying a navigator (Watercraft-3 or better) may cover twice its daily movement rate. At the beginning of each day at sea, throw 2D and consult the following table: Sea wind condi�ons 2D Wind 2-3 Becalmed 5 Light breeze 6 Moderate breeze 7-8 Average winds 9 Strong winds 10 Very strong winds 11-12 Gale

Sailing speed No sailing possible 25% 75% 100% 125% 175% 200% but see below

In a gale, ships may be damaged or sunk. On a seaworthy ship, every hour, the captain throws Watercraft 8+; on failure, the ship takes one "hit" of damage (see vehicle combat in the Combat chapter). Galleys and other rowed vessels automatically take a "hit" every hour, and their captain must throw Watercraft 6+ every hour to avoid sinking. Galleys in sight of a coastline when the gale hits can beach to avoid the gale. The ship may automatically beach on a clear shore, but if the shore is rocky or otherwise not easily accessible, the captain or navigator must throw Watercraft 8+ to find a safe harbor and may retry this throw every hour.

LOST AT SEA At the beginning of each day of water travel, the Referee should make a Watercraft throw, at a difficulty shown on the table below, using the ship's navigator's or captain's Watercraft skill. Failure will mean that the ship will deviate from its course at the Referee's discre�on. Watercra� naviga�on Body of water Lake of major river Coast Open sea

52

Naviga�on Watercra� 4+ Watercra� 5+ Watercra� 7+

Just as in land travel, characters traveling at sea must consume food and water as noted above. Rowers require 12 liters of water a day rather than 4 liters. Standard rations are perishable and inedible after a week, and thus on longer journeys there is need to consume preserved "iron rations". After one month at sea eating only "iron rations" without consuming fresh fruit, onions, or potatoes, scurvy takes effect and the character loses 1 point of END per week; if it reaches zero, the character dies. A character suffering from scurvy regains 3 points of lost END per week of ea�ng fresh food. Characters on a ship which is anchored or floating in relatively mild seas may fish. Throw Survival 8+ to catch enough fish to feed 2D human-sized creatures.

T�� S���� �� C������

53

S��������� P���������

COMBAT Heroes clash swords with villains; barbarians do battle with the forces of civilization; knights are all that stand between innocents and monsters. Combat and violence are major themes in any sword & sorcery tale—the word “sword” is right in the genre’s name, after all. This chapter outlines rules for the quick resolu�on of combats. Note that the weapon descriptions in the Equipment chapter contain the specific rules for things like bulky weapons or weapons with longer reach.

COMBAT PROCEDURE OUTLINE 1.

Check for Surprise. 1.

If one party surprises the other, they gain one free combat round during which the surprised party cannot act.

2.

Roll ini�a�ve for all combatants.

3.

Start the combat round. 1.

Combatants act in initiative order (highest first).

2.

Each character, on their turn, has two actions. They may use them for attacks, movement, and other actions. Apply any damage immediately.

3.

4.

Once the combat round is over, start a new combat round, and repeat the process until the ba�le is over.

If necessary, after combat, triage and treat the wounded.

COMBAT ROUNDS As noted in the previous chapter, combat takes place in 6-second segments called Combat Rounds. Characters act in descending initiative order, as discussed below, in each combat round – unless surprised or otherwise unable to act.

SURPRISE Characters may surprise other parties or be surprised by them. A good tactician or a keen-eyed scout can lay a good ambush or avoid one. In situations where surprise is possible, each party throws Recon 8+. The Unskilled penalty applies to this roll. If one party succeeds and the other fails, the winner gains surprise. If both sides succeed or both fail, there is no surprise. A party deliberately setting up ambush gains DM+2 to surprise rolls. Groups in vehicles, or groups of characters numbering 8 or more members, suffer DM-2 to surprise rolls. Surprise grants a “free” combat round during which the surprising party may act, but the surprised party may not.

54

INITIATIVE Once fighting begins, each combatant throws 2D + their Tactics skill (if any). Record these rolls. In each combat round, characters act from the highest initiative score to the lowest. The Unskilled penalty applies to this roll. At the Referee's option, especially in single combat, the Referee may allow using the character's Melee Combat or Archery skill in lieu of Tac�cs. A character with Leadership may throw Leadership 8+ at the beginning of combat; if successful, any characters in their parties may apply the throw’s Effect as a skill bonus to initiative. Combatants may only benefit for one round from this effect, however the Leader may use an action to gain the bonus to initiative in the next round as well. If multiple characters with the Leadership skill are present, only the one with the highest Leadership skill may roll.

ACTIONS AND ATTACKS Each character has two actions in their turn, which they must execute one after the other. Characters may use an ac�on as follows: Attack: attack as described below. A character may attach twice per round in lieu of moving, or attach once and enter Overwatch. Charge: on foot, run to a single enemy at a range of up to 10m and make a melee attack at DM+2. Mounted characters move double their mount’s base speed and attack at DM+2. Characters on Overwatch (see below) being charged at can, of course, react and a�ack the charging enemy at DM+2. Inspire: throw Leadership 6+ to add DM+2 to any single character’s next throw. Alternatively, they may throw Leadership 8+ to gain a bonus to initiative equal to the Effect. Move: move up to 10m (six 1.5m squares if using a grid map). Alternatively, the character can get up from a prone position. Falling prone is a free action that can be performed once on a character’s turn per round. Overwatch: delay your action until an enemy moves through your line of sight or attacks you. When this happens, you may immediately act, regardless of initiative order. You may hold your Overwatch for a number of rounds equal to your END score. You may not enter Overwatch if you are engaged in melee combat.

T�� S���� �� C������ DODGE AND PARRY

FRENZY

Even though they can’t dodge arrows at will, skilled combatants are harder to hit. A proficient warrior can use the battlefield to avoid archers' line-of sight. An expert swordsman will parry melee attacks. Therefore, apply the target’s highest combat skill (Archery or Melee Combat) as a negative DM to all incoming attacks, ranged and melee. That is, attacks against a character with Melee Combat-3 would suffer a DM-3 against melee attacks as well as against incoming arrows. Immobile or unaware targets do not enjoy this defensive benefit. Note that this modifier is not cumulative with any cover modifiers; use the higher of the two modifiers when shooting at a target in cover. The exception is a shield – a character using a shield in melee may still add DM-1 to be hit by enemies to the above penalty, if they used one of their actions in the previous round for Overwatch with the shield.

A character with at least Melee Combat-1 who either kills or disables an enemy in melee combat may move 1.5m and immediately attack an adjacent enemy. Characters may do so in the same combat action for a number of �mes equal to their Melee Combat skill.

MELEE ATTACKS

Attacks on a prone character in ranged combat are penalized by DM-2; attacking a prone character behind cover uses that cover DM instead, with an addi�onal DM-1.

To hit in melee (hand-to-hand combat), throw Melee Combat 8+. You may not attack with ranged weapons while in melee combat. Note that if a shield is used with the overwatch action in combat, the wielder is treated as having partial cover, as noted below. This gives an enemy DM-1 to hit the shielded character in melee.

RANGED COMBAT To hit a target in your weapon’s Effective range, throw Archery or Artillery (as appropriate) 8+. Beyond Effective range, throw 10+ instead to the weapon’s maximum range. Hitting an obscured target, such as one behind bushes, or partially protected by soft cover, is penalized by DM-1; attacks against a target behind hard cover are penalized by DM-2; and for heavy prepared cover, such as a thick castle wall, attacks are penalized by DM-3.

However, if a character enjoys a total cover DM of -4 or more, they cannot make any ranged attacks themselves. They are completely blocked by their own cover. Shooting in darkness incurs DM-2 to hit, while shoo�ng in dim light incurs DM-1 to hit.

Ranged combat DM table Condi�on Target obscured or behind so� cover Target behind good cover Target in heavy cover Target running (double move on its previous round) Target behind total cover Target prone Target prone behind cover Darkness Dim Light Target aware and capable of dodging

DM DM-1 DM-2 DM-3 DM-1 DM-4; direct fire impossible DM-2 Cover DM and an addi�onal DM-1 DM-2 DM-1 DM-target's highest combat skill

AIMING

SHOOTING INTO MELEE

An aimed ranged shot requires two consecutive actions and grants DM+1 to hit. A character may use their first action in a combat round to aim, then enjoy DM+1 to hit when firing on the second action. Alternatively, it is possible to begin aiming as the second action in one round and continue aiming through the first action of the next round, and then make an attack with the second action of that second round.

When shooting a ranged weapon at a target engaged in melee combat, the attack is at DM-2 to hit. If the shot misses by an Effect of -4 or greater, the attack hits an unintended target (chosen by the Referee).

55

S��������� P��������� DAMAGE AND HEALING Each weapon has a number of damage dice which are rolled and totaled; add the attack throw’s Effect to the damage roll. This is the damage inflicted on the character. Note that if an attack, which would otherwise miss its target, does hit because of throwing “Boxcars”, its negative effect does not reduce the damage dealt by such a�ack.

ARMOR Subtract the armor’s protection rating from any physical damage caused to the character before applying the damage to the character’s physical characteris�cs.

WOUNDS If at least two physical characteristics of the wounded character remain above 0, the character has suffered Minor Wounds. Use the reduced characteristics for any relevant characteris�c throws. If one characteristic falls to 0 the character suffers DM-1 to all ac�ons but may keep figh�ng. If two characteristics are reduced to 0, the character is Seriously Wounded; they must throw8+ or fall unconscious for 1D hours; otherwise, they suffer DM2 to all skill and attack throws until healed. Upon waking, the character’s wounded characteristics are 1. The character will require medical care to recover any further. Characters suffer a mortal wound and may die if all three physical characteris�cs reach 0.

APPLYING DAMAGE The first time a character takes damage, subtract it from the character’s END. If this reduces the character’s END to 0, subtract the remaining damage from STR or DEX (target’s choice). The damage may be distributed between the two characteristics as desired by the target. In any subsequent damaging attack, the target may allocate it to any of the three physical characteristics (STR, DEX, or END), which is at 1 or more, as desired. If either physical characteristic falls to 0, subtract any further damage from the remaining physical characteris�c.

KNOCKDOWN If a character receives more damage, before armor is applied, in one round than their two highest physical characteristics combined (that is, sufficient to seriously wound an unarmored character), they are knocked prone. This rule applies even when the character receives no damage at all thanks to armor. Prone characters, unless they get up, attack at DM-2 and crawl at half speed, but are, as noted above, at DM-2 to hit with ranged weapons.

KNOCKING DOWN MOUNTED CHARACTERS A mounted charter who takes damage equal to their full STR characteristic or greater before applying armor must throw Riding 6+ or be knocked off the saddle. Falling from a mount causes 1D damage, and the character ends up prone, as noted above.

56

OPTIONAL RULE: HEROES VS. GRUNTS For a more cinematic game where heroes cut their way through waves of grunts (also called "mooks"), use the standard wounding rules given above for heroes and villains, while grunts fall unconscious for 1D minutes when one of their characteristics fall to zero. If you combine this with the Frenzy rule, it is perfectly possible for a hero to wade through a group of opponents without breaking too much of a sweat.

HEALING Minor Wounds require treatment by a character with at least Medicine-1, which takes an hour. Alternatively, characters will recover from all Minor Wounds on their own after a full day’s rest. Treatment or rest restores the wounded character's full characteristic scores and removes any minor wounds penalty. Serious Wounds require treatment by a skilled healer (Medicine-1 skill or better). Recovery takes 5D days. No recovery from Serious Wounds is possible without a healer's care. Note that there are spells and potions which can accelerate a wounded character’s healing rate.

T�� S���� �� C������ MORTAL WOUNDS A character whose all three physical characteristics fall to zero is mortally wounded. However, there is still some hope - given the prompt attention of a skilled healer. For the character to survive, they must be treated within an hour of injury; beyond that, only the most powerful of spells has a chance to bring the character back to life. If the victim receives no treatment from a character with at least Medicine-1 within an hour of injury, the character dies. The healer throws 2D + the healer's Medicine skill on the following table Note that a "natural" throw of 2 always means death, and a "natural" throw of 12 always means a normal recovery. Mortal Wounds 2D Result 7Death 8 Significant internal damage 9-11 Radical measures required 12+ Normal recovery

DM-2 if wounded by an explosion. DM-2 if the pa�ent has original END 5-. DM+2 if the pa�ent has original END 10+. DM+1 if the respite spell was used, DM+2 if the convalescence spell was used. Death: the character dies. Only powerful magic can bring the character back to life – usually at a price. Significant internal damage: multiple internal organs mangled. Permanently subtract 1D from each physical characteristic. If any of them reaches zero or less from this roll, the character dies. Radical measures required: throw 1D: 1: internal organ removed. Permanently reduce one physical characteristic by 1D. Character dies if it reaches zero or less. 2-3: leg amputated. Movement halved (given a crutch) and the character may either act or move during a given round, but not both. 4-5: arm amputated. The character obviously cannot use that arm for any purpose. 6: eye removed. DM-1 to all actions requiring two eyes, including all ranged a�ack throws. Normal recovery: heal as normal for a seriously wounded character. At the Referee's discretion, the near-death experience may have had a certain permanent effect on the character, such as a vicious scar or several missing teeth – or even a missing finger. Note that certain high-level spells may be able to cure such wounds, though powerful magic brings with it certain risks.

MORALE While player characters can always choose when to fight and when to retreat, the Referee determines when NPCs and monsters surrender or retreat from combat. NPCs fighting on the PCs' side, such as retainers, also use the Morale rules. All monsters, as well as mercenaries and retainers, have a Morale DM, which represents how likely they are to fight or flee under duress during an encounter. Most mercenaries are at Morale DM+0; they will fight valiantly under normal conditions but will often avoid fighting to death and retreat from combat if outmatched. A coward will have Morale DM-2 or worse; loyal retainers can have Morale DM+2 or be�er, The Referee usually makes a morale throw for each NPC or monster (or group of NPCs or monsters, for larger fights) in one of two cases: when the NPC's side in the encounter has taken a casualty, or when half of the group is killed or incapacitated. If both occur on the same round, make a morale throw at a further DM-2. When checking morale, throw 2D with the abovemen�oned DMs and consult the following table: NPC and monster morale 2D Result 5Retreat 6-8 Figh�ng withdrawal 9-11 Keep figh�ng 12-15 Advance 16+ Fight to the death

Retreat: the NPC will run away from the enemy, using both actions in their next round to run. If running is not possible, the NPC will throw down any weapons and surrender, begging for mercy. Fighting withdrawal: the NPC will use one action in their next round to move away from the characters, but will use the second action for Overwatch, or, if pursued, to a�ack. The NPC will continue to retreat or withdraw until they are no longer pursued by enemies. If there is no way to escape, the NPC will attempt to surrender, and will fight only as a last resort – when their surrender is not accepted and the enemy presses on with figh�ng. Keep fighting: the NPC will continue fighting but will not pursue if the opponent flees. Advance: the NPC will continue to fight and will pursue withdrawing or retrea�ng foes. Fight to the death: the NPC will keep fighting and will be immune from any further Morale throws in this ba�le.

57

S��������� P��������� EXAMPLE OF PERSONAL COMBAT

the best of times. They will cower in fear throughout the fight.

It is nightfall, and our heroes find themselves deep in the dark forest beyond the farmland and the villages of the Iron Dutchy of Pitrosk. They’ve heard that a group of bandits and ne’er-do-wells have holed up after a successful raid. These bandits have captured a half dozen peasants from the local farming community. Normally, this would not raise too many eyebrows, but there are rumors that the bandits are supplying someone—or something—else with a steady stream of captives. Gregor, Alazar, and Shireen have tracked the bandits to their hideout to find out what is going on, and to—hopefully—rescue the peasants.

The bandits have a small camp with a handful of tents and lean-tos. They are located in a small clearing nestled in the forest. The captives are chained together and the chain has been staked into a tree with an iron nail. Two bandits are on watch, while the rest are sleeping. It’s dark, the fire is now smouldering, and the air is crisp.

The Heroes: Gregor Kun: STR 7 DEX 5 END 8 INT 8 EDU 4 SOC 4. Animals-1, Archery-2, Artillery, Athletics-1, Craft, Leadership-1, Melee Combat-2, Recon-1, Riding, Stealth-1, Survival-1, Tactics-1, Watercraft-1. Trait: Rain of Arrows, Weapons: Short Bow (2D), Sword (3D), Dagger (2D). Armor: Leather (AV 4). Alazar: STR 6 DEX 12 END 5 INT 9 EDU 11 SOC 2. Alchemy, Art-2, Artifice-1, Craft-1, Deception-2, Investigation, Medicine-1, Religion-1, Science-1, Sorcery-3, Streetwise-1. Traits: Thief, Sensing Power. Familiar. 7 known spells: Charm Animal, Conjure Imp, Hypnotic Pattern, Rebirth, Starfall, Thunderclap, and True Seeing. Dagger (2D), DIsposable Foci for the following spells: Starfall x1, Thunderclap x2, Hypnotic Pa�ern x2. Shireen Fa’ayed: STR 6 DEX 8 END 7 INT 12 EDU 7 SOC 9. Carousing-2, Craft, Deception-2, Melee Combat-1, Recon, Riding-1, Stealth, Streetwise-2, Survival. Ally. Trait: Empath. Short Sword (2D), Dagger (2D) Leather Armor (AV 4) The Bandits (10) STR 7 DEX 6 END 6 INT 5 EDU 3 SOC 4 Animals, Archery-1, Melee-1. Spear 2D, Short Sword 2D, Dagger 2D, Leather Armor (AV4). Morale: 0 Urghor Mun, Bandit Leader STR 9 DEX 7 END 8 INT 9 EDU 3 SOC 5 Leadership-1, Melee-3, Tactics-1. Sword 3D, Dagger 2D. Scale Armor (AV 5). Morale: +1 These bandits are a mean, brutal lot who are going to leave in the morning to deliver their captives to an abandoned farm further in the wilderness. Urghor Mun is an infamous criminal who will use the peasants as hostages to negotiate his (and no one else’s) freedom if the fight doesn’t go his way. The Peasants: No need to give statistics to the six peasants. They are tired, hungry, traumatized, and non-combatants at

58

After observing the camp for an hour, our heroes have devised a plan: Gregor will sneak up and run through one of the guards. Alazar will stand ready with a distraction for the second guard, or something more potent. Shireen will enter the camp stealthily and free the prisoners. When, not if, the alarm is sounded, the group will rally and fight off the remaining bandits. “What could possibly go wrong?” Pre-Combat: The REFEREE has determined that the heroes are not detected as they move out, and into position. Since Gregor is ambushing one of the guards, the REFEREE asks for a Stealth skill roll. Gregor gets an 8 + 1 = 9, and quietly moves into striking distance of one of the unsuspecting bandit guards. Alazar slinks into position as well, getting into a good vantage point. Since he is not attempting to surprise anyone, the REFEREE rules that a Stealth skill roll is unnecessary, especially since it is dark. Finally, Shireen begins to close in on the bandit camp. It’s dark, but this is risky, so the REFEREE has her roll Stealth, for an 11 + 2DM for darkness = 13! Excellent. Shireen is undetected as she sneaks into the camp and creeps up to the sleeping prisoners. Surprise Round: Gregor and the bandit guard roll Recon 8+ with modifiers: Gregor: +2DM for setting up the ambush, +1DM for Darkness. Roll 3 + 1 (skill) + 3 = 7. Not enough for surprise! Bandit Guard: -3DM Unskilled. 10 – 3 = 7. No surprise. Gregor steps out from the shadows and advances on the guard from behind… only to step on a twig. SNAP! The bandit guard wheels around and draws his sword!

T�� S���� �� C������ Initiative: The Referee has all three players roll initiative, even though Gregor is the only one about to fight. The Referee also rolls secretly for the other bandits, and the bandit leader. Gregor: 7 + 1 (Tac�cs) = 8 Alazar: 3 – 3 (Unskilled) = 0 Shireen: 7 – 3 (Unskilled) = 4 Bandit Guards: 6 – 3 (Unskilled) = 3 Bandits: 8 – 3 (Unskilled) = 5 Bandit Leader Urghor Mun: 7 + 1 = 8 Round 1: Gregor lunges at the guard, desperate to run him through before he sounds the alarm. He rolls and 8 + 2 (Skill) – 1 (Enemy skill) = 9, a hit! Gregor’s sword does 3D + 1 (Effect) – 4 (Armor), for a total of 14 -3 = 11 damage. The guard cries out in pain as Gregor slashes him mightily, but does not put him down. For Gregor’s second action, he attacks again. The result is a 9 + 2 (skill) – 1 (Enemy skill) = 10, another hit! This time, the guard takes 12 + 2 (Effect) – 4 (Armor) = 10 damage, which kills him. Gregor has run him through, but not before the guard let out a cry. The bandits will be waking up! Round 2: Gregor charges into the camp (1 action) and attacks a waking bandit: 7 + 2 (Skill) + 2 (Charge) = 11, doing 16 + 3 (Effect) = 19 damage. This bandit was not fully armored, and is incapacitated. For his second action, Gregor moves towards another tent, roaring loudly!

raises his spear to impale Shireen from a few meters away, the young rogue’s Overwatch activates. She whips around and throws her dagger at the guard! Shireen rolls 11 + 1 (Skill) – 1 (Enemy Skill) = 10 for 9 + 2 (Effect) – 4 (Armor) = 7 damage. Enough to hurt the guard, but not enough to stop his attack (2nd action)! He rolls 7 + 1 (Skill) – 1 (Shireen’s skill) = 7. The spear is lodged in the tree just next to Shireen. She breathes out hard. It is now Alazar’s turn. While his compatriots have done relatively well (2 bandits dead, two hurt), there are still many more bandits than there are heroes, and Gregor has just been wounded. The sorcerer shakes his head ruefully as he brings forth a focus from his robes. This Thunderclap spell might be enough to even the odds, or even drive the bandits off. He mutters the remaining incantations required for the spell and activates the focus. He centers the Thunderclap on Urghor Mun. A deafening thunderclap resounds! Urghor Mun rolls DEX = 7 and suffers 4 points of damage. He is also deafened for 1 turn (10 minutes). The Referee rules that no other bandit was in the 1.5m radius of the spell. Still, the Referee rolls a Morale check for the Bandits, modified because this was a surprise attack, and a magic spell was just used! The result is a 7 – 2 (modifiers) = 5. The Bandits will begin fleeing. However, Urghor Mun gets a separate roll: 7 + 1 (Morale) – 2 (modifiers) = 6. He will begin a fighting withdrawal next round, as he studies the faces of the heroes who have driven his men off. He will have his revenge.

Urghor Mun emerges from his tent, wearing a few pieces of his scale mail and brandishing his sword (1 action). He charges at Gregor, rolling a 7 + 2 (Charge) + 1 (skill) – 2 (Enemy Skill) = 8, which is a hit! Gregor takes 12 – 4 (Armor) = 8 points of damage, enough to drop his END score to 0 and giving him some pause. The Bandits are awake! They emerge from their bedrolls, collecting their swords and looking to kill whoever has disrupted their beauty sleep. The Referee rolls Recon for them three times to see if they spot any of the heroes. They do not, rolling 7 – 3 (Unskilled) = 4 each �me. Shireen takes a dagger out of her sleeve and throws it at a bandit! She rolls 9 + 1 (Skill) – 1 (Enemy skill) = 9, a hit, for 11 + 1 (Effect) = 12 damage. The bandit crumples, seriously wounded. Shireen palms another dagger and enters Overwatch, crouched behind some cover near the peasants, looking for any other targets of opportunity. The remaining Bandit Guard rolls Recon: 11 – 3 (Unskilled) = 8 and has spotted Shireen throwing a dagger. He moves quietly (1 action), attempting to sneak up on her (Stealth 6 – 3 (Unskilled) = 3). As he

59

S��������� P��������� CHASE AND VEHICLE COMBAT Sometimes, characters will find themselves involved in a sea battle or chasing an enemy on horseback. The following rules handle chases, naval combat, and other vehicle-related combat. These rules are abstract and require no miniatures or even maps. Note that these rules cover quick and simple combat between a few small watercraft; complex naval engagements are not easily handled by these rules without the Referee using judgement and discretion when necessary.

VEHICLE MOVEMENT In tactical (non-chase) combat, a vehicle moves on its controller's initiative. Apply the vehicle's Agility as a DM to the controller's initiative. In personal combat, a vehicle, such as a wagon or boat, can move up to 20m (14 squares on a 1.5m grid) in a single round.

CHASES The tactical combat rules represent action in small, more limited areas. For vehicles, this means short ranges and slow speeds. However, a fast-moving vehicle, such as a chariot being pulled by a team of galloping horses, will quickly pass through the entire combat area in one or two combat rounds. This is unsuitable for chases. Use these rules instead. They are designed to be highly descriptive in their approach to vehicle combat. It will be up to the Referee and the players to describe how the action unfolds as the participants maneuver, jockey for posi�on, and a�ack each other. Chase turns are an abstraction in combat and vary in length depending on circumstances, from mere combat rounds in a foot-chase to long minutes in long drawn-out naval duels. The Referee should inform the players of how long each chase combat turn is at the start of the chase. There is no initiative throw in chases; one party is always the Pursuer and the other is the Target. Instead, at the start of each turn both participants throw 2D + the relevant vehicle skill + the vehicle's Agility. The Pursuer wins on ties. The winner has Advantage and may attack using the regular vehicle attack and damage rules, with the following modifiers based on the vehicle throw's effect: Chase a�ack DMs Effect 0 1 or 2 3 or 4 5+

60

DM DM-2 DM-1 DM+0 DM+1

The loser of the Advantage throw cannot attack in that turn. Note that there is no tracking of range in a chase. This is intentional. The attack penalty for lowEffect Advantage rolls is meant to reflect a bad angle of attack, or sub-optimal range for an attack, among other things. It is possible to have multiple parties engaged in a chase. Simply record the different Advantage results in descending order. The vehicles higher on the “ladder” may attack any vehicle below them. This can be used to great effect in a multi-party chase, or even an aerial combat between multiple griffin-riders (for example). Chases last five turns. At the end of the fifth turn, if the Target has not been stopped, disabled, or destroyed, the Target escapes and the chase ends.

SKIRMISHING AND JOUSTING In a skirmish, two or more highly maneuverable vehicles, such as fast galleys – or mounted knights on horseback - try to outmaneuver and fight each other. A skirmish has no time limit, barring rower fatigue considerations. The skirmish ends either when one participant is disabled or destroyed, or if one participant disengages. To disengage from a skirmish, a participant must have Advantage and use their action that turn to throw Vehicle Skill (usually Watercraft) 10+, including the DM for the vehicle’s Agility.

FOOT OR HORSEBACK CHASES Chases on foot or on horseback use similar rules. Each turn, each side throws Athletics + DEX DM. In a mounted chase, throw the Riding skill + the mount's DEX DM. The pursuer wins on ties. The winner of this opposed throw may attack in melee or ranged combat, at the Referee's discretion, while the loser cannot attack in that turn. Foot chases end in the same way that other chases end, that is, either when the pursuer subdues the pursuits or gives up the chase, or after five turns, in which the pursued escapes. Referee’s should track the number of turns to ensure that Fa�gue effects are considered.

T�� S���� �� C������ EXAMPLE OF MOUNTED COMBAT

(Agility) = 9

After some thrilling heroics, Gregor, Shireen, and Alazar are making their escape from the bandit king’s camp. They have all piled into a wagon pulled by two fast horses and are careening down a forest road in the night. Behind them, a group of bandits on horseback are galloping hard, hoping to catch our heroes.

The bandits roll 7 + 1 (Riding) + 1 (Agility) = 9. An effect of zero. This means that the bandits have advantage but are penalized by DM-2 to hit the wagon.

The Referee determines that this is a chase where the PCs can escape at the end of five rounds. However, if the bandits manage to get Advantage for two turns in a row, this means that the PCs have been cut off and the chase ends. Melee, or something else, might ensue.

The wagon raced down the dark forest road, and Shireen was doing her best to push the horses on. But the bandits were everywhere! They shot at the occupants of the wagon with their shortbows, rolling 7, 4, 5, 4, 4, 10, each modified by DM-2 (Advantage) for totals of 5, 2, 3, 2, 2, and 8. The last one hit! Rolling randomly, the Referee determines that Gregor was hit by a stray arrow for 3 points of damage, which was absorbed by his armor.

Game sta�s�cs

Round 2:

Agility Morale Riding skill Archery skill

The wagon -3 N/A +1 +2

Bandits

Light horses +1 +1 +1 +1

The Heroes: Gregor Kun: STR 7 DEX 5 END 8 INT 8 EDU 4 SOC 4. Animals-1, Archery-2, Artillery, Athletics-1, Craft, Leadership-1, Melee Combat-2, Recon-1, Riding, Stealth-1, Survival-1, Tactics-1, Watercraft-1. Trait: Rain of Arrows, Weapons: Short Bow (2D), Sword (3D), Dagger (2D). Armor: Leather (AV 4). Alazar: STR 6 DEX 12 END 5 INT 9 EDU 11 SOC 2. Alchemy, Art-2, Artifice-1, Craft-1, Deception-2, Investigation, Medicine-1, Religion-1, Science-1, Sorcery-3, Streetwise-1. Traits: Thief, Sensing Power. Familiar. 7 known spells: Charm Animal, Conjure Imp, Hypnotic Pattern, Rebirth, Starfall, Thunderclap, and True Seeing. Dagger (2D), DIsposable Foci for the following spells: Starfall x1, Thunderclap x2, Hypnotic Pa�ern x2. Shireen Fa’ayed: STR 6 DEX 8 END 7 INT 12 EDU 7 SOC 9. Carousing-2, Craft, Deception-2, Melee Combat-1, Recon, Riding-1, Stealth, Streetwise-2, Survival. Ally. Trait: Empath. Short Sword (2D), Dagger (2D) Leather Armor (AV 4) The Bandits (6): STR 7 DEX 7 END 8 INT 6 EDU 4 SOC 4 Animals-1, Archery-1, Athletics-1, Melee Combat-1, Riding-1. Short bows: 2d6, Short Swords (2d6) Leather Armor (AV4) Round 1: Shireen grabbed the cart’s reins while Gregor and Alazar held on tightly in the back of the wagon. Shireen muttered something about how “it would be better if everyone knew how to ride horses, Alazar.” Gregor chuckled.

The PCs roll 9 + 1 (Riding) – 3 (Agility) = 7 for Advantage. The bandits roll 4 + 1 (Riding) + 1 (Agility) = 6 for Advantage. This time, the PCs have Advantage, and their attacks are penalized by DM-1 because of the Advantage Effect of 1. Shireen drove the horses on as hard as she dared and rounded a bend so quickly that the wagon slid sideways, nearly hitting some large rocks on the side of the road. The young thief yelled in delight. Gregor, meanwhile, had knocked an arrow, and took aim at the nearest rider. He let fly. Rolling 6 + 2 (Archery) – 1 (Advantage) = 7, Gregor barely missed the nearest horseman. Alazar gripped the wagon’s side tightly. He was not used to travelling at such speeds! Round 3: The PCs roll 5 + 1 (Riding) – 3 (Agility) = 1 for Advantage The Bandits roll 3 + 1 (Riding) + 1 (Agility) = 5 for Advantage. With an Effect of 4, this might be a very unfortunate round for our heroes. The bandits pull up close to the wagon. Four of the riders let fly with arrows: 9, 8, 5, 6, modified to 10, 9, 6, and 7. Two hits! The Referee randomly determines that one arrow hit a horse, while the other arrow hit Shireen. The latter took 8 points of damage, 4 of which were absorbed by armor. The other two riders decided to be reckless and leaped from their mounts onto the wagon. The Referee rolls DEX checks modified by Athletics: 9 + 1 (Skill) = 10 and 11 + 1 (Skill) = 12. Both bandits made it onto the wagon, blades in hand. Gregor and Alazar drew their weapons to meet them.

The PCs roll for Advantage: 11 + 1 (Riding skill) – 3

61

S��������� P��������� Round 4: The PCs roll 7 + 1 (Riding) – 3 (Agility) = 5 for Advantage. The Bandits roll 9 + 1 (Riding) + 1 (Agility) = 11 for Advantage. That’s two rounds in a row where the bandits have had Advantage. The chase is over. A pair of riders manage to pull in front of the wagon and force the horses to stop. The other two mounted archers slowed down and took aim with their bows. Shireen drew her daggers, ready to throw. Meanwhile, on the wagon itself, Gregor and Alazar were eyeing the two bandits who were advancing, blades at the ready. The ba�le was about to begin…

ATTACKING VEHICLES When attacking vehicles with personal, hand-held weapons, make a regular to-hit throw; on a hit, consult the Vehicle Penetration and Damage rules below. Personal weapon attacks on a non-moving vehicle enjoy DM+1 due to target size. Personal weapon attacks on fast-moving vehicles suffer DM-2. Personal weapon attacks from a fast-moving vehicle (like an archer shooting arrows from the back of a chariot) are penalized by DM-1. This is cumulative with a�acking a moving target. When using a vehicle-mounted weapon, throw Artillery 8+ to hit a target in Effective range and 10+ to hit a target beyond Effective range and up to maximum range. Artillery weapons do not suffer the DM-1 for attacking from a fast-moving vehicle but are penalized if a�acking while moving. Artillery (siege) weapons have long ranges and for typical tactical engagements or chases covered by these rules, Artillery weapon targets will almost always be within Effec�ve range. An artilleryman may attempt to hit a specific location (other than Critical) on the target vehicle. This penalizes the attack throw by DM-4, but if the shot hits and penetrates, it causes a hit to that location. Otherwise, the shot misses completely.

VEHICLE PENETRATION AND DAMAGE When you hit a vehicle, throw the weapon’s AV dice. If the throw is equal to or exceeds the vehicle’s Light Damage Threshold, the attack has penetrated the vehicle’s hull and caused internal damage. Roll one damage throw on the vehicle damage table. If the AV throw is equal to the target's Critical Threshold or greater, the attack has scored an automatic Critical Hit.

62

In case of a foot chase or a mounted (on beast) chase, use the ordinary personnel (or monster) damage rules instead. Throw 1D; on 1-3, the attack hits the beast, while on 4-6, it hits the rider. Alternatively, the attacker may aim directly at either beats or rider, at DM-1 to hit. Vehicle damage table 2D Regular damage 4- Breach 5 Cargo 6 Occupants 7 Weapon 8-9 Locomo�on 10 Breach 11 Locomo�on 12+ Cri�cal

Cri�cal damage Knocked Out Knocked Out Knocked Out Knocked Out Crew Crew Destroyed Destroyed

REGULAR DAMAGE Breach: A gaping hole is opened in the vehicle's hull. A breached ship begins to leak, reducing its speed by one quarter and inflicting a cumulative DM-1 to all throws related to the vehicle's steering (effectively reducing Agility by 1). Four such breaches will cause the watercraft to take on too much water and begin to sink. It will sink within 3D minutes; if repair supplies are available, water breaches may be patched with a successful Cra� 6+ throw. Cargo: 1 ton of cargo is destroyed. If no cargo remains, this becomes an Occupants hit. Occupants: 1D occupants chosen randomly by the Referee are injured and take 3D damage each. Subtract personal armor from this damage if applicable. If there are less occupants than the roiled number, distribute the hits randomly between the remaining occupants, which means that an occupant may suffer a double hit. Weapon: One of the vehicle's weapons is disabled and may not shoot. Locomo�on The vehicle's sails or oars are damaged. First Hit: halve the vehicle's speed. Second hit: The vehicle's sails are torn, or oars are all broken, and it cannot move. In case of flying supertech vehicles, this might cause a crash; throw Science 6+ to land safely, otherwise the vehicle crashes; roll on the Cri�cal Damage table. Critical: Massive internal damage. Roll on the Critical Damage table instead.

T�� S���� �� C������ CRITICAL HITS Knocked Out: The vehicle is seriously damaged and inoperable until it undergoes major repairs at a fullscale workshop. Each occupant must throw END 6+ to avoid taking 3D damage. Subtract personal armor from this damage if applicable. Watercraft of any size suffer a massive hull breach and will sink within 1D minutes. Crew: All crew and passengers suffer 4D damage each. This is reduced by personal armor, if applicable. Destroyed: The vehicle is destroyed, with the loss of all hands. In the case of ground or water vehicles, occupants may throw DEX 8+ to bail out unscathed; failure causes 5D damage. As mentioned above, mounted riders use the ordinary personnel (or monster) damage rules.

REPAIRS Throw Craft 8+ to jury-rig a damaged or disabled system (such as sails) back to functioning with a handful of spare parts and improvised supplies. These repairs are temporary. The system will stop functioning again after 1D hours. Breaches are easier to repair, as noted above. Such repairs take an hour to complete. Properly repairing a disabled system costs 2D6x10% of the vehicle's or system’s original cost. Throw Craft 10+ to repair the system in the field using spare parts. If this throw is unsuccessful, the damage requires a workshop to repair. Unless the Referee decrees that the vehicle itself is damaged beyond repair, a character with at least the Craft 1 skill will be able to replace or repair the system, at this cost, at a properly equipped workshop.

FIRE AND WOODEN SHIPS In naval combat using wooden ships, fire is a particularly potent hazard. A penetrating hit by a flaming weapon, such as a catapult's pitch shot or a dragon's breath, will ignite a fire. This fire causes one damage "hit" throw and will cause an additional damage "hit" roll every round afterward until the fire is put out. The more hits the fire causes to the ship, the greater the blaze, and the harder the fire will be to extinguish. Fighting fires requires one person per damage "hit" caused by the fire. The firefighter must dedicate the full chase turn to fighting the fire. Each damage “hit” requires a crewmember dedicated to firefighting before the Referee allows a roll of 8+ to ex�nguish the en�re blaze.

63

S��������� P��������� EXAMPLE OF NAVAL COMBAT The Merchant Galley Castor making its way along the coast filled with the finest luxuries from the distant Spice Islands. This naturally makes it a tempting target for pirates, who have heard of a rich merchant galley that has been hopping from port to port along the coast. One such pirate, Rivkah the Terrible (Red Riv to her friends) has cajoled the crew of her longship Blood off their backsides and out to sea. Ships’ game sta�s�cs Sta�s�c Ship agility Damage threshold Cri�cal threshold Crew Rowers Marines Large weapons Other weapons Moral Watercra� skill Archery skill Ar�llery skill Other

Castor 0 9 12 20 180 20 2x Arbalests (AV 1D) Shortbows x30 (+1 skill, 2D) +1 +2 +1 N/A None

The Referee rules that in order to board the Castor, the Blood will have to disable enough oars and sails to force it to slow down enough to come alongside. Because the merchant galley is larger than the longship, the Referee rules that it will take three Locomotion hits to stop the Castor. Three Breaches will also be sufficient—the fourth one sinks the ship, and no one wants that. Round 1: Rivkah the Terrible dons her wolf pelt battle helm that she hunted and skinned herself. For Advantage, she rolls 3D and chooses the best two dice: 6, 3, 1: 6 + 3 + 1 (Agility) + 2 (Watercra�) = 12 The Castor rolls: 2 + 2 (Watercraft) + 0 (Agility) = 4! The Advantage roll’s effect is 12 – 4 = 8 Effect in favor of the Blood! The Blood has taken the Castor by surprise! It races towards the larger galley at great speed, using the wind, sun, and spray as cover. Rivkah maneuver the Blood into a perfect position and smirks as her bowmen take aim. They will be picking off individual sailors on the deck of the Castor. The players roll en masse, with each roll modified by +3 (skill and DM bonus from Advantage). The totals are 5, 12, 14, 10, 10, 7, 7, 8, 8, and 15. Despite the wind, you can hear the cries of anguish coming from the crew of the Castor as they are hit by a volley of deadly longbow fire. “Now!” Rivkah screams as she orders the crew of the Blood’s ballista to fire. The roll is a 7 + 1 (Skill) + 1

64

After two days of tracking the Castor, the Blood has found her quarry, and the Referee informs the players—pirates the lot of them—that each chase combat turn will be 15 minutes, and that after five turns, they must board and capture the Castor, or see a fortune of spices slip through their greedy fingers. The Referee rules that the winds are strong—oars and sails will be quite useful here. The ships heave and pitch as they break through the waves.

Blood +1 9 12 16 60* 60* 1x Ballista (AV 2D) Longbows x10 (+2 skill, AV1D, 3D) +2 +2 +2 +1 Rivkah is a Master Sailor, and rolls 3D, choosing the best two for her Advantage rolls.

(Advantage DM) = 9, for a hit. Rolling 2D for damage, the result is 12 + 1 (Effect) = 13! This result exceeds the Critical Damage Threshold for the Merchant Galley, and the players collectively wince. This shot may actually be too damaging! The roll on the Critical Damage Table yields a 9: Crew, the only result that doesn’t sink the Castor. The players sigh with relief. The Blood’s ballista caused a huge amount of carnage aboard the Castor, as the massive bolt shatters bulkheads and sends splinters flying. Each member of the Castor’s crew takes 4D damage, reduced by armor. Blood leaks out the portholes and over the gunwales of the stricken merchant. But the Castor is not slowed down enough for boarding. Round 2: The Blood rolls for Advantage: 3, 5, and 5, for 10 + 2 (Watercraft) + 1 (Agility) = 12. The Castor rolls 6 + 2 (Watercraft) = 8. The Blood has the Advantage with an effect of 4, or no DM to any attack rolls this round. After turning away and out of the field of fire of the Castor’s two arbalests, Rivkah and her crew weather an unsteady return fire volley from the Castor’s archers. The crew of the Blood now sail and row expertly, bringing the ship close for another brutal attack. The longbowmen take careful aim and pick off targets of opportunity. For this example, we will focus on the ballista attack, which is a 7 + 1 (Skill) = 8 to hit. Just enough! The damage on 2D is a 10, which is enough to cause a Light Damage. The table result is another 10: Breach! The Blood’s ballista crew has holed the Castor’s waterline.

T�� S���� �� C������ Round 3: Advantage: Blood rolls a 9 + 2 (Watercraft) + 1 (Agility) = 12 Castor rolls a 5 + 2 (Watercra�) – 1 (1 Breach) = 4. Another Effect of 8; the Blood fires her ballista across the stern (rear) of the Castor, rolling a 9 + 1 (skill) + 1 (Advantage DM+1) = 11 to hit, for an Effect of 3. Damage is 8 + 3 (Effect) = 11, another Light Damage result. The damage is Locomotion. This does not slow the Castor down enough to enable the Blood’s crew to board her. Round 4:

The Blood’s ballista crew take careful aim and roll 9 + 1 (Skill) – 1 (Advantage penalty) = 9, a hit with Effect 1. The damage roll is 10 + 1 (Effect) = 11. The players sigh with relief and learn that the Castor has suffered another Locomotion hit. The ballista harpoon has splintered the galley’s main mast, and the ship is now dragging the mast and its sails in the water. The ship is much slower, but there are still many oarsmen who are able to pull. Still, at half speed, the Castor is not going anywhere. The Referee rules that the Blood can have one more round to a�empt a boarding. Round 6: Bonus round!

Castor rolls 5 + 2 (Watercra�) – 1 (Breach) = 7.

Advantage: Blood rolls 6 + 2 (Watercraft) + 1 (Agility) = 9. The Castor rolls 10 + 2 (Watercraft) – 2 (2 Breaches) = 10. The Castor has an Effect of 1 on the Advantage roll, meaning its suffers a DM-1 penalty on its a�acks.

An Effect of 3 means that there is no penalty or bonus to hit the Castor. The Blood’s ballista crew has been steady, and Rivkah reminds them that time is running out. They roll 11 + 1 (Skill) = 12 to hit, with Effect of 4. Damage is 6 + 4 (Effect) = 10, or another Light Damage result. A result of 3 yields a Breach! The Castor is now at DM-2 to all its Advantage rolls, and the players are saliva�ng.

The crew of the Castor rallies and the ship’s two arbalests fire: 9 + 0 (Skill) – 1 (Advantage) = 8 and 8 – 1 (Advantage) = 7. A hit and a miss. The shot that connected does 4 damage, which is not enough for a Light Damage result on the Blood. However, the Castor’s archers fire a volley at the Blood, and the Referee rules that 1D worth of crew are hit for 2D damage from the hail of arrows.

Round 5:

At this point, the engagement is over, as the Castor manages to disengage from the combat. However, Rivkah the Terrible knows that the merchant galley will have to get to port to make repairs, and she knows which port is closest. Some hard sailing may be ahead, but the Blood might s�ll prevail.

Advantage: Blood rolls 7 + 2 (Watercraft) + 1 (Agility) = 10

Advantage: Blood rolls 7 + 2 (Watercraft) + 1 (Agility) = 10 Castor rolls 8 + 2 (Watercraft) – 2 (2 Breaches) = 8. An Effect of 2 means that there is a DM-1 penalty for the Blood to hit. The Castor has turned hard to starboard and is using its larger number of oarsmen to put some distance between the two ships.

65

S��������� P���������

SORCERY We have discussed the "sword" part of "sword & sorcery" – namely, equipment and combat. Now it is time to discuss the second part of this genre: sorcery and magic! Firstly, these rules follow sword & sorcery genre conventions. Spellcasting is slow and dangerous; magic is powerful and terrible; spells are less often "flashy" than in traditional dungeon fantasies. Using magic to harm or enslave others may in fact corrupt the sorcerer. These are not rules for fireball-throwing wizards who can fly on a whim. Rather, they present sorcerers dealing with dangerous Dark Arts and wielding far less flamboyant, but much more insidious power.

INITIAL KNOWN SPELLS Characters begin play with two known spells per level of Sorcery skill, plus any spells gained as mustering out benefits. They may learn additional spells in the course of their adventures.

READING AND SENSING MAGIC All sorcerers can attempt to read magical writings and sense magical power in their vicinity. This does not require actual spellcasting, but rather a simple Sorcery skill throw. Under most circumstances, throw Sorcery 8+ to read an eldritch text. The Referee may modify this throw based on the text's complexity. This throw does not allow deciphering texts written in mundane languages the sorcerer does not know, but only magical writings, such as scrolls, runes, and sigils. Reading most short texts, such as a scroll, takes one turn (10 minutes). Longer texts, such as spell books, may require much more time. The sorcerer may retry this throw, but this will take another time period (a turn or more) to read the material. If the throw is Snake Eyes (a "natural" 2), however, the sorcerer cannot read this specific magical text for a year and a day. A character with at least Sorcery-0 is aware of the flow of eldritch energy around them. If they suspect that magic is at work in their vicinity, they may throw Sorcery 8+ to attempt to detect the magic. On a successful throw, the character will sense any sources of magical energy within a 10m radius. Each such attempt takes one turn (10 minutes). Note that in this case, the Referee makes the throw in secret.

66

THE BASICS OF SORCERY Any character, regardless of skill, may attempt to cast a spell they know. Of course, characters without the Sorcery skill suffer from the usual Unskilled DM-3, and thus take great risks in casting even the simplest of spells. There is no "hard" limit to the number of spells a character may cast in a day. In Sword of Cepheus, there are neither spell slots nor any need to memorize magic. There is no need for spell books, though many sorcerers write such sorcerous texts (Codices) to help teach disciples. However, there are two main limiting factors to a sorcerer's spellcasting ambition: casting time and the risk of mishaps, both discussed below. Spells come in six Circles of varying power, from the weakest 1st Circle to the utterly powerful 6th Circle. The Circle determines the spellcas�ng difficulty. Casting a regular spell takes one turn (10 minutes). Some spells. The only way to cast a spell within a single combat round (6 seconds) is to charge a Focus beforehand, as detailed below. Casting a spell is a Sorcery throw. The following table lists the target numbers for such throws. A throw of "Snake Eyes" (a result of double-ones on 2d6) is a Critical Failure – it will fail regardless of skill. A throw with an Effect of -4 or worse is also a Critical Failure. A throw of "boxcars" (a result of double sixes on 2d6) is always a success, regardless of skill or spell difficulty. On a success, the spell is cast at the end of the turn, as long as the sorcerer retains concentration (see below). Spellcas�ng Circle 1 2 3 4 5 6

Cas�ng difficulty 7+ 8+ 9+ 10+ 11+ 12+

T�� S���� �� C������ CONCENTRATION A sorcerer must maintain concentration while casting a spell. When casting an ordinary spell, the sorcerer may take a break of one round (at most) from the ceremony to speak, move up to 3m, drink a liquid, and so on. If the sorcerer loses concentration for a longer period while casting a spell, or if they take any damage while casting a spell, the spell is broken, and the sorcerer suffers a Critical Failure – and might also suffer a mishap.

UNKNOWN SPELLS A character may attempt to cast a spell directly from a Codex without studying it, albeit at DM-2. In that case, any failure is critical and entails a throw, again with DM-2, to avoid a Mishap. This penalty is cumulative with a the Unskilled penalty – woe to the fool who carelessly meddles with a sorcerous text!

CRITICAL FAILURES A spell cri�cally fails in one of the following cases:

LEARNING SPELLS

• The sorcerer throws a natural 2 on the spellcas�ng throw.

Any character may attempt to learn a spell from a scroll or spell codex. Studying a spell takes a week and requires a Sorcery throw equal to that required to cast the spell. The character may re-attempt this throw, which takes one week for attempt. A result of 2 before modifiers will destroy the specific spell formula (but not the entire codex); throwing an unmodified 12 is always successful regardless of difficulty.

• The sorcerer's Effect in the spellcasting throw is -4 or worse.

Unskilled characters may attempt to learn spells as above, albeit with DM-3 for being Unskilled.

• The sorcerer's concentration is broken while cas�ng a spell. In such a case, the spell fails automatically, and the sorcerer has wasted the spellcasting time, either a turn, or longer for rituals. Additionally, the sorcerer must make another Sorcery throw, with the same throw difficulty and DMs of cas�ng the spell, to avoid a mishap. On a mishap, throw on the Spellcasting Mishap table overleaf.

67

S��������� P��������� Spellcas�ng Mishaps D66 Mishap 11 You accidentally open a gate to the Elemental Spheres. An elemental (choose its type randomly) appears and attacks you. If not destroyed, the elemental will return to its sphere within 8 hours. 12 Darkness gathers; 1D shadows appear and a�ack you. If not destroyed, they will disappear a�er 8 hours. 13 You accidentally open a gate to the Outer Dark! An invisible stalker appears and attacks you. If not destroyed, it will return to its dimension within 1 hour. 14 You accidentally summon a demon! A hellion appears and attacks you. If not destroyed, it will return to hell within 8 hours. 15 You accidentally open a portal to a dimension of oozes and draw the attention of 1D oozes. Throw 1D: 1-2, grey oozes appear; 3-4, green slimes appear; 5-6, yellow molds appear. The creatures attack you immediately. If not destroyed, they will return to their dimension within 8 hours. 16 Insects gather, attracted by your magic. 1D giant cockroaches appear and attack you. If not destroyed, they will leave a�er 8 hours. 21 You mutate! Throw on the Muta�on table later in this chapter. 22 You mutate! Throw on the Muta�on table later in this chapter. 23 You mutate! Throw on the Muta�on table later in this chapter. 24 You mutate! Throw on the Muta�on table later in this chapter. 25 You mutate! Throw on the Muta�on table later in this chapter. 26 You mutate! Throw on the Muta�on table later in this chapter. 31 You witness unspeakable sights and lose your eyesight for 1D days. A restoration spell will reverse this effect immediately. 32 Your aura is ruptured. You "forget" a spell you know; you will have to re-learn it. 33 You cause a major explosion! You and all characters within 5m must throw END 8+ or suffer 4D damage. 34 The fumes and vapors released by the ceremony cloud your mind. Permanently lose 1D points of your INT characteris�c. A restora�on spell will reverse this. 35 The noxious fumes released by your ceremony cause everyone within 10m of you to suffer nausea for the next 1D hours; DM-2 to all ac�ons. 36 Your connection to the mystical realms is disrupted. You may not cast spells for the next 1D weeks. A restoration spell allows you to regain your magical ability immediately. 41 You are corrupted by the darkest magic you have ever exposed yourself to - even if you just now cast a White Magic spell! Gain 2D additional Corruption points. If this leaves you at your maximum Corruption, throw END 6+ to avoid dying from the shock to your soul. 42 You fall into a necromantic torpor and will awaken within 1D years. You do not age while in torpor. A restoration spell will awaken you. 43 Tampering with blood magic takes a toll. Lose 1D points of your END characteris�c. 44 You project a fearful aura for the next 1D months. DM-2 to all Reac�on rolls and other social-skill throws. 45 While casting your spell, you glimpse the essence of Creation – unintended for mortals to view. You suffer from feeblemind (per the spell). A restora�on spell will reverse this effect. 46 You are lost in space and time. A dispel magic spell can bring you back immediately. Otherwise, you will reappear within 1D years. You do not age while out of the space-�me con�nuum. 51 The gods or spirits curse you! Reduce three randomly chosen Characteristics to 1. A restoration spell can reverse this curse. 52 You are infected with a monstrous extraplanar disease, virulence 8, damage 2D, interval 1D days. The disease is contagious. 53 Your nearest ally is magically infuriated with you and attacks you and anyone standing in their way. They are in a blind rage for the next 1D rounds. A remove curse spell reverses this effect. 54 A magical accident injures your body. Throw 1D: 1-2, lose 1D-1 fingers; 3-4, you lose half your teeth; 5, your leg is crippled (move at half speed); 6, you lose an eye. The restoration spell, or regenerative magical items, can cure this damage. 55 You turn into a random small animal, such as a toad, for 1D hours. While you retain your mind, you may not speak or cast spell while in this form. A restora�on spell will revert you to your normal form immediately. 56 Your horrid magic causes all creatures, including allies, within a 10m radius of you to flee in terror as far as possible from you for 1D turns. 61 You age quickly under the stress of sorcerous powers. Add 3D years to yours age; this may entail several Aging throws per the character genera�on chapter. 62 Your failed spell exposes you to unspeakable truths from beyond the veil. You lose your sanity for 1D days. A restoration spell will cure your mind immediately. 63 You are rendered speechless by the awful powers you command. You become mute for 1D hours. Mute characters cannot cast spells. 64 You tremble at the thought of the powers you have unleashed. Permanently lose 1D points of your DEX characteris�c. 65 A wave of wild magic causes your veins to erupt in several places around your body. Suffer 3D damage. 66 Your soul is blackened by dark magic! Throw END 6+ or die within 1 round.

68

T�� S���� �� C������ TALISMANS AND FOCI Sorcerers use magical tools to assist them in spellcasting: Talismans and Foci. A Talisman adds a +DM to spellcasting throws, while a Focus allows casting a specific spell in one round (6 seconds) rather than in one turn (10 minutes).

Creating a focus takes one day for a disposable focus or one week for a rechargeable focus. Afterwards, the sorcerer must cast the spell into a focus to charge it. This requires a regular Sorcery throw, taking the regular time and carrying the normal risk of mishap, but at DM-1 due to the complexity of storing the spell in a focus. Using a prepared, charged focus requires one action and does not require any addi�onal Sorcery throws.

TALISMANS Talismans are objects such as staves, shamanic masks, or rings that empower a sorcerer's magic. A talisman is considered one object for encumbrance purposes. Lesser talismans grant DM+1 to spellcasting throws, while greater talismans grant DM+2 to such throws. Characters may only enjoy the benefit of one talisman at a �me.

A sorcerer may create a talisman using the Artifice skill, just as any other magical item. See the Magic Items chapter for further details. A sorcerer may, of course, pay an artificer to make a talisman for them, or rob another sorcerer of their talisman. To use a talisman, a sorcerer must be attuned to it. This requires 1D weeks of intermittent contact with the talisman. The sorcerer may adventure during that �me but must keep the talisman at hand.

THE SHADES OF MAGIC Magic is powerful but dangerous. Beyond the risk of failure and mishap detailed above, certain spells are unhealthy for the caster's soul. Using magic to harm or enslave others is inherently corrupting. Spells come in three categories, or shades. Spells which are wholesome in purpose are considered white magic. Spells which may or may not corrupt the sorcerer, depending on the circumstances, are grey magic. Spells which always corrupt are black magic. Spells that heal, protect, provide information, or call existing creatures to the sorcerer's aid are white magic. Damaging spells or spells that charm or command sentient beings for a limited time are grey magic. Necromancy, summoning monsters out of thin air, and magically enslaving sentient creatures for the long term are black magic.

FOCI Foci allow a sorcerer to prepare a spell ahead of time, then cast it within one round. There are disposable and rechargeable foci. Unlike talismans, foci are personal. A sorcerer may only use their own focus. A focus recovered from another sorcerer will not work but may be "recycled" into one of the sorcerer's own foci of the same Circle, reducing its price by half. Making foci requires at least Sorcery-1 but no skill throw. It simply costs a sum of gold in various components, often found in curio shops and the darker corners of markets. A focus is specific for a given spell. For example, if the sorcerer makes a rechargeable focus for call wolf, he may not use it to store respite. Three foci constitute one "item" for encumbrance purposes. Foci Costs Circle 1 2 3 4 5 6

Dispisable 5gp 10gp 15gp 25gp 35gp 50gp

Rechargeable 500gp 1000gp 1500gp 2250gp 3000gp 4000gp

CORRUPTION Sorcerers gain corruption points – representing the blackening and corruption of their soul – in various ways: • Each time a sorcerer learns a black magic spell, they gain a number of corruption points equal to the spell's Circle. • Each time a sorcerer casts a black magic spell, they gain 1 corrup�on point. • Each time a sorcerer uses a grey magic spell to coerce, deceive, or harm a Lawful or Neutral sentient being, they gain 1 corruption point. Casting grey magic spells against Chaotic beings (i.e. undead, evil monsters, cultists, and so on) or Neutral animals does not cause corrup�on. When a sorcerer accumulates a number of corruption points equal to three times, their END characteristic, and for each additional multiple of their END characteristic, the sorcerer acquires a corrupting weakness, by rolling once on the following table. For example, a sorcerer with END 9 would roll on the Corruption Weakness table after gaining 27 corruption points, and then at 36, 45, and 54 points, and so on.

69

S��������� P��������� Corrup�on weaknesses D66 Corrup�on weakness 11 You mutate! Throw on the Muta�on table later in this chapter. 12 You mutate! Throw on the Muta�on table later in this chapter. 13 You mutate! Throw on the Muta�on table later in this chapter. 14 You mutate! Throw on the Muta�on table later in this chapter. 15 You mutate! Throw on the Muta�on table later in this chapter. 16 You mutate! Throw on the Muta�on table later in this chapter. 21 Dark sorcery has left you disfigured, with misshapen limbs, clawed hands and feet, strangely colored eyes, and so on. You suffer DM-2 to Reac�on and social-skill throws vs. non-Chao�c sen�ent creatures. 22 You begin to stutter. Suffer DM-2 to all Reaction and social-skill throws. At the Referee's option, this may also impose DM-1 to spellcas�ng throws. 23 You develop a mild allergy to one common substance chosen by the Referee (such as milk or dog hair). You sneeze uncontrollably or break out in hives while in presence of this substance, suffering from DM-1 to all actions until you are no longer in its presence. 24 Meddling in dark lore has left you with an inhuman demeanor and personality. Your Reaction rolls vs. non-Chaotic sen�ent creatures can never achieve a Friendly result. 25 You grow forge�ul, your mind filled with dark lore. Reduce your EDU characteris�c by 2, to a minimum of 1. 26 Your demonic demeanor and appearance will cause pious persons to denounce you. Reduce your SOC characteristic by 2, to a minimum of 1. 31 You haunt the night as a creature of darkness; you tend to sleep during the day and suffer DM-1 to all throws when in sunlight. 32 You tremble as dark thoughts course through your mind and body. Reduce your DEX characteristic by 2, to a minimum of 1. 33 Your skin rots; you take on the appearance of a corpse. Suffer DM-2 to all Reaction and social-skill throws vs. nonChao�c beings. 34 Alien thoughts cloud your mind. Reduce your INT characteris�c by 2, to a minimum of 1. 35 You become a predatory being; only fresh, raw meat can sate your hunger. Preserved or cooked meat will not suffice. 36 Your exploration of sinister sorcery has sapped your soul of vigor. Reduce your END characteristic by 2, to a minimum of 1. 41 Your flesh rots and become unholy. You suffer double damage from silver weapons. 42 Whispers from beyond haunt you. You suffer DM-1 to ini�a�ve and surprise rolls. 43 Whenever you cast a spell, you emit darkness, as per the spell, centered on you. 44 Your muscles atrophy. Reduce your STR characteris�c by 2, to a minimum of 1. 45 You are repelled by garlic; in the presence of garlic, all your throws are at DM-2. 46 Your corruption is unsettling to animals; the dogs at the local village bark in fear when you arrive. You suffer DM-3 to Reaction throws vs. animals and giant animals. If you have the Beast Friendship Trait, it now only works with wild predators and scavengers, such as wolves, jackals, and rats. 51 After you cast any spell, your body cools and becomes as cold as a corpse; you suffer DM-2 to all physical throws (which, naturally, does not include spellcas�ng) for 1D rounds a�erwards. 52 The full moon calls for you. Once a month, at a time determined by the Referee, you must throw END 8+ or be overcome with a murderous rage for 1D rounds. 53 You immediately age by four years. Throw on the Aging table (see the Character Genera�on chapter) if necessary. 54 You grow the horns of a devil! You may cause 1D damage by head-butting, but your devilish appearance causes you to suffer DM-2 to all Reac�on and social-skill throws vs. non-Chao�c beings. 55 Your body rots with dark energy and takes twice the usual time to heal (2 hours to heal from minor wounds with treatment, 2 days for healing minor wounds without treatment, 10D days for healing serious wounds with treatment). 56 You begin to lose grip with reality. Each day, upon waking throw END 6+ or go insane for 1D hours 61 You grow a forked tongue. You may speak with snakes per the speak with animals spell but suffer DM-2 to all Reaction and social-skill throws vs. non-Chao�c creatures. 62 You emit the stench of evil! You may never surprise creatures with a keen sense of smell. 63 You gain low-light vision, but your eyes now resemble those of a predatory cat; You suffer DM-2 to all Reaction and social-skill throws. 64 You develop the skin of a frog; you must immerse yourself in water for at least an hour each day or be Fatigued for the next day. 65 You are haunted by nightmares from beyond the grave and find it difficult to sleep. Each time you attempt to sleep, throw 1D; on 1, you cannot sleep; you are Fa�gued for the next day. 66 You grow vampiric fangs and can only sustain yourself from the blood of other sapient beings. You must drink blood (cause 1D damage) to one person per day to sustain yourself, in lieu of food. This can come from a willing donor, or from hapless victims (a resisting victim requires a Grapple, per the Combat chapter). Other than that, you do not need to eat or drink.

70

T�� S���� �� C������ Muta�ons D66 Muta�on Throw 1D; 1-3, you shrink in size (as per potion of diminution) or grow to giant size (as per potion of growth). You are unused to your 11 12 13

14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66

new size, and your DEX is reduced to 1; it will recover at the rate of 1 point per week. You develop the pallor and stench of death. You suffer DM-2 to Reaction throws and social skill throws vs. living creatures, but undead will refrain from a�acking you unless you a�ack them first or cast White Magic in their presence. A limb normally present in your body is multiplied. Your head or brain cannot multiply. Roll 1d6: 1-2: you gain another leg increasing your movement rate by 5m/action, but suffer DM-1 on DEX throws, 3-6 or gain another arm useful for manipulation or combat. You do not gain extra attacks per round with an extra arm, but you could carry a two handed-weapon and a shield. You cannot wear regular armor due to your unusual shape and must have armor custom-made for you at quadruple price. Your nails become long and sharp. You may make a melee attack for 2x your STR DM damage (minimum 1) but suffer DM-1 to proficiency throws involving fine manipula�on. Your skin thickens. You gain natural Armor 3 but lose 3 points of DEX (to a minimum of 1) as this skin is inflexible and cumbersome. Your eyes atrophy, but two thermosense organs grow on both sides of your neck. You can sense heat but cannot see color; furthermore, you are immune to all "gaze"-type a�acks. Treat all situa�ons with full darkness as being dim light. Your bones become brittle and hollow. Your END is halved (round down), and you take double damage from "bludgeoning" attacks (such as from clubs, maces, and hammers and from falling. Your weight is reduced by 30%. Your skin grows to resemble fish scales, you emit a fishy odor, and you grow gills on both sides of your neck. You may breathe underwater but suffer DM-2 to social skill and Reac�on throws. You are afflicted with a non-contagious wasting disease, virulence 8+, damage 2D, interval 1D days. A cure disease spell or a successful throw will stop the deteriora�on, but the damage already done cannot be healed by any means. Your blood thins and begins weeping from your orifices. Social interaction rolls are penalized by DM-1 in most situations. If you are Seriously Wounded, you begin bleeding, suffering 1 damage per round until you either die or the bleeding is stopped with a successful Medicine 6+ throw or a healing spell. You become albino. Due to the lack of pigments in your eyes, you suffer DM-1 to attack throws while in daylight. Exposure to direct sunlight causes damage to your skin and you take 1D damage per 4 hours of con�nuous sunlight exposure. Your skin gains a chameleon-like color-changing characteristic. Gain DM+1 to Recon and Stealth checks. However, your face gains some chameleon-like characteris�cs as well, causing DM-2 to all social skill throws. Your body degenerates grotesquely. You permanently lose 1D points each from your STR, DEX, and END (to a minimum of 1) and your movement rate is halved. You grow unnaturally obese. Double your weight; you need armor custom-made for your shape at double cost; and you must consume double the amount of food a character usually does (but not double water). You grow an alien eye in the middle of your forehead. This eye is closed most of the time. Three times a day, you can open this eye to use the mind probe spell without a throw. However, you are such a frightful sight that you suffer DM-4 to all social skills and Reaction throws. You gain a stench which is attractive to predatory animals. The Referee may increase the chance of random encounters with such predators (which may even include predatory monsters) as they see fit. The fabric of your mind cracks. Each day upon awakening, throw INT 6+ or completely forget who you are for that day. You devolve into an ape-like (or primitive lizard-like) shape – your skin grows hairy (or scaly), your legs grow short, and your arms grow long. You move on half speed if you stand on both legs, but in regular speed if you move on all fours. You may not use your hands for wielding weapons or carrying items when you move in such a way. Armor for your misshapen body costs twice as much. Your joints double and become flexible. You may slip any bonds or manacles with a DEX 6+ throw (taking 1 round). However, your hands are less stable, and you suffer DM-1 to all a�ack throws. Your mouth grows large and your teeth sharpen. You can bite for 1D damage but cannot speak humanoid languages. You may still cast spells, though. You gain an animal-like stench. This causes DM-2 to Reac�on throws for sen�ent beings but DM+2 to reac�on throws for animals. You grow a pair of bat-like (or pterodactyl-like) wings. You may fly for short durations (1D rounds per jaunt, requiring a turn of rest afterwards) at a 20m per round speed in any direction. Armor adapted to your shape costs x10 the normal cost and you suffer DM-1 to social-skill and Reac�on throws. Your thoughts devolve into madness under the stress of combat. In every battle throw 1D; on 1 you may not act; on 2-5, you must a�ack the nearest enemy; on 6, you must a�ack your nearest ally. The madness dissipates when combat ends. Your ears grow huge, with bat-like appearance. You may sense obstacles and creatures up to 10m, even in pitch darkness by echoloca�on, but cannot wear any helmet and suffer DM-1 to social-skill and Reac�on throws. You become a delicate and unnaturally beautiful creature. Gain DM+1 to all reaction and social-skill throws; lose 3 points each of STR and END (to a minimum of 1). You grow sharp horns. You may head-butt for 1D + STR DM damage but may not wear any helmet and suffer DM-1 to social-skill and Reac�on throws. You instantly age by 1D character generation four-year terms. If appropriate, throw on the Aging table (see the Character generation chapter). You grow a prehensile tail. You may grab objects with your tail, but armor adapted to your new form costs double and you suffer DM1 to social-skill and Reac�on throws. One of your arms becomes a monstrous tentacle. You may attack for 1D+your STR DM with the tentacle but suffer DM-2 to all throws requiring fine manipula�on, and your SOC is reduced by 1. You transmit your emotions telepathically to everyone within 10m. You may never successfully lie but gain DM+1 to social-skill throws in "posi�ve" situa�ons. You gain characteristics of a random animal; as a result, 3 characteristics will increase by 2 points each, and 3 will be reduced by 2 points each, to a minimum of 1. You become a nocturnal creature. You gain low-light vision but suffer DM-2 to a�ack throws in daylight.

You become sterile and may not have offspring by natural means. You gain an insectile appearance, including "bug eyes" and your teeth are replaced with insect mandibles. You suffer DM-3 to all social-skill and Reaction throws but gain DM+2 to throws to resist poison and disease. Reroll if you are already an insectoid being (if you are using the op�onal Appendix A). Your body begins to rot. Maggots constantly crawl out of your orifices, and flies buzz around you ceaselessly. Your SOC becomes 1, and your movement rate is halved. You may no longer heal naturally – only magic can heal your wounds, but not reverse this condi�on. Your biological system resets itself; lose one muta�on (reroll if you have no muta�ons).

Note that no magic, even Restoration, can reverse mutations. Only a throw of "66" on the Mutation table may reverse muta�ons.

71

S��������� P��������� Op�onal Rule: Pres�digita�on For slightly more "magical" sorcery, the Referee may allow a character with at least Sorcery-0 to perform minor magical tricks without risking mishaps or corruption. This includes things such as short-range ventriloquism, lighting a small flame with one's fingers, or changing a small fire's color. Throw Sorcery 4+ to perform such tricks; a "natural" throw of 2 means failure regardless of skill but does not entail risk of a mishap. Such tricks take one combat round (6 seconds) to perform. The Referee must be very careful with this kind of "cantrips", lest they become an easy way to circumvent the rigors of sorcery and ruin the darker feel of the sword & sorcery world. Perhaps limiting the use of such “parlor tricks” to once per day.

72

Op�onal Rule: Hasty Cas�ng For a higher magic setting, the Referee may allow sorcerers to cast spells within 1 round, subject to DM2 for rushing. Thus, skilled sorcerers will be able to cast combat spells without requiring foci, albeit at an increased risk. The Referee should consider this rule carefully, as it will make magic significantly more powerful for skilled spellcasters, especially ones with Greater Talismans.

T�� S���� �� C������ EXAMPLE OF SPELLCASTING 1. Alazar and his companions were exploring an ancient ruin deep in the Meraxan Wastes. While Gregor and Shireen set up camp outside, Alazar was exploring the dusty tomb the trio has already cleared. It looked interesting, and everything was wellpreserved. He made his way along a few rows of sarcophagi, past some pillars, and encountered a large mural. His eyes widened. The depiction of Ur‘Ayeen, the All-Seeing, an ancient forgotten god of knowledge glared down at him. Despite the fading paint, the image of the owl-headed deity was still quite imposing. But Alazar was not concerned with the picture. His eyes were drawn to the edges of the mural. Part of the border was delicately engraved with sharp, fine, and nearly invisible lettering. Alazar inspected it closely, and the Referee called for a Reading Magic throw: 7 + 3 (Sorcery) = 10, which yielded an Effect of 2 on the roll. Ten minutes later, Alazar nodded, and spun around to find his companions. They would be making camp here for a while. The lettering on the mural comprised the 5th Circle White Magic Spell True Seeing. While Gregor and Shireen scouted around, foraged, and planned the journey back to civilization, Alazar had set up his magical tools and his bedroll inside the tomb, in front of the mural. It takes a week to learn a new spell, and a 5th Circle spell was definitely worth the effort and the supplies.

offensive spell. He looked over his shoulder. Two of the dinos would be in the blast radius. He hoped that the third would either be happy to feast on the entrails of the other two, or that Gregor and Shireen would be able to defeat it. He kissed the valuable disposable focus goodbye, and invoked the keyword that would activate the spell. Then he shrieked “duck!” to his companions, who knew better than to question such a strange order. Moments later, the roaring of the dinosaurs and the heavy thudding of their approaching feet was drowned out by a deep thundering roar from the heavens. Then, an explosion: everything went white and all three companions were knocked over by the impact of a meteorite into the ground just behind them. The Referee chuckled: “That’s 4D damage per level of Sorcery. That spell just did 12D to everything in a 5m radius sphere.” Two of the dinos took 47 points of damage and were reduced to bits. The final dinosaur fled from the carnage and destruction. Ten minutes later, Gregor, Alazar, and Shireen came to, and dusted themselves off. The field they were in was transformed into a churned landscape of rock and mud with a massive smouldering crater. The smell of charred T-Rex meat filled the air. Gregor and Shireen looked over at Alazar in a heady mix of horror and amazement. Alazar, always one to play down his reality-altering powers, smiled and sniffed the air: “Hmm. I’ve never had dinosaur meat before. I bet it’s quite delicious.”

Alazar makes the roll: 9 + 3 (Sorcery) = 12. Alazar has learned True Seeing and adds it to his grimoire! 2. Later on, Alazar decided to test his new spell out. He set up the ritual for True Seeing in the tomb in front of the mural of Ur-‘Ayeen, and began the ceremony. Strange scents and Alazar’s stranger chanting filled the tomb, while Shireen and Gregor stood outside, looking nervously at each other. The roll is 9 + 3 (Sorcery) = 12! Another success! Then why did Shireen and Gregor hear their companion cry out in alarm just then? Well, Alazar had just Seen something terrifying and invisible enter the tomb. It was time to leave. They would have to return to the tomb where Alazar also noticed the secret door at a later date. That is, if they survived this encounter… 3. Much later, Gregor, Shireen, and Alazar were fleeing at top speed from no less than three (3!) Tyrannosaurus Rex dinosaurs! They were moving as quickly as their comparatively short legs will carry them, desperately trying to make it to the tree line where they know they’ll have more cover, and the TRexes will lose their speed advantage. Unfortunately, Alazar already did the math, and the T-Rexes would catch up momentarily. He reached into his robes and pulled out a focus: Starfall, his most powerful

73

S��������� P��������� SPELLS This sub-chapter details 108 spells of all three shades and all six Circles. Note that the term "sorcerer" in the spells below refers to any spellcaster, regardless of career or �tle. While the list of spells below is quite extensive, sorcerers often work on creating variations of existing 1st Circle spell list White Magic 1 Call Animal 2 Destroy Dead 3 Protec�on from Chaos 4 Purify food and water 5 Remove fear 6 Respite 2nd Circle spell list White Magic 1 Bless 2 Call Animal Pack 3 Detect Invisible 4 Knock 5 Resist Elements 6 Speak with Animals 3rd Circle spell list White Magic 1 Augury 2 Convalescence 3 Cure Disease 4 Dispel magic 5 Remove curse 6 Water breathing 4th Circle spell list White Magic 1 Call galloping herd 2 Immunity to Elements 3 Levitate 4 Neutralize poison 5 Smite undead 6 Speak with plants 5th Circle spell list White Magic 1 Call great cats 2 Dispel Evil 3 Divina�on 4 Haste 5 True seeing 6 Winged flight 6th Circle spell list White Magic 1 An�-magic shell 2 Call leviathan 3 Commune 4 Globe of Invulnerability 5 Restora�on 6 Stone to flesh

74

spells, or even completely new spells. While the details are left to the Referee, the effects of the spells below can be used as a guide to what Circle, Color, effects and consequences of a new spell would cause. As a general rule, a sorcerer should spend a minimum of one year per Circle at a cost of 10000GP per Circle to create a new spell. Variations of existing spells reduce the time and gold required to months instead of years, and 1000GP, per circle.

Grey Magic Ensorcellement Faerie fire Kindle flame Sleep Thunderclap Unseen servant

Black Magic Cause fear Charm person Cause minor wounds Choking Grip Conjure demon spawn Darkness

Grey Magic Charm animal Hold person Mind probe Mirror image Phantasmal force Snake charm

Black Magic Bane Cause moderate wounds Conjure imp Deathless minion Drain life Summon insect swarm

Grey Magic Call lightning Chimerical force Glyph of Warding Hypno�c Pa�ern Noxious Cloud Telepathy

Black Magic Bestow curse Cause disease Cause serious wounds Conjure hellion Speak with dead Summon ooze

Grey Magic Command plants Hallucinatory terrain Hold monster Invisibility Scry S�cks to snakes

Black Magic Animate dead Charm monster Conjure dybbuk Flesh to ashes Poison Summon shadows

Grey Magic Blood boil Control winds Mirage Pillar of fire Summon weather Tremor

Black Magic Conjure elemental Contact other dimensions Curse of swine Feeblemind Magic jar Summon hell hounds

Grey Magic Capsizing wave Control weather Cloud of poison Ice storm Move earth Starfall

Black Magic Conjure fiend Death spell Disintegrate Flesh to stone Rebirth Summon invisible stalker

T�� S���� �� C������ SPELLS

causing them DM-1 to attack, damage, and morale throws, as well as throws to resist fear.

Animate Dead 4th Circle (Black)

Bestow Curse

Range: 10m radius around the Sorcerer

3rd Circle (Black)

Dura�on: 1 day

Range: 10m

The spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the sorcerer's spoken commands. The caster may animate a number of skeletons equal to four times his Sorcery skill, or half that number in zombies. An animated skeleton requires a relatively intact skeleton; an animated zombie requires a relatively intact corpse. The undead crumble to dust once the spell expires.

Dura�on: Instantaneous

An�-Magic Shell 6th Circle (White) Range: 3m radius Dura�on: 12 turns This spell creates a barrier around the sorcerer, stopping any spell or spell-like effect (including the sorcerer's own magic) from passing through it until the duration ends or the spellcaster dismisses the spell. Spells with a range of "self" or "touch" cast by the sorcerer are not blocked. The anti-magic shell itself may not be dispelled by a dispel spell or similar effect.

Augury 3rd Circle (White)

The sorcerer places a curse on a target creature or object. A creature may throw INT 9+ to resist the curse. The caster must choose one of the following effects as the curse: •

Halve one characteris�c score (round up)



DM-3 to all a�ack throws.

• Panic: each round of combat, the target must throw 1D; on 1-3, it acts normally, on 4-6, it takes no ac�on. The caster may invent a different curse, but should not be more powerful than the examples above; this is at the Referee's discre�on. The curse is permanent, unless removed by the remove curse spell.

Bless 2nd Circle (White) Range: Self Dura�on: 6 turns This spell grants the sorcerer and their allies (within a 15m radius around the sorcerer) DM+1 to attack, damage, and morale throws, as well as throws to resist fear.

Range: Self Dura�on: Special This spell can tell the sorcerer whether a particular action will bring good or bad results in the immediate future. The sorcerer can only see up to 3 turns (30 minutes) into the future. Anything which would happen after that, such as long-term consequences of a contemplated action, will not affect the result of Augury.

Bane 2nd Circle (Black) Range: Self Dura�on: 6 turns This spell fills the sorcerer's enemies (within a 15m radius around the sorcerer) with doubt and dread,

Blood Boil 5th Circle (Black) Range: 50m Dura�on: Instantaneous This spell boils the blood of a single living creature, causing great suffering and severe wounds – and potentially causing it to explode! The target must throw END 10+; if failed, it will suffer 5D damage and be stunned (lose its next combat round). If successful, the target is not stunned, but s�ll takes 3D damage. In either case, if that damage reduces all three of the target's physical characteristics to zero, the target detonates, killing it immediately. Each creature or object within 2m of the target suffers 1D damage.

75

S��������� P��������� Call Animal 1st Circle (White) Range: Special Dura�on: 1 day The spell calls a wild predatory animal (such as a wolf or equivalent) to serve as the sorcerer's companion. When called, the animal will travel to the sorcerer. If cast within the natural habitat of such animals, such as a steppe, forest, or mountains, the wolf will arrive within 1D turns. Otherwise, it will arrive within 3D turns. If cast in a place inaccessible to wild predators (such as deep underground or in a well-guarded city), the animal will wait as close as possible. In some settings, a deinonychus will appear, and the spell will be commonly known as call raptor. For the duration of the spell, the animal will understand the sorcerer's speech and serve them as a loyal companion. The spell persists until it is dispelled, or one day passes (at the end of which the animal departs). The sorcerer may increase the spell's duration by casting it again a sort �me before that day ends.

Call Animal Pack 2nd Circle (White) Range: Special Dura�on: 1 day This spell calls a pack of predatory animals (in some settings – deinonychi) to serve as the sorcerer's companions. One animal will respond to the call plus two additional wolves per Sorcery skill rank the sorcerer possesses. Other than the number of animals, this spell is iden�cal to call animal.

Call galloping herd 4th Circle (White) Range: Special Dura�on: 1 day The spell calls one or more horses or giant lizards (depending on the setting) to serve as mounts for the characters. The spell may call a herd of 10 light horses or 5 heavy horses, or a lounge of 5 giant lizards (sorcerer's choice; depending on the setting). When called, the animals travel to the sorcerer's location at their wilderness travel rate. If cast within inhabited terrain, or wilderness of grass, hills, or scrub, the animals will arrive within 1D turns. If cast in any other type of terrain, they will arrive within 3D turns. If cast in a place inaccessible to riding animals (such as deep

76

underground), the mounts will wait as close as possible. For the duration of the spell, the mounts will understand the sorcerer's speech and serve them as a loyal companion. The spell persists until it is dispelled, or one day passes (at the end of which the mounts depart). The sorcerer may increase the spell's duration by casting it again a short �me before that day ends. Note that this spell only calls animals, and not saddle and tack; it also does not grant anyone the Riding skill, though the animals are quite used to being ridden.

Call great cats 5th Circle (White) Range: Special Dura�on: 1 day This spell calls one or more great cats to the sorcerer to serve as companions (see the Monsters chapter). This spell calls forth 6 mountain lions, 6 panthers, 4 lions, or 4 tigers. If cast in terrain native to such cats, the cats arrive within 1D turns. Otherwise, they arrive within 3D turns. If cast in a place inaccessible to great cats (such as deep underground or in a well-guarded city), the cats will wait as close as possible. For the duration of the spell, the cats will understand the sorcerer's speech and serve as loyal friends and companions. The spell persists until it is dispelled, or one day passes (at the end of which the cats depart). The sorcerer may increase the spell's duration by casting it again a sort �me before that day ends

T�� S���� �� C������ Call Leviathan

Cause Disease

6th Circle (White)

3rd Circle (Black)

Range: Special

Range: Touch

Dura�on: 1 day

Dura�on: Instantaneous

This spell works only in the open sea, calls a sperm whale or a plesiosaur (depending on setting) to serve as the sorcerer's companion. The whale will take 4D turns to arrive, unless the Referee decides that a pod of whales is nearby. The whale will travel as close as possible to the sorcerer (near a boat, along the shore, etc.) and serve as a friend and companion; it will even allow the sorcerer to ride it, or attack ships and monsters at their command.

The sorcerer infests the target with a horrid wasting disease, virulence 10+, damage 3D, interval 2D days. While ill, the subject suffers DM-2 to all skill and attack throws and cannot heal or be healed. A cure disease or restoration spell is the only way to cure this illness.

The spell persists until the whale is slain, the spell is dispelled, or one day passes (at that time, the whale departs). The sorcerer may increase the spell's duration by casting it again a sort time before that day ends

1st Circle (White)

Cause fear

Range: 36m Dura�on: 2 turns per Sorcery skill rank The sorcerer scares one creature within 40m; the creature must throw END 8+ or flee for the dura�on.

Call Lightning 3rd Circle (Grey)

Cause minor wounds

Range: 120m

1st Circle (Black)

Dura�on: 3 turns per Sorcery skill rank

Range: Touch

This spell only works when a storm is within range. It enables the sorcerer to call down a lightning bolt every turn (10 minutes) on any point within range. The lightning bolt strikes from the sky, hitting an area 6m in diameter. All creatures within the hit area suffer 6D damage, or 3D if they successfully throw DEX 8+. The lightning bolts will remain available until either the storm or the spells end.

Dura�on: Instantaneous

Call lightning may damage vehicles – it has an AV value of 3D and will set wooden ships on fire.

The sorcerer causes 2D damage to the target.

Cause serious wounds 3rd Circle (Black) Range: Touch Dura�on: Instantaneous The sorcerer causes 5D damage to the target.

Capsizing Wave 6th Circle (Grey) Range: 45m Dura�on: Instantaneous The spell smashes a sea vessel with a mighty wave capable of sinking even the mightiest sailing ships. The wave is approximately 50m long, 5m high, and 3m thick. The captain of the target vessel may attempt to steer their ship out of the wave's deadly path with a Watercraft 10+ throw. If the captain does not try to evade the wave, or if the Watercraft throw fails, the vessel is stricken – throw once on the Critical damage table (see the naval combat rules in the Combat chapter).

Charm Animal 2nd Circle (Grey) Range: 20m Dura�on: special This spell allows the sorcerer to charm an animal (including normal and giant animals but not humanoids or fantastic creatures) in the same fashion as charm person (see below). Unintelligent animals cannot resist this spell and are charmed automatically; smarter animals, such as whales or apes, may throw INT 8+ to resist the spell. Once in place, the charm lasts until the animal successfully resists the spell or the effect is dispelled. One throw is allowed every month.

77

S��������� P��������� Charm Person

other ac�on, but may speak in a choked voice.

1st Circle (Black)

When the sorcerer's next initiative step comes up, if they maintain concentration on the spell, the target must throw STR 8+ again; on a successful throw, the spell ends. On failure, the target continues choking, and takes another 1D damage.

Range: 20m Dura�on: special This spell causes one humanoid creature to treat the sorcerer as a trusted friend and ally. The target must throw INT 8+ or be charmed. If it is currently under attack by the sorcerer of the sorcerer's allies, the target enjoys DM+3 to this throw. The spell does not allow its caster to directly control the targets, but rather, the subject interprets the caster's words and actions in a favorable way. It will not do anything it will not normally do, and unusual requests will grant another INT 8+ throw to resist the effect. The caster must speak the subject's language to give commands. Of course, if the caster is attacked, the charmed creature will rush to defend its "friend". The subject receives another INT 8+ to resist the effect once a day if it has INT 9 or better, every week if it has INT 6-8, or every month if it has INT 5 or less. A dispel magic removes the charm.

Chimerical Force 3rd Circle (Grey) Range: 100m Dura�on: Concentra�on + 2 rounds This spell creates a visual and auditory illusion of an object, creature, or force imagined by the sorcerer, up to a maximum size of 10m x 10m x 10m. The illusion does not create smell, texture, or temperature. The sorcerer may move the illusion within the effect size limit. The image persists as long as the sorcerer concentrates, plus 2 additional rounds a�er ceasing concentra�on. If used to simulate creatures, they will disappear if successfully hit in combat. If simulating an attack, the illusory damage will be equivalent damage of such attack, though an INT 8+ throw by the target will void this damage. The damage, in any case, is unreal; those "killed" or "injured" by this spell will realize they are unharmed within 1D rounds.

Choking Grip 1st Circle (Black) Range: 10m Dura�on: special The spell allows the sorcerer to telekinetically grip a target creature's throat. The target must throw STR 8+ or begin choking, suffering 1D damage. A choking creature cannot attack, cast spells, move, or take any

78

The spell lasts until dispelled, the sorcerer stops concentrating on it, or the target makes a successful STR 8+ throw to end the spell.

Cloud of Poison 6th Circle (Grey) Range: special Dura�on: 6 turns The sorcerer draws forth a cloud of poison from the dark miasmas of the atmosphere. As this spell draws its power from natural miasmas, it may only be cast outdoors or in a well-ventilated room. The cloud is 10m in diameter and spreads out from the sorcerer's fingertips. It moves at 20m per round away from the spellcaster. The poison gas is heavier than air and will sink down holes or slide downhill. Trees or thick vegetation break the cloud. The cloud has virulence 10+ and 1D damage. Any character staying within the cloud must throw against its virulence again each round it remains in the cloud, and thus slowly suffocate if unlucky.

Command Plants 4th Circle (Grey) Range: 20m Dura�on: Concentra�on The spell grants the sorcerer the ability to command plants and plant-like creatures within a 3m by 3m area, up to 20m away. Intelligent plant-like creatures may throw INT 8+ to avoid this effect; otherwise, the spell works automatically. The controlled plants will obey the spellcaster's commands and may move even if they are usually immobile. The effect lasts as long as the sorcerer concentrates. Intelligent plants will be very hos�le to the sorcerer once the spell ends.

T�� S���� �� C������ Commune 6th Circle (White) Range: Self Dura�on: 3 turns The sorcerer reaches out to greater powers or spirits, who will answer three yes-or-no questions. The being contacted may or may not be omniscient but will provide truthful answers. The sorcerer may cast this spell once a week at most.

Conjure demon spawn

elemental from that plane. At most one elemental of each type may be conjured by the same sorcerer on the same day. Once the elemental appears, it serves the sorcerer as long as they concentrate on controlling the elemental. At any point while controlling the elemental, the sorcerer may dismiss it back to its plane. A dispel magic or dispel evil spell also sends it back to its plane. However, if the spellcaster loses concentration, they lose control of the elemental – and such control may not be regained. The elemental rampages and attacks all in its path. Eventually – typically within 1D turns – it returns to its native plane on its own volition, but always a�er wreaking havoc on the Material Plane.

1st Circle (Black) Range: 75m

Conjure fiend

Dura�on: special (1 day)

6th Circle (Black)

The sorcerer opens a portal to the Outer Dark and summons a demon spawn. Generate the demon spawn with two special abilities per the Random Demon rules in the Monsters chapter. A sorcerer may only successfully summon one demon spawn per day. The demon serves the caster for up to one day, as long as the sorcerer concentrates on controlling it – suffering damage while concentrating on the spell breaks concentration, as does casting another spell. The sorcerer may send the demon back to hell at will. However, if the caster loses concentration without first dismissing the demon, it will attack the caster and its allies. Only a dispel magic, dispel evil, or slaying the demon will banish it one it is uncontrolled. An uncontrolled demon can return to its home dimension at will, but some would love to stay in the mortal world to wreak havoc and spread Chaos.

Range: 75m

Conjure dybbuk 4th Circle (Black)

Dura�on: special (1 day) The sorcerer opens a portal to the Outer Dark, calling forth a fiend with four special abilities per the Random Demon rules in the Monsters chapter. Otherwise, the spell is identical to Conjure demon spawn.

Conjure hellion 3rd Circle (Black) Range: 75m Dura�on: special (1 day) The sorcerer opens a portal to the Outer Dark, calling forth a hellion with two special abilities per the Random Demon rules in the Monsters chapter. Otherwise, the spell is identical to Conjure demon spawn.

Range: 75m Dura�on: special (1 day) The sorcerer opens a portal to the Outer Dark, calling forth a dybbuk with three special abilities per the Random Demon rules in the Monsters chapter. Otherwise, the spell is identical to Conjure demon spawn.

Conjure Elemental 5th Circle (Black)

Conjure imp 2nd Circle (Black) Range: 75m Dura�on: special (1 day) The sorcerer opens a portal to the Outer Dark, calling forth an imp with two special abilities per the Random Demon rules in the Monsters chapter. Otherwise, the spell is identical to Conjure demon spawn.

Range: 75m Dura�on: Special The sorcerer opens a portal to one of the elemental planes – Air, Earth, Fire, or water – and calls forth an

79

S��������� P��������� Contact Other Dimensions

(Referee's choice).

5th Circle (Black)

Upon the spell's completion, the sorcerer must throw INT 8+ or go insane for 1D weeks from the shock and horror of conversing with an alien god.

Range: Self Dura�on: Special The sorcerer sends their mind to another dimension to converse with the powers residing on that plane. The power – an alien god – replies in a language the sorcerer comprehends but it resents contact with petty mortals, and will only answer questions by "yes", "no", "maybe", "never", or "irrelevant". The sorcerer may ask three questions per Sorcery skill rank. For each question asked, the Referee should secretly throw against the Sorcerer’s INT 6+. On a success, the alien god provides a truthful answer. On a failure, it will provide no information, or false information Weather table Weather Calm Hot Cold Severe winds Tornado Foggy Rainy Blizzard

Control Weather 6th Circle (Grey) Range: Self The spell allows the sorcerer to create a special weather condition in their vicinity. The spell only works outdoors, and the radius is limited to a 100m radius. The spell works indefinitely as long as the sorcerer is stationary and concentrates on it. See the following table for poten�al weather condi�ons.

Effect Dissipates foul weather. Sailing ships may not move. Dries wet condi�ons. Movement halved. Water and mud freeze. Movement halved. All movement divided by 2, no flying or ranged weapon use possible. On sandy terrain, this reduced visibility to 6m. Sailing ships move at double speed. The sorcerer directs the whirlwind, moving at 40m per round. The tornado may attack as an air elemental. Sea vessels struck by a tornado suffer 1D damage "hits". Visibility dropped to 6m. Movement halved. Ranged a�acks suffer DM-1 to hit. Mud forms within 3 turns, which halves movement rates. Visibility drops to 6m. Movement halved. Characters take damage as per Arc�c condi�ons.

Control Winds

Convalescence

5th Circle (Grey)

3rd Circle (White)

Range: 10m radius per Sorcery skill rank

Range: Touch

Dura�on: 3 turns per Sorcery skill rank

Dura�on: Instantaneous

The spell subjects the air within the affected volume to the sorcerer's will. They can calm the air or grow the wind up to gale force. To change the wind completely (such as from gale to calm), the sorcerer must concentrate for one turn.

The subject heals as if they have rested for 5D days.

When used at sea, this spell may increase or decrease a ship's speed, as per the sea travel rules in the Adventuring chapter. Gale force winds affect characters and combatants. In a gale, missile weapon use is impossible; flying creatures crash to the ground, and creatures on the ground move at half their speed. In sandy or dusty terrain, clouds of dust will reduce visibility to a range of 6m.

80

Cure Disease 3rd Circle (White) Range: Touch Dura�on: Instantaneous This spell cures all diseases the subject is suffering from, including magical ones, as well as parasites such as green slime. This spell does not prevent reinfection after a new exposure to the same disease.

T�� S���� �� C������ Curse of Swine

Destroy Dead

5th Circle (Black)

1st Circle (White)

Range: 20m

Range: 50m

Dura�on: 1 day per Sorcery skill rank

Dura�on: Instantaneous

This spell transforms 3 targets per Sorcery skill rank into pigs for the spell's duration. The targets may attempt to throw INT 10+ to avoid this effect. Targets who fail this throw immediately assume the form – physical and mental – of a pig, including the mentality of a hog. The target will not remember their regular life while in swine form and will act as normal pigs for the duration of this spell. Once the spell expires, the target regains its original form, intelligence, and memories. Note that undead, incorporeal or gaseous creatures, or creatures with natural shapeshifting abili�es are immune to this spell.

This spell destroys the bones or body of a single undead skeleton, zombie, or ghoul, which immediately crumbles to dust. If the spell is cast on an inanimate body or skeleton, they crumble as well. This spell has no effect on the living or on undead other than skeletons, zombies, or ghouls.

Darkness

Detect Invisible 2nd Circle (White) Range: 20m Dura�on: 6 turns This spell allows the sorcerer to see invisible characters, creatures, or objects, as translucent shapes, within the spell's range.

1st Circle (Black) Range: 40m Dura�on: 1 day + 1 day per rank in Sorcery The spell creates a spherical region of darkness and shadow around the target location or object, darkening a 10m radius from it, as dark as a moonless night. The effect is immobile if cast on an area but mobile if cast on an object.

Deathless Minion 2nd Circle (Black) Range: 10m

Disintegrate 6th Circle (Black) Range: 20m Dura�on: Instantaneous This spell targets a single creature or object (up to a cube 3m on a side), which is entirely disintegrated, leaving nothing but dust behind, including the creature’s carried equipment. A target creature may throw END 10+ to avoid being disintegrated. A creature making this throw still suffers 3D damage Objects, obviously, do not enjoy such throws.

Dura�on: 1 hour This spell raises the bones or flesh of a single dead creature within range into an undead skeleton or zombie (depending on the corpse's state). See the Monsters chapter for these monsters' stats. However, unlike animate dead, this spell only lasts for one hour, a�er which the undead minion crumbles to dust.

Death Spell 6th Circle (Black) Range: 75m Dura�on: Instantaneous This spell will kill 1D man-sized creatures or one larger creature per the sorcerer's Sorcery skill ranks, within a 10m radius sphere centered on any point the sorcerer wishes within range. Each affected creature must throw END 12+ or die immediately.

Dispel Evil 5th Circle (White) Range: 10m Dura�on: 1 turn The sorcerer must concentrate for the entire duration for this spell to work. All undead or summoned creatures within a 10m radius from the sorcerer must throw END 8+ or crumble to dust. Summoned creatures return to whence they came instead. Any creatures successfully making that throw will flee the affected area. Alternatively, instead of affecting a 10m radius, the sorcerer may direct the spell at a single monster, which will have to make an END 10+ throw instead or be destroyed. Additionally, dispel evil may remove a curse from a single creature or object in range; doing so ends the spell.

81

S��������� P��������� Dispel Magic

Ensorcellement

3rd Circle (White)

1st Circle (Grey)

Range: 40m

Range: 10m

Dura�on: Instantaneous

Dura�on: 12 rounds

The sorcerer can use dispel magic to end ongoing spells or magical effects cast on a creature or objects, or all ongoing spells within a cubic space 5m on a side (sorcerer's choice).

The sorcerer mesmerizes a single humanoid creature. The target must throw INT 8+ or be mesmerized. A mesmerized creature cannot attack, cast spells, move, or speak. It always loses initiative and Surprise rolls, and attacking it is at DM+2 to hit. The ensorcellement ends when the creature is slain, the effect is dispelled, or the dura�on expires.

If the spell targets a creature, all spells and spell-like effects (including ongoing potion effects) are cancelled. If cast at an area, all ongoing spells in that area are dispelled. Some spells are immune to dispel magic, for example, all magical diseases and curses, and the results of the flesh to stone spell.

Faerie fire 1st Circle (Grey) Range: 30m

Divina�on 5th Circle (White) Range: Self Dura�on: Special Like augury but far more powerful, the divination spell can provide the sorcerer with a useful piece of advice concerning a specific goal, event, or activity which is to occur within one week. Note that if the sorcerer does not act on this information, actual events may change, and the information may become irrelevant. The Referee secretly throws Sorcery 6+ using the spellcaster's skill; if successful, the information is correct; if failed, the information is false.

Drain Life 2nd Circle (Black) Range: touch Dura�on: Instantaneous The sorcerer drains life energy from the target creature to heal themselves. The spellcaster must touch the target’s skin; touching a resisting target requires the regular Melee Combat 8+ attack throw. If the attack hits, the target suffers 4D damage. If the target succeeds, it suffers only 2D damage. In either case, the sorcerer is simultaneously healed by half the amount of characteristic points the target loses, to the maximum of the sorcerer's initial characteris�cs.

82

Dura�on: 3 rounds per Sorcery skill rank With this spell, the sorcerer outlines one creature per Sorcery skill rank with a pale, flickering, cold "fire", which does not inflict damage, but renders the creature obviously visible (in case it is invisible or otherwise hidden). Anyone attacking a creature with Faerie Fire on it gains a DM+2 bonus to hit.

Feeblemind 5th Circle (Black) Range: 60m Dura�on: Permanent The target of this spell must throw INT 10+. On a success, the spell has no effect. On failure, the target becomes a helpless idiot incapable of casting spells, understanding language, communicating coherently, or fighting effectively. The victim only dimly remembers who its friends are and may follow their simple instructions. This state lasts until dispelled or un�l restora�on is cast on the vic�m.

Flesh to Ashes 4th Circle (Black) Range: 30m Dura�on: Instantaneous The target creature must throw END 8+ or immediately turn to ashes. Only living creatures made from flesh may be targeted by this spell.

T�� S���� �� C������ Flesh to Stone 6th Circle (Black) Range: 40m

The glyph is charged with the trap spell much in the same manner as a focus can be charged with a spell. Popular choices include, but are not limited to, cause disease, bestow curse, and hold person.

Dura�on: Permanent The spell causes the target creature, together with its carried equipment to turn into a mindless, inert statue. Targets may throw END 10+ to avoid the effect. If the statue resulting from this spell is broken or damaged, the target creature, if ever returned to its original state, suffers equivalent damage or deformities. Only creatures made of flesh are vulnerable to this spell. Dispel magic or restoration will not return the target creature back to flesh; only a stone to flesh spell will reverse this effect.

Globe of Invulnerability

Hallucinatory Terrain 4th Circle (Grey) Range: 75m Dura�on: Special This spell creates an illusion that turns an area of outdoor terrain into a different type: such as a field into a forest or a quagmire into a meadow. The entire terrain feature must be within the spell's range. The illusion affects the senses of vision, hearing, and smell. The spell ends when dispelled or when an intelligent creature enters the area or touches it.

6th Circle (White) Range: 0m

Haste

Dura�on: 3 rounds per Sorcery skill level

5th Circle (Grey)

This spell creates a magical sphere of protection in a 1.5m radius around the spellcaster. The globe of invulnerability prevents any spells of the 4th Circle or lesser Circles from penetrating and harming the caster and anyone else in the sphere. Note that this spell only grants invulnerability from spells, not from physical attacks. However, unlike anti-magic shell, the globe of invulnerability allows the sorcerer to freely cast spells out from the globe. The globe of invulnerability may be dispelled.

Range: 75m

Glyph of Warding 3rd Circle (Grey) Range: Touch

Dura�on: 3 turns The spell greatly accelerates two creatures, doubling the number of actions they may normally take per round. Up to two creatures per the caster’s Sorcery skill level can be affected. The hastened creatures enjoy twice as many actions per combat round, meaning that they could attack up to four times, or move up to 40m in one six-second round. Frenzy results and grapples are dealt with accordingly. Note that spellcasting is not accelerated, nor is the use of magical items, which still may only be used once per round. This spell ages each of its affected targets by one year, each time it is cast. This may result in the targets having to make Aging throws.

Dura�on: Special This powerful rune harms those who enter, pass, or open the warded object, such as a bridge, a passage, a chest, and so on. The maximum area that can be warded by the spell is a 5m x 5m square per Sorcery skill level. A password is set upon casting the spell, and any creature entering or touching the warded area or opening the warded object without speaking it activates the spell. Glyph of Warding either ac�vates a blast or a stored spell. Blast glyph: the glyph causes 1D damage per Sorcery skill level of the caster, either fire or electric damage, as chosen by the sorcerer upon casting. The subject may throw DEX 8+ to reduce the damage by half (rounded up).

Hypno�c Pa�ern 3rd Circle (Grey) Range: 10m Dura�on: Concentra�on The sorcerer creates a mesmerizing pattern of color and light in the air. Any creature seeing the pattern becomes mesmerized unless they throw INT 8+. Affected creatures will stand motionless without action and may not even parry or dodge. The effect lasts as long as the sorcerer concentrates on it or until dispelled.

Spell glyph: the glyph triggers a magical trap consisting of any spell that the sorcerer also knows.

83

S��������� P��������� Hold Person 2nd Circle (Grey) Range: 100m

This spell grants one creature complete immunity to one elemental force: cold, electricity, or fire for its duration. The immunity also protects any items the creature is carrying.

Dura�on: 9 turns This spell paralyzes any living humanoid being, including winged ones, freezing them in place like living statues. The target may make a STR 8+ throw to avoid the effect of this spell. The caster may paralyze one target, plus one additional target per Sorcery skill level. A held target is aware and may breathe normally but cannot take any ac�on nor speak. A winged creature which is held during flight falls. A paralyzed swimmer cannot swim and sinks – and will drown without any outside assistance.

Hold Monster 4th Circle (Grey) Range: 100m

Invisibility 4th Circle (Grey) Range: Touch Duration: Until dispelled or until the subject attacks someone or something The creature touched becomes invisible. Any equipment or items carried by the target creature vanishes as well. Items dropped by the invisible creature turn visible, and items picked up by it becomes invisible. Note that the subject is not magically silenced, only turned invisible. The spell ends after the invisible creature attacks any creature or casts any spell. Other actions do not end the spell. The spell lasts 24 hours, or until the caster dispels the effect.

Dura�on: 3D turns This spell functions like hold person, except that it affects any living creature which fails an STR 8+ throw.

Kindle flame 1st Circle (Grey)

Ice Storm 6th Circle (Grey) Range: 75m Dura�on: 1 turn This spell calls down a storm of freezing, razor-sharp hail from the heavens on a target location no more than 6m in diameter. Any creature or object beginning their combat round in, or entering into the ice storm must throw DEX 8+ or suffer 2D damage per caster's Sorcery skill rank. A second successful DEX 8+ throw halves this damage (round down). Any movement through an ice storm's area is at half the normal movement rate. If cast underground or inside a building, the storm will strike the ceiling or the surface above the desired target area; it will reach the target only if it does enough damage to break through to it. The sorcerer gains a DM+2 when casting this spell in icy or stormy weather. If cast under a clear sky, the sorcerer is incurs a DM-2 penalty to the throw.

Immunity to Elements 4th Circle (White) Range: Touch Dura�on: 6 turns

84

Range: 5m Dura�on: Instantaneous The sorcerer causes one or more flammable objects within range to burst into flame, even if they are wet. All target objects must be within a 1.5m radius sphere. The spell may also be used to attack, by igniting a target’s clothes or other flammable items on their person. The target must throw DEX 8+ suffer 2D damage per round. The target continues to take 2D damage per round, until they make a DEX 8+ roll to extinguish the flames, or immerse themselves in water.

Knock 2nd Circle (White) Range: 20m Dura�on: Instantaneous This spell opens stuck, barred, and locked doors, as well as boxes, chests, and other locked objects. This includes magically locked items. Knock will not raise a portcullis, operate drawbridges or similar mechanisms, or affect ropes, vines, etc. Apply DM-1 to the spellcasting roll when dealing with a magical lock.

T�� S���� �� C������ Levitate 4th Circle (White) Range: Touch Dura�on: 6 turns + 2 turns per Sorcery skill level This spell allows the sorcerer to move the touched creature or object up or down. It only affects willing creatures or unattended objects. By concentrating, the sorcerer can direct the subject up and down by as much as 5m per round. This spell does not allow horizontal travel, but the target may clamber or push themselves against surfaces to move laterally.

possess the same body within the next turn. If the jar is outside this range, both souls – that of the sorcerer and that of the host – go to the underworld, and both bodies die. If the possessed host's spirit is within the jar and the jar breaks or is dispelled, and the jar is within 40m of the possessed body, the host's spirit returns to their body while the sorcerer's soul goes to the underworld. If it is outside range, the disembodied spirit goes to the underworld.

Mind Probe 2nd Circle (Grey)

Magic Jar 5th Circle (Black) Range: 10m Dura�on: Special By casting magic jar, the sorcerer deposits their soul inside an inanimate object in the spell's range (the eponymous "magic jar"). The sorcerer may then attempt to possess a nearby living being within 40m of the magic jar, forcing the target’s soul into the jar instead. The sorcerer may move back to the jar (and hence returning the trapped soul to its original body) and attempt to possess another living creature. The spell ends when the sorcerer returns to their own body, leaving the jar empty. When the spellcaster transfers their soul to the receptacle, their body appears dead, but does not decay as a normal dead body would. Wards such as protection from evil block this spell. Otherwise, the target must throw INT 8+ or be possessed by the sorcerer's dark soul. On a successful throw, the sorcerer's soul remains in the jar and the same target is immune to further possession a�empts for one Day. If the target fails this throw, their soul is trapped within the magic jar, and the sorcerer possesses their body. The sorcerer keeps their INT, EDU, skills, and mental abilities. The body retains its STR, DEX, END, SOC, as well as natural abilities. The sorcerer has no access to any special abili�es or skills of that body.

Range: 20m Dura�on: 12 turns The spell permits the sorcerer to read the surface thoughts one or more targets within range. The caster must designate a direction in which they "listen"; each turn, the sorcerer may "listen" in a different direction. The sorcerer will understand any target's surface thoughts regardless of language. Targets are not aware of this kind of probing. Two or more inches of rock, or a thin coating of lead or gold, will block this spell. All undead – including intelligent ones – are immune to this spell, as are all mindless creatures.

Mirage 5th Circle (Grey) Range: 75m Dura�on: Special This spell makes a structure or terrain feature look like something else, such as transforming a tower into a hill. The entire terrain feature must be within the spell's range. The affected terrain looks, sounds, and smells exactly like the illusory form. Intelligent creatures who suspect that this is an illusion may throw INT 8+ to disbelieve it. The mirage lasts until dispelled.

If the jar is broken or dispelled when the sorcerer's soul is within it, and the sorcerer's body is within 40m of the jar, the sorcerer's spirit returns to their original body. Otherwise, the sorcerer's spirit goes to the underworld and the body dies. In any case, the spell ends. The dispel evil spell exorcises the sorcerer's soul from a host body. If the magic jar is within 40m of the body, the caster's spirit returns to the jar, and the host's spirit to its body. The sorcerer will be unable to

85

S��������� P��������� Mirror Image 2nd Circle (Grey) Range: Self Dura�on: 6 turns This spell creates several illusory duplicates of the sorcerer. The images move through each other, as well as through the actual sorcerer, quite often, so it is impossible for any creature to know which one of them is the real spellcaster. This creates a total of 1D+2 images, which cluster around the sorcerer. The figments mimic the caster's mo�ons. Attacks against the caster will always target one figment instead, whether the attack is successful or not. Any attack on a figment destroys it. However, until all figments are removed, or until the effect is dispelled, or the spell expires, the sorcerer cannot not be harmed by melee or ranged a�acks.

Move Earth 6th Circle (Grey) Range: 75m Dura�on: 6 turns With this spell, the sorcerer can move large volumes of soil, up to 10m x 10m x 10m in volume, including altering surface features within range. The sorcerer may move earth at a rate of 20m per turn, as desired. The spell cannot affect stone, only soil.

Neutralize Poison

only be cast outdoors or in a ventilated room. The cloud is 5m x 5m x 5m in size and blocks line of sight into or through it. Any creature starting its initiative within the cloud or moving into it must throw END 8+ or became nauseated. Nauseated creatures cannot attack, cast spells, or take any action except for move out of the cloud. The nauseated condition lasts as long as the creature is in the cloud and 1D rounds after exiting it. Any creature that succeeds in the END 8+ throw but remains in the cloud or re-enters it must make this throw again or be affected as long as the cloud persists.

Phantasmal Force 2nd Circle (Grey) Range: 75m Dura�on: Concentra�on This spell creates a visual illusion of any object, creature, or force imagined by the sorcerer, up to a maximum volume of 5m x 5m x 5m. This illusion does not create sound, smell, texture, or temperature. The spellcaster can move the image within this volume and the spell lasts as long as the sorcerer concentrates on it, or un�l it is dispelled. If used to simulate creatures, the illusions will disappear if it is successfully hit in combat. If simulating an attack, the illusory damage will be equivalent damage of such attack, though an INT 8+ throw by the target will void this damage. The damage, in any case, is unreal; those "killed" or "injured" by this spell fall unconscious and will awake within 1D rounds, without a scratch.

4th Circle (White) Range: Touch

Pillar of Fire

Dura�on: Instantaneous

5th Circle (Grey)

The spell neutralizes any poison in the touched creature or object. This includes all magical poisons. If cast on a poisoned creature, it suffers no further damage. If cast on a poisoned object, the poison is removed. If cast on a creature that died from poisoning in the last 10 rounds, the target is revived with a score of 1 in all physical characteris�cs.

Range: 50m

Noxious Cloud 3rd Circle (Grey) Range: 30m Dura�on: 3 rounds per Sorcery skill level The sorcerer creates a cloud of foul-smelling vapors within 10m of a target chosen by the caster. The spell draws it power from natural miasmas and thus can

86

Dura�on: Instantaneous The sorcerer calls forth a 15m high, 5m diameter column of fire from the heavens and unleashes it upon the target location. This deals 4D damage to all creatures in the area of effect. Creatures who successfully throw DEX 8+ suffer only 2D damage. If cast underground or inside a building, the pillar will strike the ceiling or the surface above the desired area of effect; it will reach its destination only if it breaks through it. Pillar of fire may damage vehicles – it has an AV value of 5D and will almost certainly set wooden ships on fire.

T�� S���� �� C������ Poison

Range: Touch

The spell ends immediately if any protected creature tries to cast another spell or attack Chaotic beings; if the caster moves; or if the caster loses concentration, such as by cas�ng another spell or being injured..

Dura�on: Instantaneous

Purify food and water

When casting this spell, the sorcerer must attack a target; if the attack is successful, the target is poisoned and must resist a Virulence 10+, Damage 4D poison.

1st Circle (White)

4th Circle (Black)

Protec�on from Chaos 1st Circle (White) Range: Self

Range: 3m Dura�on: Instantaneous The spell makes spoiled, poisonous, or otherwise contaminated food and water pure and ready for consumption. This spell will purify enough food and water to sustain a dozen humans or human-sized creatures for one day. The spell, however, cannot affect poisons.

Dura�on: Concentra�on This spell creates a magical barrier protecting the sorcerer and those within a 3m radius. For its duration, those in the area of effect are afforded some protection against Chaotic beings such as the undead or demons. The spell causes Chaotic targets DM-1 to hit the protected characters. It also prevents direct bodily contact with Chaotic beings. Natural weapon attacks by Chaotic beings fail; this does not affect weapon attacks, ranged attacks, or spells, however. The caster must remain stationary and concentrate on the spell.

Rebirth 6th Circle (Black) In this vile act of necromancy, the sorcerer attempts to steal a dead person's soul, dragging it back from the halls of the dead. This is one of the darkest black magic spells in existence, because the gods of the dead see this as a personal insult. There is no need for a dead body; the spell will materialize the dead soul in new flesh. However, this spell is highly risky. Upon a successful casting, throw 2D on the following table and add the spellcas�ng throw's Effect:

Rebirth 2D Result 2The gods refuse to let go of the character's soul and they remain dead for eternity. No further attempts may be made to bring the character back to life. 3-4 The character indeed arises from the dead, but instead of rising as a normal mortal, the eternal powers of Chaos curse them with undeath! The character rises as a ghoul, under the Referee's control, who will attack any nearby characters and a�empt to eat them. 5-6 The spell fails. Further rebirth attempts may be made, but at DM-2 on this table. Penalties are cumulative for repeated a�empts, e.g. a third a�empt a�er failing twice will suffer DM-4. 7-9 The character is restored to life, but in a bad state – they will require 1D months of rest. Roll 1D: 1-2, the character loses their memory; 3-4, the character is part alive and part dead; 5-6, the character will suffer from sudden and unexpected fits of murderous rage (see below). 10 The character is restored to life, though still bearing terrible injuries – they will require 1D months of rest. Roll 1D: 12 the character suffers from partial memory loss; 3-4, the character has passed through Hell and will have severe recurring nightmares; 5-6, the character undergoes a profound personality change as they recover. 11 The character is well-restored to life and will make a full recovery within 2 weeks. Roll 1D: 1-2, the character will be sickly for the rest of their life; 3-4, the character suffers characteristic loss ;5-6, the character remains cold as a corpse and will suffer sudden shivers. 12+ The character is blessed by Chaos and awakens fully restored with full characteristics, ready to adventure at a moment’s no�ce!

87

S��������� P��������� Rebirth Effects: Characteristic Loss: the character loses 1D points from one characteristic, chosen randomly, to a minimum of 1. Memory Loss, Full: The character suffers from complete amnesia, though they will retain basic life skills and partial adventuring capabilities. The character loses half of their skill levels, chosen by the Referee. The character's EDU characteristic is halved (round up). Memory Loss, Partial: The character loses part of their memory but retains a general idea of their identity, as well as some adventuring capabilities. The character loses one skill entirely, regardless of level, chosen randomly. The character also loses 1D points of EDU. Partially Alive: The character is neither alive nor dead, and teeters constantly on death's door, held alive only by black magic but at the same time is constantly called back to the afterlife (or hell) by the gods of death. The character suffers DM-2 to all actions and only has half their movement rate. The character must also throw END 8+ every month, with the above penalty, or die as the gods of the underworld reclaim their soul.

demon – and from that point on is considered an NPC monster controlled by the Referee.

Remove curse 3rd Circle (White) Range: 10m Dura�on: Instantaneous This spell instantaneously removes all curses from a single creature. If cast on a cursed item, the spell does not remove the curse from the item itself but allows the item's bearer to get rid of it.

Remove fear 1st Circle (White) Range: touch Dura�on: Instantaneous This spell calms down and removes fear from a touched creature, including magical fear.

Resist Elements

Personality Change: The character retains their memories, but his or her personality will change in a profound manner, as negotiated between player and Referee.

2nd Circle (White)

Recurring Nightmares: The character suffers from memories of being dead in a dreadful afterlife – as well as other negative visions. They will invariable suffer from severe recurring nightmares every night, preventing healthy sleep. The character will suffer severe insomnia as a result, causing a perpetual DM1 to all ac�ons.

This spell grants a single creature temporary immunity to cold, fire, or electricity (the sorcerer chooses one of them upon casting the spell). The target ignored ordinary exposure to this element (such as exposure to arctic weather with inadequate clothing). The target also gains DM+2 to throws to resist more significant forms of that element, such as an ice dragon's cold breath or a call lightning spell.

Sickly: The character's body does not fully recover from being dead and its life force is far weaker. Natural healing takes twice as long, and so does magical healing based on natural healing times (such as respite spells). The character also suffers DM-1 to throws to resist disease, poison, or acid. Sudden Murderous Rage: The character awakens as normal but is shadowed by a demon. At the Referee's discretion (recommended every week or every month), the character must make throw INT 8+ or fly into murderous bloodlust lasting 2D rounds, doing their best to kill any living being within reach. After this period, they will return to normal, but will not remember any of their actions while enraged. A sorcerer may attempt to use remove curse to exorcize the demon; in this case, the character throws INT 8+; if successful, the sorcerer drives away the demon and prevents any further bouts of rage; if failed, the character becomes permanently controlled by the

88

Range: touch Dura�on: 6 turns

Respite 1st Circle (White) Range: Touch Dura�on: Instantaneous The subject heals as if they have rested for one full day.

T�� S���� �� C������ Restora�on

Smite Undead

6th Circle (White)

4th Circle (White)

Range: Touch

Range: 75m

Dura�on: Instantaneous

Dura�on: Special

The spell removes any curses, afflictions, diseases, or poisons from the creature the sorcerer touches.

This spell instantly destroys a number of undead creatures within range equal to three times the sorcerer's Sorcery skill. All undead must be inside a 20m radius sphere from a point of origin chosen by the sorcerer. Skeletons and zombies turn to dust automatically. Other undead must throw END 8+ or crumble to dust. Undead with the Sorcery skill, such as vampires, are immune to this spell.

This spell may also allow a creature to regrow lost limbs or organs, thus reversing mortal wounds, assuming that the creature is still alive. However, such rapid regeneration wracks the targets body; the creature must throw END 8+ or be forced to roll on the Muta�on Table. This spell cannot cure mutations, and nor can it bring dead creatures back to life.

Snake Charm 2nd Circle (Grey)

Scrying

Range: 20m

4th Circle (Grey)

Dura�on: Special

Range: Special

The sorcerer can affect the behavior of snakes. This spell makes targeted snakes indifferent to the spellcaster and any allies. The sorcerer can affect a number of snakes equal to twice their Sorcery skill level. The snakes will defend themselves if attacked, but otherwise will be indifferent to everyone but their attackers. Attacking one charmed snake will not break the charm on others.

Dura�on: 1 turn This spell allows the sorcerer to see images of distant creatures, objects, or places. This requires a mirror, a crystal, or a clear pool, upon which the visions will be seen. The caster must know the creature, object, or place viewed, or have a sample of the creature or object such as hair clipping or paint chip. The vision lasts 1 turn and the sorcerer must remain concentrated and mo�onless while scrying.

Sleep

If cast on snakes engaged in melee combat, the spell will last for 2D rounds. If cast on snakes which are not hos�le at the moment, it will last for 1D turns. The sorcerer may command the charmed snakes to a�ack a target, for the dura�on given above.

1st Circle (Grey) Range: 20m

Speak with animals

Dura�on: 3D turns

2nd Circle (White)

The sorcerer attempts to put living creatures into a magical sleep. The caster may affect two visible creatures per Sorcery skill level. Each target must throw END 8+ or fall asleep and become helpless. Ranged attacks against the sleeping creature are at DM+2, and if an attacker is not engaged in combat with another creature, they may slay a sleeping creature automatically. Attacking, damaging, or otherwise moving a sleeping creature awakens them.

Range: special Dura�on: 6 turns The sorcerer can comprehend and communicate with any one normal or giant animal within line of sight capable of hearing the spellcaster. It does not affect intelligent animals or fantastic creatures. This spell does not automatically change the animal's attitude towards the sorcerer, it only allows communica�on.

89

S��������� P��������� Speak with Dead

S�cks to Snakes

3rd Circle (Black)

4th Circle (Grey)

Range: 5m

Range: 40m

Dura�on 1 turn

Dura�on: 6 turns

This spell grants a semblance of life and intelligence to a corpse, allowing it to answer several questions that the sorcerer asks. The spellcaster may as two questions per Sorcery skill level. The corpse's knowledge is limited to what the creature knew during life, including any languages it spoke. Answers are typically brief, cryptic, or repetitive. The corpse must have a mouth in order to respond. The spell does not work on undead—even destroyed undead. Only one speak with dead spell will affect a given corpse in a week.

The spell transforms 2D ordinary wooden sticks per Sorcery skill rank into normal venomous snakes (see the Monsters chapter). The snakes follow the sorcerer's commands. The snakes revert to wooden s�cks when slain, dispelled, or when the spell ends.

Speak with Plants

Dura�on: Instantaneous

4th Circle (White)

This spell brings a petrified creature back to life, reversing, for example, the flesh to stone spell or petrification effect caused by various monsters. If it is cast on stone which is not a petrified creature, it will merely transform a human-sized volume of stone into a gooey pile of primordial organic ma�er.

Range: 10m Dura�on: 3 turns The sorcerer can communicate with both normal plants and plant creatures. A normal plant's sense of its surroundings is limited, and thus it will have a limited ability to answer questions about events outside its immediate vicinity. The spell does not alter the plant's reaction towards the sorcerer; however, normal plants often communicate freely with sorcerers, as they have little else important to do but the ordinary eternity of photosynthesis. To determine the attitudes of sentient plant creatures towards the sorcerer, follow the normal Reaction rules. Friendly plant creatures may assist the sorcerer in various tasks; ordinary plants may only converse.

Stone to Flesh 6th Circle (White) Range: 40m

Summon insect swarm 2nd Circle (Black) Range: 5m Dura�on: 1 day The sorcerer calls forth an insect swarm (see the Monsters chapter), which forms anywhere within range. The swarm will mindlessly respond to the sorcerer's will. It will dissipate when dispelled, or when the spell ends.

Starfall 6th Circle (Grey)

Summon Hell Hounds

Range: 75m

5th Circle (Black)

Dura�on: Instantaneous

Range: 5m

This spell calls down a star from the vast reaches of dark space to strike a point of the sorcerer's choice, where it explodes for 4D damage per the sorcerer's Sorcery skill rank. The damage is applied to every creature within a 5m-radius sphere. The spell also has AV 4D when targeting vehicles. Creatures in the area of effect may throw DEX 8+ to reduce this damage by half. The explosion also ignites any flammable material within its radius and may melt metals with a low melting point, such as gold or silver. Note that if any object, such as a ceiling, blocks the meteorite's fall, it will explode prematurely. However, the spell might cause damage indirectly from falling debris as the ceiling collapses.

Dura�on: Special

90

The sorcerer conjures 2D hell hounds from the depths of hell. The hounds appear anywhere within range. When summoned, the sorcerer must give the hounds a single task, such as guarding a location, or hunting a particular creature. The spell ends when the hounds complete their task, or when a month passes – whichever is earlier. Hell hounds are hateful creatures of Chaos, and thus will interpret commands in the most destructive manner possible. The hounds will disappear when the spell ends, when they are slain, or when they are dispelled.

T�� S���� �� C������ Summon Invisible Stalker

Summon Weather

6th Circle (Black)

5th Circle (Grey)

Range: 5m

Range: 10km per Sorcery skill rank

Dura�on: Special

Dura�on: 3 hours per Sorcery skill rank

The sorcerer calls forth an invisible stalker from the Outer Dark to do his vile bidding. When summoned, the invisible stalker must receive a single objective, such as guarding a location or hunting a particular creature. The spell expires once the task is complete. However, invisible stalkers resent protracted missions and will seek to pervert their instructions accordingly. The creature will vanish when destroyed, dispelled, or when the task is complete. Because of the soulblasting nature of this spell, a sorcerer cannot cast it more than once a week.

The spell calls forth and creates a specific weather condition to the sorcerer's location, regardless of the local naturally-occurring weather. It does not control this weather, merely summons it. The weather arrives within 1 turn. This spell is particularly potent when combined with call lightning, a combination sometimes called the Storm of the Century.

Telepathy 3rd Circle (Grey)

Summon Ooze 3rd Circle (Black) Range: 5m Dura�on: 1 day The sorcerer calls forth their choice of gray ooze, green slime, or yellow mold from the darkest recesses of the Earth (see the Monsters for details). The ooze will mindlessly respond to the sorcerer's will. It will disappear when dispelled, or when the spell ends. Because the soul-wrenching nature of this spell, it cannot be cast more than once a day.

Range: 30m Dura�on: Concentra�on This spell allows the sorcerer to read the thoughts of any creature within 30m at will. The spellcaster may also send a telepathic message to any character whose thoughts they are reading, which allows for bidirectional communication. While using this spell, the sorcerer must concentrate and cannot otherwise move or act.

Thunderclap 1st Circle (Grey)

Summon Shadows 4th Circle (Black) Range: 5m Dura�on: 1 week The sorcerer calls forth 1D shadows from the Outer Dark to serve her. The shadows appear anywhere within range and respond to the spellcaster's will, as well as the shadows spawned by them, to a total maximum of 6 shadows. Note that shadows are inimical to all life and will try to twist any order to wreak maximum possible havoc. The shadows vanish when dispelled or when the spell ends. Note that due to the soul-wrecking nature of this spell, it may only be cast once every week.

Range: 20m Dura�on: Instantaneous A deafening thunder resounds from a point of the sorcerer’s choosing, within range. This may be heard up to 10km away as a low rumble. Any creatures within 1.5m of the thunderclap's chosen center must throw DEX 8+ or suffer 1D damage and be deafened for 1D turns. Deafened creatures suffer DM-2 to Surprise and Stealth rolls, as well as to any Spellcas�ng throw.

91

S��������� P��������� Tremor

Water Breathing

5th Circle (Grey)

3rd Circle (White)

Range: Special

Range: 10m

Dura�on: Concentra�on

Dura�on: 1 day

This spell causes the ground around the sorcerer to tremble. The sorcerer remains unaffected. The spellcaster may choose to have the tremor radiate outward from them along the ground in all directions up to a radius of 15m, or blast outward along the ground in a flat cone 45m long and 30m wide. Creatures within the area of effect must throw DEX 8+ every round. Those who fail this throw are knocked down and suffer 1D damage. Those who succeed retain their footing and suffer no damage. At the Referee's discretion, tremor may damage buildings and has an AV 5D ability vs. vehicles. Note that a sorcerer may only cast this spell on the ground; Casting this spell in deep water creates a small tsunami, which may cause the AV 5D attack vs. ships!

This spell allows the target to breathe underwater at any depth; it does not prevent the target from breathing air, nor does it provide any special ability to move underwater.

True Seeing 5th Circle (White) Range: Touch Dura�on: 6 turns The spell confers the subject with the ability to see all things as they are. The subject sees through normal and magical darkness, notices secret doors, sees invisible creatures and objects, sees through illusions, normal and magical disguises, and various polymorph effects. This sight has a 50m range but does not penetrate solid objects and does not negate actual concealment such as fog (even magically conjured fog).

Unseen servant 1st Circle (Grey) Range: 10m Dura�on: 6 turns + 1 turn per Sorcery skill level The sorcerer summons an invisible, mindless, shapeless force to act as a valet. It can fetch items, open doors, hold chairs, clean, and perform other similar simple tasks. It can exert up to 10kg of force and thus can trigger traps, if desired, or deliver bombs to enemy positions. A dispel magic ends this effect, but the "servant" is immune to ordinary a�acks.

92

Winged Flight 5th Circle (White) Range: Self Dura�on: 3 turns per Sorcery skill level The sorcerer grows two large wings from their shoulders; their appearance can be determined at the spellcaster's discretion. The wings allow the spellcaster to fly at a rate of 40m per combat round, or 2000m per turn while exploring. Flight requires no more concentration than walking, and the sorcerer may attack or cast spells normally. If winged flight is dispelled or ends when the sorcerer is aloft, they will fall to the ground, poten�ally taking falling damage.

T�� S���� �� C������

MONSTERS Insidious beasts stalk the jungles and mountains. Horrors lurk deep beneath the cities. And, of course, the natural world itself has a bounty of creatures, ranging from the useful to the wondrous to the terrible. Some of the most difficult and memorable opponents a band of adventurers may encounter are the monsters and creatures that inhabit the game world. This chapter details monsters ready for use in a Sword of Cepheus game, from the humble hunting dog to the migh�est dragon.

MONSTER TYPES Monsters come in various types – from humanoids to beasts to undead. The type determines how various spells affect the monster, as well as its behavior as you will see below.

niches, or subtypes, as described below. Carnivores Chasers (such as wolves or velociraptors) chase and exhaust their prey before killing it. Killers (such as sharks) possess a raw killing instinct and a�ack their prey in a frenzy. Pouncers (such as cats) kill by stalking and ambushing their prey. Sirens (such as the venus fly trap) lure their prey to them. Trappers (such as spiders) catch their prey by setting traps.

Herbivores

Beasts are animals, fungi, and plants – both mundane and fantastic. They have an ecological niche, reproduce, and behave as their ecological niche dictates. Most beasts are non-sentient or semisentient (INT 0 or 1) but in a Sword and Sorcery world, sentient animals are always a possibility. Beasts are the most common type of monster. Note that non-humanoid plant and fungal monsters are also considered beasts. Affected by any spell which affects animals.

Filters (such as earthworms and blue whales) pass the environment through their bodies. Unlike grazers, which move to food, filters move a flow of matter through themselves and filter out the food.

Constructs are artificial beings – created by magic or technology. They are usually non-sentient. Immune to mind-affec�ng spells, poison, and disease.

Omnivores

Humanoids resemble human beings, at least in general terms; they have bilateral symmetry, two arms, two legs, and usually walk upright. Humanoids are sentient. Generally speaking, affected by any spell which will affect a human being. Outsiders come from other planes of existence – such as the depth of Hell, the Elemental Spheres, or far more alien realms. They may or may not be sentient. Affected, among other things, by Protection from Chaos spells. Undead are once-living creatures animated by spiritual or supernatural forces. Immune to mindaffec�ng spells, poison, and disease.

Note that, unless noted otherwise, all monsters have at least Athletics-0 and Melee Combat-0 and all Beasts also have at least Survival-0.

BEAST SUBTYPES Beasts are living animals and thus have ecological

Grazers (such as antelopes) are herbivores devoting most of their �me to ea�ng. Intermittents (such as elephants) are herbivores that do not devote all their �me to ea�ng.

Eaters (such as army ants) eat anything and everything – including characters, if the Eaters can overcome them. Gatherers (such as raccoons and chimpanzees) are omnivores that tend towards being herbivores. Hunters (such as baboons) are omnivores that tend towards the carnivorous end of the diet spectrum.

Scavengers Carrion-Eaters (such as vultures) wait until all other threats, such as predators or more aggressive scavengers, leave a carcass before feasting on it. Scavengers are either carnivores or omnivores. Hijackers (such as lions and Tyrannosaurus rex) are scavengers who steal other predators’ kills by brute force. Intimidators (such as coyotes) establish their claim to food by in�mida�ng other creatures. Reducers (such as vermin) act constantly on all available food, even the remains left behind by other scavengers.

93

S��������� P��������� INSTINCT AND PACK

For example:

Monsters, being creatures, possess STR, DEX, END, and INT characteristics just like human characters. However, instead of EDU and SOC, they have Instinct (INS) and Pack (PAC) characteris�cs.

Dinosaur, Deinonychus

Instinct (INS) is the monstrous equivalent of EDU. Monsters apply their INS characteristic to tasks such as sensing prey. Pack (PAC) is the animal equivalent of SOC. The higher the creature's PAC score, the larger the group that it can be associated with, and the more standing the creature has in that group.

READING MONSTER ENTRIES Monster entries use the following format: Size, Type, Terrain Locomotion, UPP, #Appearing Treasure Skills Behavior

100kg Beast (Chaser), plains walker, 9G9198 #App: 2D Treasure: None Atheltics-2, Melee Combat-2, Survival-0, Recon-0, Tac�cs-1 A�acks if outnumbering the characters; flees on 5Claws (2D), teeth (2D); armor 1; speed 30m/ac�on Neutral; Morale DM+1

This means that a deinonychus weighs 100kg on average, lives in open plains, walks (well, runs), has STR 9, DEX 16, END 9, INT 1, INS 9 and PAC 8; 2D Deinonychuses will appear in an encounter; and it carries no treasure. It has Atheltics-2, Melee Combat-2, Survival-0, Recon0, and Tac�cs-1 skills. The deinonychuses will attack if they outnumber the characters, but otherwise will flee on a throw of 5- on 2D.

Alignment; Morale

It has claws causing 2D damage, teeth causing 2D damage, 1 point of armor, and a speed of 30m per ac�on (triple the human speed).



Its alignment is Neutral and its Morale DM is +1.

A�acks; Armor; Speed

Various creatures have further powers and abilities given in bullet-points in their description

A creature’s UPP, just as for an ordinary human character, lists, as a string of "pseudo-hexadecimal" digits, the monster's STR, DEX, END, INT, INS, and PAC (for a beast) or the monster's STR, DEX, END, INT, EDU, and SOC (for a more civilized creature)

94

T�� S���� �� C������ Monster Entries



While a large and varied number of monsters are listed here, Referees are strongly encouraged to alter these monsters, or create entirely new ones to fit their se�ng.

Acid Spit: once every 6 hours, the ankheg may spit acid up to 15m causing 2D damage upon impact; it has DM+3 to hit with this acid projec�le.



Night vision.



Improved grab: DM+2 to Grapple throws.

Allip 0kg Undead, urban flyer, CAG0A0 #App: 1 Treasure: Small

Ant, Giant, Worker

Athle�cs-1, Melee-0, Recon-1, Tac�cs-1

100kg Beast (Eater), plains walker, A7C07C #App: 4D Treasure: Incidental

A�acks all living beings

Athel�cs-1, Melee Combat-0

Special a�ack; armor 0; flying speed 10m/ac�on

A�acks on 5+; flees on 4-

Chao�c; Morale DM+2

Mandibles (2D); armor 3; speed 10m/ac�on

An Allip is an undead creatures that is the result of when a living creature is driven to madness and suicide by enemies or circumstances. Now, the remnant soul - the allip - haunts its former environs, seeking revenge on all living creatures.

Neutral; Morale DM-2 An enormous and hardy insect, the giant ant lives in massive nests and eat almost anything, hapless adventurers included. Note that the behavior notes above are for a wilderness encounter; giant ants will defend their nest to the death if invaded.



Undead: immune to poison, disease, and suffoca�on.



Incorporeal: immune to non-silver, non-magical weapons.

Ant, Giant, Soldier



Immune to mind-affec�ng magic.

100kg Beast (Eater), plains walker, A7C07C #App: 4D Treasure: Incidental



On a successful attack, an allip drains 1 INT point from its victim; a victim reduced to 0 INT becomes permanently insane (only curable by the Restoration spell). INT points otherwise regenerate at a rate of 1 point per day.





Voice – anyone who hears the allip's babble must throw INT 10+ or be hypnotized and paralyzed for 1D rounds. Night vision.

Athel�cs-2, Melee Combat-2, Survival-1 A�acks on 5+; flees on 4Mandibles (2D); armor 5; speed 10m/ac�on Neutral; Morale DM+1 Giant ant soldiers are hardier than their worker sisters, and possess acidic venom, making their bite much more dangerous. •

Venom: 8+/2D delivered by bite.

Ankheg 400kg Beast (Pouncer), forest walker, KAG0A3 #App: 1D Treasure: Small Athletics-2, Melee Combat-2, Recon-1, Survival-0, Tac�cs-2

Ant, Giant, Queen 800kg Beast (Eater), plains walker, F5F091 #App: 1 Treasure: Incidental Melee Combat-2

A�acks if it has surprise; flees if surprised

Always a�acks if threatened in its nest

Claws (3D), Mandibles (3D); armor 6; speed 10m/ ac�on

Mandibles (3D); armor 5; speed 10m/ac�on

Neutral; Morale DM-1 The ankheg is a burrowing insectoid predator, hiding underground and waiting for prey to pass over its burrow. It then leaps out of the ground, grabs its prey, and drags it back to its lair to feed.

Neutral; Morale DM+2 The queen of a giant ant colony is a bloated insect, several times the size of a worker or soldier giant ant. •

Venom: 8+/3D delivered by bite.

95

S��������� P��������� Ape, Flying

Basilisk

150kg Beast (Hunter), mountain flier, E8F2A7 #App: 2D Treasure: Incidental

200kg Beast (Trapper), desert walker, E8C070 #App: 1 Treasure: Small

Athletics-1, Melee Combat-1, Recon-1, Stealth-1, Survival-1, Tac�cs-1

Athletics-1, Melee Combat-2, Recon-1, Stealth-1, Survival-1, Tac�cs-1

If larger than its prey, attacks on 6+; otherwise, a�acks on 10+ and flees on 5-

A�acks if it has surprise; flees on 5-

Fists (2D), Teeth (2D); armor 3; walking speed 10m/ ac�on, flying speed 20m/ac�on Neutral; Morale DM-1 A fantastic omnivorous winged ape capable of flight; it is intelligent enough to use tactics such as dropping rocks from the air on poten�al prey. •

DM-2 to hit the ape when it is flying.

Assassin Vine 800kg Beast (Trapper), forest walker, 79E060 #App: 1 Treasure: Incidental Melee Combat-1, Stealth-2, Tac�cs-1 A�acks if it has surprise; does not flee

Claws (2D), Teeth (2D); armor 3; speed 5m/ac�on Neutral; Morale DM+1 The basilisk is a horrid lizard-like monster capable of turning its prey into stone; it then eats and digests that stone. •

Any creature caught in the basilisk's gaze must throw END 8+ or be turned to stone.



Night vision.

Bat, Giant 100kg Beast (Hunter), hill and cave flyer, C8D197 #App: 2D Treasure: None Athle�cs-0, Melee Combat-1, Recon-1, Survival-1

3D vines (1D each); armor 4; speed 5m/ac�on

Attacks on 6+ if it is larger than at least one of its prey; otherwise, a�acks on 10+ and flees on 5-.

Neutral; Morale DM+0

Teeth (2D); armor 1; flying speed 30m/ac�on

A horrid semi-mobile carnivorous plant, the assassin vine creates its own fertilizer by crushing passers-by and deposi�ng their carcasses near its roots.

Neutral; Morale DM+0



On a successful attack with Effect 2+, it grapples its vic�m, causing an addi�onal 1D damage.



Each vine takes 1D damage (after armor) to sever.



An assassin vine that has lost all its vines cannot a�ack.

One hundred times the size of an ordinary bat, this monstrosity dwells in ruins and caves and preys upon the weak – including humans. •

Sonar vision. Giant Bats do not suffer negative DMs for low light and darkness.

Bear, Black 200kg Beast (Hunter), forest walker, G8C093 #App: 1D Treasure: None

Baboon 50kg Beast (Intermittent), jungle walker, 48829A #App: 3D Treasure: None Athletics-1, Melee Combat-1, Recon-0, Stealth-0, Survival-1 A�acks on 10+; flees on 4Teeth (1D); armor 1; speed 10m/ac�on Neutral; Morale DM+0 The baboon is a powerful and aggressive primate roughly the size of a large dog, and well-adapted to living on the ground.

96

Athle�cs-1, Melee Combat-1, Recon-1, Survival-1 A�acks on 10+ and flees on 5-. Claws (2D), Teeth (2D); armor 2; speed 20m/ac�on Neutral; Morale DM-1 The forest-dwelling black bear is a major threat to adventurers, especially if its cubs are threatened.

T�� S���� �� C������ Bear, Brown

Bison

400kg Beast (Hunter), forest walker, J8C093 #App: 1D Treasure: None

800kg Beast (Grazer), plains walker, M7H09G #App: 5D Treasure: None

Athle�cs-1, Melee Combat-1, Recon-1, Survival-1

Athle�cs-2, Melee Combat-0, Survival-0

Attacks on 6+ if it is larger than at least one of its prey; otherwise, a�acks on 10+ and flees on 5-.

A�acks on 8+; flees on 6-

Claws (2D), Teeth (3D); armor 3; speed 20m/ac�on Neutral; Morale DM+0 Much larger than black bear, the brown bear is a fearsome hunter – a particularly large subspecies, such as the grizzly or Kodiak bear (as depicted above) is a force to be reckoned with.

Trample (3D), Horns (3D); armor 2; speed 20m/action Neutral; Morale DM-2 A large wild bovine, the bison is a prime game animal. However, hunters should take care: bison are dangerous when angered.

Black Pudding Bear, Polar

200kg Beast (Reducer), subterranean walker, A58080 #App: 1 Treasure: None

800kg Beast (Pouncer), arctic walker and swimmer, LAI0A2 #App: 1D Treasure: None

Athle�cs-0, Melee-0, Recon-0, Survival-0

Athletics-2, Melee Combat-2, Recon-1, Survival-1, Tac�cs-1 Attacks on 6+ if it is larger than at least one of its prey; otherwise, a�acks on 10+ and flees on 5-.

A�acks on 10+, flees on 7Special a�ack; armor 0; speed 5m/ac�on Neutral; Morale DM: automa�c success

Claws (3D), Teeth (3D); armor 3; walking speed 10m/ ac�on, swimming speed 20m/ac�on

The black pudding is a dark, oily, amorphous glob with an acidic surface living off the detritus of the underground.

Neutral; Morale DM+1



One of the largest bear species, the polar bear is a majestic predator at home both on snow, ice and underwater. The same game statistics can also serve to describe the prehistoric cave and short-faced bears, which were similar in size.

Acid: any creature coming into contact with the black pudding – either on the pudding's successful attack or by touching it otherwise – suffers 2D damage per round. Contact with the black pudding will corrode metal in 1D rounds.



Immune to magic, cold, and lightning. Not immune to fire.

Beetle, Giant Fire 50kg Beast (Eater), subterranean walker, 9AA075 #App: 1D Treasure: Incidental Athle�cs-1 Melee Combat-1, Recon-1, Survival-0 A�acks on 5+; flees on 4Bite (2D); armor 4; speed 20m/ac�on Neutral; Morale DM+1 This well-armored giant insect carries a light gland glowing with red light, which will continue to glow for 1D days after the gland is removed from the beetle (providing light in a 3m radius).

Boar 100kg Beast (Gatherer), forest walker, C9C199 #App: 3D Treasure: None Athle�cs-1, Melee Combat-1, Recon-1, Survival-0 A�acks on 9+; flees on 7Tusks (2D); armor 3; speed 20m/round Neutral; Morale DM+2 The wild boar is a tough, hot-tempered beast that roams the forests. It is a real prize for an ambitious hunter, and a source of great fear to all but the most foolhardy of hunters.

97

S��������� P��������� Camel

Neutral; Morale DM+0

800kg Beast (Grazer), desert walker, I7C09A #App: 3D Treasure: None

The panther, also known as a leopard, is the lion's smaller relative and an apex predator on its own right.

Athle�cs-1, Melee Combat-0, Recon-1, Survival-3 A wild camel attacks on 10+; flees on 8-; a domes�cated camel rarely a�acks Trample (3D); armor 1; speed 20m/ac�on Neutral; Morale DM-1 The "ship of the desert", the camel is prized by desert dwellers as a beast of burden and provider of wool and milk.

Cat, Great, Lion 200kg Beast ( Hijacker), plains walker, EAB0A7 #App: 2D Treasure: None Atheltics-1, Natural Weapons-3, Recon-1, Stealth-1, Survival-0 Attacks on 6+ if it is larger than at least one of its prey; otherwise, a�acks on 10+ and flees on 5-. Claws (2D), Teeth (3D); armor 1; speed 20m/round Neutral; Morale DM+1 The "King of the Savannah", this massive great cat actually rules the savannah and plains with majestic might.

Cat, Great, Mountain Lion 50kg Beast (Pouncer), plains walker, 8C80A1 #App: 1 or 2 Treasure: None Atheltics-1, Natural Weapons-1, Recon-1, Stealth-1, Survival-0 Attacks on 6+ if it is larger than at least one of its prey; otherwise, a�acks on 10+ and flees on 5-. Claws (2d6), Teeth (2d6); armor 1; speed 20m/round Neutral; Morale DM+0 The mountain lion, also known as a puma or cougar, is a large feline nocturnal predator.

Cat, Great, Smilodon 200kg Beast (Pouncer), plains walker, F7C0A3 #App: 1D Treasure: None Atheltics-1, Natural Weapons-3, Recon-1, Stealth-1, Survival-0 Attacks on 6+ if it is larger than at least one of its prey; otherwise, a�acks on 10+ and flees on 5-. Teeth (4D); armor 2; speed 20m/round Neutral; Morale DM+1 A prehistoric great cat, the Smilodon was (probably) a pack hunter similar to lions; it preyed upon the great beasts of its day, including mammoths.

Cat, Great, Tiger 200kg Beast (Pouncer), plains walker, EAB0A1 #App: 1 or 2 Treasure: None Atheltics-1, Natural Weapons-3, Recon-1, Stealth-1, Survival-0 Attacks on 6+ if it is larger than at least one of its prey; otherwise, a�acks on 10+ and flees on 5-. Claws (3D), Teeth (3D); armor 1; speed 20m/round Neutral; Morale DM+1 The heaviest of the great cats, the tiger is as deadly as it is beautiful, the ultimate apex predator of the forest.

Cen�pede, Giant 50kg Beast (Pouncer), subterranean walker, 6A60355 #App: 1D Treasure: None Athletics-0, Melee Combat-0, Recon-0, Survival-1, Tac�cs-0 A�acks if it has surprise; flees if surprised

Cat, Great, Panther 50kg Beast (Pouncer), plains walker, 9B80A1 #App: 1 or 2 Treasure: None Atheltics-1, Natural Weapons-1, Recon-1, Stealth-1, Survival-0 Attacks on 6+ if it is larger than at least one of its prey; otherwise, a�acks on 10+ and flees on 5-. Claws (2d6), Teeth (2d6); armor 1; speed 20m/round

98

Mandibles (1D); armor 3; move 10m/ac�on Neutral; Morale DM-1 This enormous chitinous nightmare resembles an ordinary centipede, grown by sorcery or fate to manea�ng propor�ons. •

Venom: 6+/2D delivered by bite.

T�� S���� �� C������ Cockroach, Giant 12kg Beast (Reducer), subterranean walker and flier, 37407A #App: 3D Treasure: None Athletics-0, Melee Combat-0, Recon-0, Stealth-1, Survival-1 A�acks on 10+; flees on 7Mandibles (1D); armor 1; walk 10m/action; fly 30m/ ac�on Neutral; Morale DM-2 As large as it is disgusting, this insect monstrosity favors cesspits and trash heaps. •

Immune to disease; enjoys DM+3 to resist poison.

Crocodile 400kg Beast (Killer), riverbank swimmer/walker G9A0A3, #App: 1D Treasure: None Athletics-1, Melee Combat-2, Recon-1, Stealth-2, Survival-0 A�acks on 6+; flees on 3Teeth (3D); armor 3; swim/walk 10m/ac�on Neutral; Morale DM-1 This modern relative of the dinosaurs is an aquatic horror, a born predator superior to other extant rep�les in its stamina and strength.

Darkmantle 12kg Beast (Trapper), subterranean walker 595173 #App: 1D, Treasure: Small Athletics-0, Melee Combat-1, Recon-0, Stealth-3, Survival-1, Tac�cs-1 A�acks if it has surprise; hides otherwise Teeth (1D); armor 3; move 10m/ac�on Neutral; Morale DM-1 This "cave octopus" hangs from the cave ceiling by its muscular "foot", looking like a stalactite with its tentacles wrapped around itself, changing its color to that of the environment. When prey passes under the darkmantle, it falls upon it and attempts to constrict it. •

Has sonar vision.



On a successful attack with an effect of 2+, it grapples its victim automatically and strangles it for 2D damage/round.

99

S��������� P��������� Demons Demons are powerful creatures of utter Chaos, possessing a malign intelligence and bent on bringing destruction and suffering to mortals. Demons come in a wide variety of shapes and with varying special

abilities; when summoning a demon, first choose the demon type. Afterwards generate its abilities, as dictated by its type (see below), from the following random table:

Demon special abili�es D66 Special ability 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66

The demon's attack is acidic and can destroy non-magical armor or clothing with a successful hit. A non-magical weapon striking the demon dissolves immediately after dealing damage. Magical arms and armor throw 6+ when coming into contact with the acid; if they fail, they dissolve as well. The demon is surrounded by a horrid aura with the radius of 3m, dealing 1D damage per round to surrounding creatures. The demon can go berserk! This provides DM+1 to hit; the demon is immune to fear; and it enjoys DM+2 to Morale. The demon possesses a breath weapon, usable 3 times a day, causing 3D fire damage to all within a 10m long, 5m wide cone emana�ng from its mouth or other frontal orifice. Vic�ms may throw DEX 8+ to only suffer half damage (rounded down). The demon may charge its target; this grants DM+2 to hit and +1D to damage. However, during the round in which the demon charges, a�acks against the demon gain a DM+2 bonus to hit. The demon may mentally enslave vic�ms 3 �mes a day. The target must throw INT 8+ or be enthralled by the demon for 1D hours. The demon can heal itself by dealing damage with its bite attack; for every 2 points of damage (rounded up) caused by the demon, it heals 1 point of its own injuries. If flying at a 10m or higher height above ground, the demon may perform dive attacks, causing +2D damage. The demon may grab creatures smaller than itself and fly away with them, unless they succeed in a DEX 8+ or STR 8+ throw. Victims hit by the demon's claws are grabbed, and thus helpless until they succeed in an opposed STR throw (one throw allowed per round). Throw 1D: 1-2 – the demon is immune to fire; 3-4 – the demon is immune to cold; 5 – the demon is immune to electricity; 6 – the demon is immune to mind-affec�ng magic. The demon is incorporeal, and thus weightless, formless, and unable to interact with physical objects except for by its attack and special abili�es. It may pass through walls. If not originally immune to silver weapons, it also gains such immunity. The demon can transform its victims into others of its own wretched kind. Creatures slain by the demon will rise as demons of its kind unless their corpse is blessed (as per the spell). The demon always acts first in a combat round, regardless of any ini�a�ve throw. The demon is naturally invisible. It may act as it wishes, including a�acking, without becoming visible. The demon gains DM+2 to resist hostile magic. This bonus is cumulative with any inherent magic resistance bonus the demon already possesses. Vic�ms of the demon's bite a�ack must throw END 8+ or be paralyzed for 1D rounds. The demon is venomous. Its bite delivers a potent poison: virulence 10+, damage 2D. The demon regenerates 2D damage per round, and may rea�ach severed limbs, unless damaged by fire or acid. The demon is difficult to no�ce, gaining DM+2 to surprise rolls and has the Stealth-3 skill. The demon may swallow its victim whole if it hits its victim with an Effect of +4 or better. A swallowed victim takes damage equal to that of the demon's bite per round, un�l the demon is killed or the vic�m dies. Double the demon's movement speed. Any being that sees the demon must throw INT 8+ or be paralyzed with dread. This effect ends when the demon leaves the victim's line of sight, or one round a�er the demon engages in combat. Increase the demon's armor by 5 points. The demon may use a trample attack in lieu of both its natural attacks, causing damage equal to both attacks at once, at DM+2 to hit human-sized targets. The demon may teleport at will once per round. This does not use an ac�on. The range is 10m in any direc�on. The demon emits a nauseating aura; any creature coming within a 10m radius from the demon must throw END 8+ or be nauseated (DM-2 to all ac�ons and only have one Ac�on per round). As an action, the demon may animate a dead body to fight for it as a skeleton or a zombie. There is no limit to how many such undead the demon may control in a round. The body crumbles to dust within 1D turns. As an action, the demon may cause one dead body within 10m to explode in fire, cause 2D damage to all creatures within 3m of the body. As an action, the demon may instill temporary madness in a victim. The victim must throw INT 8+ or become insane for 2D rounds; an insane victim must throw 1D every round; on 1-3, they may not act; on 4-5, they must attack the nearest enemy; on 6, they must a�ack their nearest ally. When the demon is slain, throw INT 10+ using the demon's INT DM; if successful, it re-forms by sheer willpower with all its characteris�cs at half maximum value. Demons may do so mul�ple �mes un�l they fail the INT 10+ throw, in which case they perish. The demon may possess a target. The target must throw INT 8+ or be possessed and controlled by the demon. The target may attempt another INT 8+ throw once a week to cast off the possession; Dispel Evil exorcises the demon immediately and forces it to leave the vic�m's body. A demon may only possess one vic�m at a �me.

Possession, as above. Possession, as above. Possession, as above. Possession, as above.

The demon has a unique power, at the Referee's discre�on.

100

T�� S���� �� C������ Demon, Demon Spawn

Claws (3D), maw (4D); armor 9; flies 20m/ac�on

50kg Outsider, extraplanar flyer 666771 #App: 1 Treasure: None

Chao�c; Morale DM+2

Athle�cs-1, Melee Combat -1, Recon-1, Survival-1 Behaves as an NPC at the Referee's discretion, as per the summoner's orders (if summoned), or per the Reac�on rules Claws (1D), maw (2D); armor 1; flies 10m/ac�on

Fiends are the mightiest of demons, a scourge upon the earth – princes of destruc�on and corrup�on. •

Immune to all weapons except for magical weapons



Immune to poison and disease.



Knows 2D spells. In addition to using them itself, it may also teach them to its mortal allies or summoners.



Enjoys DM+3 to resist hos�le magic.



The Fiend possesses four special abilities, per the table above.

Chao�c; Morale DM+0 Demon spawn are wretched underlings of the demonic spheres, foot soldiers of horror and corrup�on. •

Immune to poison and disease.



The Demon Spawn possesses one special ability, per the table above.

Demon, Hellion

Demon, Dybbuk

100kg Outsider, extraplanar flyer BBBAA0 #App: 1 Treasure: None

100kg Outsider, extraplanar flyer BBBAA0 #App: 1 Treasure: None

Athletics-1, Melee Combat -2, Sorcery-1 Recon-1, Survival-1, Tac�cs-1

Athletics-1, Melee Combat-2, Sorcery-2 Recon-1, Survival-1, Tac�cs-1

Behaves as an NPC at the Referee's discretion, as per the summoner's orders (if summoned), or per the Reac�on rules

Behaves as an NPC at the Referee's discretion, as per the summoner's orders (if summoned), or per the Reac�on rules Claws (3D), maw (3D); armor 5; flies 20m/ac�on Chao�c; Morale DM+1 The dybbuk is only one rank below a fiend – a captain of hell! •

Immune to all weapons except for magical or silvered weapons



Immune to poison and disease.



Knows 1D spells. In addition to using them itself, it may also teach them to its mortal allies or summoners.



Enjoys DM+2 to resist hos�le magic.



The Dybbuk possesses three special abilities, per the table above.

Claws (2D), maw (3D); armor 5; flies 20m/ac�on Chao�c; Morale DM+0 The hellion is a mighty demon, a horror to behold. •

Immune to all weapons except for magical or silvered weapons



Immune to poison and disease.



Knows 1D spells. In addition to using them itself, it may also teach them to its mortal allies or summoners.



Enjoys DM+1 to resist hos�le magic.



The Hellion possesses two special abilities, per the table above.

Demon, Fiend 100kg Outsider, extraplanar flyer KCKCA0 #App: 1 Treasure: None Athletics-2, Sorcery-3, Melee Combat-2, Recon-2, Stealth-2, Tac�cs-2 Behaves as an NPC at the Referee's discretion, as per the summoner's orders (if summoned), or per the Reac�on rules

101

S��������� P��������� Demon, Imp

Athle�cs-2, Melee Combat-0, Recon-0, Survival-1

50kg Outsider, extraplanar flyer 78C791 #App: 1 Treasure: None

A�acks on 8+; flees on 6-

Athletics-1, Melee Combat -1, Recon-1, Survival-1, Tac�cs-1 Behaves as an NPC at the Referee's discretion, as per the summoner's orders (if summoned), or per the Reac�on rules

Trample (2D); armor 2; speed 30m/ac�on Neutral; Morale DM-1 A herd herbivore, the Edmontosaurus sometimes serves as a riding beast for barbarian tribes, depending on the locale.

Claws (2D), maw (2D); armor 3; flies 20m/ac�on Chao�c; Morale DM+0 The Imp is a relatively weak demon, though mightier than its Demon Spawn brethren. •

Immune to poison and disease.



The Imp possesses two special abilities, per the table above.

Dinosaur, Triceratops 10000kg Beast (Intermittent), plains walker M5M07A #App: 3D Treasure: None Athle�cs-1, Melee Combat-0, Recon-0, Survival-1 A�acks on 10+; flees on 4+ Trample (3D), horns (4D); Armor 5; speed 10m/action Neutral; Morale DM+0

Dinosaur, Ankylosaurus 5000kg Beast (Grazer), forest walker, M2M078 #App: 2D

The mighty triceratops is a medium-sized (for a dinosaur, that is) herbivore, sometimes tamed by barbarian tribes as a beast of burden.

Athle�cs-2, Melee Combat-0, Recon-0, Survival-1 A�acks on 8+; flees on 6Neutral; Morale DM-1 Trample (3D), Tail (4D); armor 7; speed 10m/ac�on The ankylosaurus is an armored herbivore that feeds mainly on pine trees. It can grow up to 6m in length. Occasionally, an ankylosaurus will eat herbs that will cause it to be deranged and go on a rampage.

Dinosaur, Deinonychus 50kg Beast (Chaser), plains walker, 9G9198 #App: 2D Treasure: None Atheltics-2, Melee Combat-2, Survival-0, Recon-0, Tac�cs-1

Dinosaur, Tyrannosaurus rex 15000kg Beast (Hijacker), plains walker, M6M090 #App: 1 Treasure: None Athle�cs-0, Melee Combat-3, Recon-1, Survival-1 A�acks on 5+; flees on 3Bite (5D); armor 4; speed 20m/ac�on Neutral; Morale DM+2 The king of the reptiles, the tyrannosaurus rex is the apex predator of the prehistoric steppes, and a true horror to behold.

Dinosaur, Velociraptor

A�acks if it outnumbers the characters; flees on 5-

12kg Beast (Chaser), plains walker, 3A619A #App: 3D Treasure: None

Claws (2D), teeth (2D); armor 1; speed 30m/ac�on

Athel�cs-2, Melee Combat-1, Tac�cs-1

Neutral; Morale DM+1

A�acks if it outnumbers the characters; flees on 5-

Often confused with the much smaller velociraptor, the deinonychus is a medium-sized carnivorous theropod dinosaur. It grows up to 3 meters in length. Deinonychus is a pack hunter with a keen mind and instincts as sharp as its claws. The pack will use sophis�cated hun�ng tac�cs to bring down prey.

Claws (1D), teeth (1D); armor 0; speed 30m/ac�on

Dinosaur, Edmontosaurus 3200kg Beast (Grazer), plains walker, P6P07C #App: 4D Treasure: None

102

Neutral; Morale DM-1 The velociraptor is a small, nimble, feathered predatory dinosaur. It survives by chasing down prey across the prehistoric savannahs. What it lacks in size it makes up for in intelligence and hunting tactics. A pack of velociraptors can be the bane of many much larger creatures

T�� S���� �� C������ Djinn

Neutral; Morale DM+2

0kg Outsider, extraplanar flyer, GBJAA0 #App: 1 Treasure: None

A massive dog bred for combat, capable of bringing down much larger creatures. An adventurer's best friend.

Athletics-1, Sorcery-2, Melee Combat-1, Recon-1, Survival-1 Behaves as an NPC at the Referee's discretion or per the Reac�on rules Special a�ack; armor 0; flies 20m/ac�on Neutral; Morale DM+4 The djinn is an elemental spirit of the Winds, famous for its might and guile. •

Immune to non-magical weapons.



Immune to poison and disease.



Knows 2D spells. In addition to using them itself, it may also teach them to its mortal allies or summoners.



Can create food and water of high quality, enough to sustain 2D persons per day.



Can become invisible at will.



Whirlwind: may create a whirlwind around itself at will, causing 1D damage to anyone within 2m range.

Dog, Hun�ng 25kg Beast (Chaser), forest walker, 3A70A7 #App: 2D Treasure: None Athletics-1, Melee Combat-1, Recon-3, Survival-3, Tac�cs-1 A tamed dog attacks as instructed by its master. A wild dog attacks when it outnumbers its prey; flees on 5Bite (1D); armor 0; speed 30m/ac�on Neutral; Morale DM+0 The hunting dog is a lean, fast hound, bred to chase and catch prey.

Doppelganger 100kg Humanoid, urban walker, 97A990 #App: 1 Treasure: Small Athletics-0, Deception-2, Melee Combat-1, Recon-1, Stealth-2, Survival-0 Behaves as an NPC at the Referee's discretion or per the Reac�on rules Claws (1D) or by weapon; armor 0 or as worn; speed 10m/ac�on Chao�c; Moral DM+2 The doppelganger is an intelligent shapeshifting monster capable of replacing and mimicking persons for its own nefarious and murderous purposes. •

Dragon 10000kg Beast (Killer), mountains flyer N9PFF0 #App: 1 Treasure: Hoard Athletics-1, Sorcery-3, Melee Combat-3, Recon-1, Survival-0, Tac�cs-1 Behaves as an NPC at the Referee's discretion or per the Reac�on rules. Teeth (4D), claws (3D); armor 8; fly 30m/ac�on Neutral; Morale DM+2 The majestic dragon is one of the greatest monsters of legend, a fire-breathing reptile of great size and even greater greed. •

3 times a day may breathe fire, causing 5D fire damage to all within a 10m long, 5m wide cone emanating from its mouth. Victims may throw DEX 8+ to only suffer half damage (rounded down). A dragon’s fire has an AV 4D rating vs. vehicles and may set them ablaze as described in the Combat chapter.



Knows 2D spells. In addition to using them itself, it may also teach them to its mortal allies.

Dog, War 50kg Beast (Chaser), forest walker, B7A087 #App: 2D Treasure: None Athletics-1, Melee Combat-2, Recon-1, Survival-1, Tac�cs-0

Can change shape into another creature within 1D rounds. Requires an INT 10+ throw to detect.

A tamed dog attacks as instructed by its master. A wild dog attacks when it outnumbers its prey; flees on 5Bite (2D); armor 1; speed 20m/ac�on

103

S��������� P��������� Drake

humanoid made of rock and soil.

400kg Beast (Killer), mountain flyer, G9G1A3 #App: 1D Treasure: Incidental



Athle�cs-1, Melee Combat-2, Recon-1, Survival-1 A�acks on 6+; flees on 3-

Immune to non-magical weapons.

Elemental, Fire

Teeth (3D), claws (2D); armor 6; fly 30m/ac�on

0kg Outsider, urban flyer, I9M190 #App: 1 Treasure: None

Neutral; Moral DM+0

Athle�cs-1, Melee Combat-1, Recon-1, Tac�cs-1

Sometimes called a "dragon" by villagers, the drake is a non-sentient relative of true dragons, yet still capable of breathing fire. Perfect for a knight looking for bragging rights about "slaying a dragon".

Attacks on 8+, flees on 6-; or by summoner’s command



3 times a day may breathe fire, causing 3D fire damage to all within a 10m long, 5m wide cone emanating from its mouth. Victims may throw DEX 8+ to only suffer half damage (rounded down). A drake’s fire has an AV 2D rating vs. vehicles and may set them ablaze as described in the Combat chapter.

Fire lash (2D); armor 0; fly 10m/ac�on Neutral; Morale DM+4 A fire elemental is an extraplanar exemplar of the Classic Element of Fire. It appears as a mass of flames and smoke forming a vaguely humanoid form. •

Immune to non-magical weapons.



Once per round, using one action, the fire elemental may generate a firestorm, causing 2D fire damage to any creature within 2m range.

Elemental, Air 0kg Outsider, urban flyer, I9M190 #App: 1 Treasure: None

Elemental, Water

Athle�cs-1, Melee Combat-1, Recon-1, Tac�cs-1

0kg Outsider, ocean, river, or lake swimmer, I9M190 #App: 1 Treasure: None

Attacks on 8+, flees on 6-; or by summoner’s command

Athle�cs-1, Melee Combat-1, Recon-1, Tac�cs-1

Special (see below); armor 0; fly 30m/ac�on

Attacks on 8+, flees on 6-; or by summoner’s command

Neutral; Morale DM+4 An air elemental is an extraplanar exemplar of the Classic Element of Air. It appears as a twirling air mass, crackling with electricity. •

Immune to non-magical weapons.



Once per round, using one action, the air elemental may form a whirlwind, causing 2D damage to any creature within 3m of the elemental.

Elemental, Earth 0kg Outsider, urban walker, I9M190 #App: 1 Treasure: None Athle�cs-1, Melee Combat-2, Recon-1, Tac�cs-1 Attacks on 8+, flees on 6-; or by summoner’s command Crush (4D); armor 5; walk 5m/ac�on Neutral; Morale DM+4 An earth elemental is an extraplanar exemplar of the Classic Element of Earth. It appears as a massive

104

Water jet (3D); armor 0; swim 20m/ac�on Neutral; Morale DM+4 A water elemental is an extraplanar exemplar of the Classic Element of Water. It appears as a standing wave of water with a vaguely humanoid form. •

Immune to non-magical weapons.



The water elemental may, as an action, try to draw its victims underwater and drown them. Treat it as a grapple (see the Combat chapter) and causes 1D damage per round the victim is held by the elemental. The elemental may grapple up to two creatures at a time in this manner.

T�� S���� �� C������ Elephant 3,200kg Beast (Intermittent), plains or forest walker, M4M1EA #App: 3D Treasure: None

only possess one vic�m at a �me. •

Athletics-1, Melee Combat-1, Recon-0, Survival-1, Tac�cs-0 A�acks on 10+; flees on 4-

Ghosts always haunt for a reason, be it murder, unjust execution, or improper burial. Without remedying this reason, a defeated ghost will reappear within 3D nights. Dispel Evil, however, will permanently remove a ghost from its haunt and sent its spirit straight to Hell.

Trample (3D), tusks (2D); armor 3; walk 10m/ac�on Neutral; Morale DM+0

Ghoul

A majestic mammal, the elephant rules the forest or savannah. Even great cats are wary of attacking a herd of elephants, unless they manage to separate one from its herd.

100kg Undead, urban walker, B89197 #App: 2D Treasure: Small Athletics-1, Melee Combat-1, Recon-2, Tactics-1, Survival-1 A�acks on 6+; flees on 3-

Fish, Carnivorous 1kg Beast (Killer), river, lake, or ocean swimmer, 15307C #App: 4D Treasure: None

Claws (1D), Bite (2D); armor 1; walks 10m/ac�on Chao�c; Morale DM+1

A�acks on 6+; flees on 3-

The ghoul is a predatory undead being, a walking, hungry, corpse. It seeks to feast on the flesh of the living and transform them into its likeness.

Teeth (1 damage); armor 0; swim 10m/ac�on



Undead: immune to poison, disease, and suffoca�on.



Only takes half damage (rounded down) from non-silver, non-magical weapons.



A character bitten by a ghoul must throw END 8+ or be paralyzed for 1D rounds.



A creature slain by a ghoul will rise as a ghoul on the next midnight, unless its body is blessed or cremated.

Athle�cs-1, Melee Combat-2, Recon-1, Survival-0

Neutral; Morale DM+0 This entry represents small, nasty fish stalking the ocean for prey. Individually, they are a negligible threat to adventurers; however, a school of such fish is bad news even to the toughest heroes.

Ghost 0kg Undead, urban flyer, CAK0A0 #App: 1 Treasure: Small Athle�cs-0, Melee-0, Recon-3, Stealth-3, Tac�cs-1 A�acks all living beings Special a�ack; armor 0; flying speed 10m/ac�on Chao�c; Morale DM+4 Incorporeal spirits of the dead, ghosts often haunt places related to their death, such as a cemetery, gallows, or an abandoned loca�on. •

Undead: immune to poison, disease, and suffoca�on.



Incorporeal: immune to non-silver, non-magical weapons.



Immune to mind-affec�ng magic.



The ghost may possess a target. The target must throw INT 8+ or be possessed and controlled by the ghost. The target may attempt another INT 8+ throw once a week to remove the possession; Dispel Evil exorcises the ghost immediately and forces it to leave the victim's body. A ghost may

Gorilla 150kg Beast (Intermittent), mountains walker, G7A2AA #App: 3D Treasure: None Athletics-1, Melee Combat-1, Recon-1, Stealth-1, Survival-1 A�acks on 10+; flees on 4Fists (1D), Teeth (2D); armor 3; speed 10m/ac�on Neutral; Morale DM-1 The gorilla is a large herbivorous ape, native to mountain jungles. Despite its powerful build, it is not particularly aggressive, unlike some of its smaller rela�ves such as chimpanzees.

105

S��������� P��������� Green Slime

Hell Hound

100kg Beast (Reducer), subterranean crawler, A5B80 #App: 1 Treasure: None

50kg Beast (Chaser), urban walker, 8AE293 #App: 1D Treasure: None

Athle�cs-0, Melee-0, Recon-0, Survival-0

Athletics-1, Melee Combat-1, Recon-0, Survival-1, Tac�cs-1

A�acks on 10+, flees on 7-

If encountered, attacks if the hell hounds outnumber their prey; otherwise flees on 5-. If summoned, it will obey its summoner's orders.

Special a�ack; armor 0; speed 1.5m/ac�on Neutral; Morale DM: automa�c success This mobile viscous green slime feeds on plants, animals, and metals, including weapons and armor, but does not digest stone. The slime will typically lurk upon a ceiling or other high place, then drop upon an unsuspec�ng vic�m and a�empt to engulf it. •

The victim of dropping green slime must throw DEX 8+ or be engulfed.



The slime will completely digest an engulfed creature within 2D rounds. No magic can bring back a digested creature or its possessions.



The slime is immune to all non-magical weapons but suffers double damage from any source of fire; even a lit torch will cause it 2D damage per attack; the engulfed victim, however, also suffers from such fire damage at a rate of 1 point of damage per 2 points of fire damage caused to the engulfing slime (rounded up).



A cure disease spell will immediately remove the slime from its vic�m.



Immune to mind-affec�ng spells.



Three times a day, the hell hound may breathe fire, dealing 2D fire damage to all targets within a 10m long, 3m wide cone.

Horse 800kg Beast (Grazer), plains walker, G9L09A #App: 3D Treasure: None Athle�cs-3, Melee Combat-0, Recon-1, Survival-2 A wild horse attacks on 10+; flees on 8-; a domesticated horse rarely attacks unless it is trained for war Trample (3D); armor 1; speed 40m/ac�on

crawler,

A�acks on 10+, flees on 7Pseudopod 2D; armor 0; speed 1.5m/ac�on Neutral; Morale DM: automa�c success The grey ooze resembles a 3m-wide pool of grey liquid, capable of slashing at its victims with its acidic pseudopods. Destroys non-magical clothes and armor upon a successful hit. Any non-magical weapon striking the ooze dissolves after dealing damage. For magical arms and armor, throw 6+; on failure, they dissolve as well.



Enjoys DM+2 to surprise throws thanks to its excellent camouflage (appears as a damp stone surface).



Immune to mind-affec�ng spells.

106

A canine monstrosity born in the fires of hell, the hellhound is a vicious and cruel hunter. Sorcerers o�en summon hell hounds to do their dark biddings.

A trusty mount, the horse is a common beast of burden, work, and war.

Athle�cs-0, Melee Combat-1, Recon-0, Survival-0



Chao�c; Morale DM+2

Neutral; Morale DM-1 (DM+2 for a war horse)

Grey Ooze 400kg Beast (Reducer), subterranean A7A080 #App: 1 Treasure: None

Teeth (2D); armor 3; speed 30m/ac�on

Hydra 1600kg Beast (Killer), mountains walker G4G1A0 #App: 1 Treasure: Large Athletics-1, Melee Combat-2, Recon-1, Survival-0, Tac�cs-0 A�acks on 6+, flees on 36x Teeth (3D); armor 7; walk 10m/ac�on Neutral; Morale DM+2 The hydra is a reptilian beast with six heads, each with its own vicious maw and voracious appe�te. •

The hydra attacks once per head per round. Every time a hydra suffers a full 6 points of damage, it loses a head, and thus an attack. A hydra dies when it loses all six heads.

T�� S���� �� C������ Hydra, Greater



3200kg Beast (Killer), mountains walker M4M5C0 #App: 1 Treasure: Hoard Athletics-1, Melee Combat-2, Recon-1, Survival-0, Tac�cs-0 A�acks on 6+, flees on 38x Teeth (3D); armor 7; walk 10m/ac�on Neutral; Morale DM+2 The greater hydra is a reptilian beast with eight heads, each with its own vicious maw and voracious appetite. However, unlike an ordinary hydra, the greater hydra possesses the uncanny ability to regenerate its heads, making it an almost invincible enemy. •

The hydra attacks once per head per round. Every time it suffers a full 6 points of damage, however, it loses a head, and thus an attack. A greater hydra dies when it loses all eight heads.



However, after losing a head, a greater hydra will grow two heads within 1D rounds. The maximum number of heads a greater hydra may have at any given time is twelve. The only way to prevent new heads from growing is to cauterize the severed head's stump with fire or acid before it regrows.

Insect Swarm 25kg Beast (Reducer), plains walker or flyer, 8C8070 #App: 1 Treasure: None Athletics-3, Melee Combat-0, Recon-0, Tactics-0, Survival-1 A�acks on 10+; flees on 7Special (see below); armor 1; crawl or fly 10m/ac�on Neutral; Morale DM+3 An insect swarm is a special type of monster representing a huge mass of insects, such as mosquitos, locusts, or cockroaches acting as one unit. The swarm typically occupies a space of 3m by 3m but may expand or shrink as condi�ons dictate. •



Swarms do not need to roll to hit. They automatically cause 1 point of damage per round to characters engulfed by the swarm. A character who fleets from the swarm will require 2 more rounds to drive away the swarm's remnants and swat insects, during which they will continue to suffer damage. If the character damaged the swarm, it will chase the a�acker.

Swarms are immune to regular damage. They are only damaged by fire (a successful hit with a torch causes 1D damage to a swarm) or any fire, gas, or ice magical area effects, which automa�cally dissipate the swarm.

Invisible Stalker 25kg Outsider, urban flyer, ACA0C0 #App: 1 Treasure: None Athle�cs-3, Melee Combat-2, Recon-1, Tac�cs-1 Acts as instructed by its summoner. Tentacle (4D); armor 5; fly 10m/ac�on Chao�c; Morale DM+4 The invisible creature is a being summoned from another plane of existence to do a sorcerer's biddings – such as assassinate an opponent or guard a location. It will relentlessly pursue its quarry, even across con�nents. •

Automatically surprises opponents who cannot see invisible creatures.



DM-2 to be hit by opponents who cannot see invisible creatures.



Vulnerable to dispel magic – if dispelled, it will return to the Outer Dark immediately.

Leech, Giant 25kg Beast (Pouncer), swamp swimmer, 5A70355 #App: 1D Treasure: None Athletics-1, Melee Combat-1, Recon-0, Survival-1, Tac�cs-0 A�acks if it has surprise; flees if surprised Mouth parts (1D); armor 1; swim 10m/ac�on Neutral; Morale DM+2 A giant parasitic worm native to swamps and other bodies of stagnant water. •

Upon a successful attack, the leech immediately grapples its victim. The victim may try to break the grapple on the next round, or any subsequent round, but the leech enjoys DM+1 to grapple throws. Each round it grapples a victim, the leech automatically causes 1D damage via blood drain to its opponent.



The swarm causes double damage to unarmored characters.

107

S��������� P��������� Lich 100kg Undead, urban walker, C9NPP0 #App: 1 Treasure: Hoard

monstrosity stalks deserts for prey and plant material. Some giant lizards exist in warm caverns as well, and some barbaric tribes occasionally tame them as riding and war beasts.

Athletics-1, Melee Combat-2, Recon-2, Stealth-2, Tac�cs-1, Sorcery-5, Survival-1 Behaves as an NPC at the Referee's discretion or per the Reac�on rules. Claws (3D), armor 3; walks 10m/ac�on Chao�c; Morale DM+3 An undead sorcerer of vast eldritch power, a lich is one of the mightiest monsters one may encounter. Strengthened beyond measure by its sorcerous might, a lich is also well-versed in the most powerful of spells. •

Undead: immune to poison, disease, and suffoca�on.



Immune to mind-affec�ng magic.



Lichs may only be harmed by magical weapons.



The lich knows 3D spells.

Lizardfolk, savage 100kg Humanoid, swamp walker and swimmer, 9795A5 #App: 1D, Treasure: Small Athletics-1, Melee Combat-1, Recon-2, Survival-2, Tac�cs-1 A�acks on 8+; flees on 4Claws (1D), Bite (1D) or by weapon; Armor 2 or by worn armor; walk of swim 10m/ac�on Neutral; Morale DM+1 Savage lizardfolk, unlike their more civilized relatives, are a menace to anyone invading their swamps or otherwise living around them. •

May hold its breath for one turn.



In swamp or jungle environments, lizardfolk enjoy DM+1 to stealth, recon, and surprise throws thanks to their adap�ve colora�on.

Lizard, Giant 800kg Beast (Hunter), desert walker, G7F093 #App: 1D Treasure: None Athle�cs-0, Melee Combat-2, Recon-1, Survival-1 A�acks on 5+; flees on 4Teeth (3D), Claws (2D); armor 3; speed 20m/ac�on Neutral; Morale DM-1 A gigantic variant of an agamid or lacertid lizard, this

108

Lizard, Komodo Dragon 100kg Beast (Pouncer), jungle walker, C6C1C3 #App: 1D Treasure: None Athletics-3, Melee Combat-2, Recon-2, Survival-2, Tac�cs-1 A�acks on 5+; flees on 4Teeth (2D); armor 2; speed 10m/ac�on Neutral; Morale DM+0 The Komodo dragon is a large venomous lizard, stalking prey on jungle islands. It is highly intelligent and capable of complex hunting tactics. Its preferred hunting method is to envenom its prey, retreat, and wait for the venom to kill the hapless vic�m. •

Venom: 10+/4D delivered by bite. Takes 1D turns to take effect.

Lizard, Megalania 800kg Beast (Pouncer), desert walker, F6F1C0 #App: 1 Treasure: None Athletics-3, Melee Combat-3, Recon-2, Survival-2, Tac�cs-1 A�acks on 5+; flees on 4Teeth (4D); armor 3; walk 10m/ac�on Neutral; Morale DM+0 The Komodo dragon's enormous prehistoric relative, this massive lizard may grow up to 7m in length and has teeth as large and as sharp as swords – coupled with deadly venom. •

Venom: 10+/5D delivered by bite. Takes 1D turns to take effect.

T�� S���� �� C������ Lizard, Water Monitor



12kg Beast (Hunter), river walker and swimmer, 4841A3 #App: 1D Treasure: None

Octopus, Giant

Athle�cs-2, Melee Combat-1, Recon-1, Survival-1 A�acks on 10+; flees on 5Teeth (1D); armor 1; walk or swim 10m/ac�on Neutral; Morale DM-2 The water monitor is a large lizard native to tropical rivers and jungles. It is quite intelligent and trainable as a pet.

Mammoth 5,000kg Beast (Intermittent), steppe walker, P3P1EA #App: 3D Treasure: None

5000kg Beast (Pouncer), ocean swimmer, M6K1A0 #App: 1 Treasure: None Athletics-2, Melee Combat-2, Recon-2, Survival-2, Stealth-3, Tac�cs-1 A�acks on 6+; flees on 3Beak (3D); armor 0; swim 20m/ac�on Neutral; Morale DM-1 A monstrous, giant cephalopod prowling the deep seas in search of prey. •

As an action, the giant octopus may choose to grapple prey, such as adventurers, enjoying DM+2 to such grapple throws. The giant octopus crushes its grappled prey, causing 1D damage per round until the grapple is broken. A giant octopus may grapple up to 8 victims at the same �me.



The giant octopus may attack ships and boats, using its tentacles to try and capsize them. Such an a�ack has an AV 2D ra�ng.

Athletics-1, Melee Combat-1, Recon-0, Survival-2, Tac�cs-0 A�acks on 10+; flees on 4Trample (3D), tusks (2D); armor 3; walk 20m/ac�on Neutral; Morale DM+0 A prehistoric elephant, the mammoth exceeds the size of modern elephants and enjoys a thick coat of wool, protec�ng it from its frigid arc�c habitat.

Mummy 50kg Undead, desert walker, F6KAA3 #App: 1D Treasure: Large Athletics-1, Melee Combat-3, Recon-1, Stealth-1, Tac�cs-1 Behaves as an NPC at the Referee's discretion or per the Reac�on rules. Claws (2D); armor 4; walks 10m/ac�on Chao�c; Morale DM+4 Mummified remains of ancient sorcerers and kings may walk the dead halls of their tombs, forever guarding against interlopers. •

Undead: immune to poison, disease, and suffoca�on.



Immune to mind-affec�ng spells.



On a successful attack, the mummy exposes the target to a vile, wasting magical disease (9+/2D/1 day). An infected character cannot heal or enjoy the benefits of magical healing. Cure disease cannot remove this illness; only remove curse can reverse it.



Immune to non-magical weapons.

Takes double damage from fire-based attacks. A lit torch causes 1D damage to mummies.

Pteranodon 200kg Beast (Pouncer), mountain flyer, BCA093 #App: 1D Treasure: None Athle�cs-2, Melee Combat-1, Recon-2, Survival-1 A�acks on 8+; flees on 5Bite (2D); armor 0; fly 30m/ac�on Neutral; Morale DM+0 A giant winged reptile. The Pteranodon has a wingspan of over 8 meters and attacks large prey, including human-sized creatures. Some barbarian tribes have tamed Pteranodons as flying mounts.

Pterodactyl 25kg Beast (Pouncer), mountain flyer, 6C7096 #App: 2D Treasure: None Athle�cs-2, Melee Combat-0, Recon-2, Survival-1 A�acks on 10+; flees on 6Bite (1D); armor 0; fly 30m/ac�on Neutral; Morale DM-1 A large winged reptile, the pterodactyl is typically harmless to humanoids, but may attack them if it is par�cularly hungry.

109

S��������� P��������� Plesiosaur

Rat, Giant

10000kg Beast (Killer), ocean swimmer, M3M1A3 #App: 1D Treasure: Incidental

25kg Beast (Reducer), urban walker, 78709A #App: 3D Treasure: Incidental

Athletics-3, Melee Combat-3, Recon-2, Survival-2, Tac�cs-1

Athletics-0, Melee Combat-0, Recon-1, Stealth-1, Survival-1

A�acks on 6+; flees on 3-

A�acks on 8+; flees on 5-

Teeth (4D); armor 5; swim 10m/ac�on

Bite (1D); armor 1; speed 20m/ac�on

Neutral; Morale DM-1

Neutral; Morale DM-2

The plesiosaur is an enormous prehistoric marine reptile, an apex predator and the terror of the Jurassic seas. The above data refer to the largest species of short-necked plesiosaurs, which could reach up to 17m in length.

A giant – and utterly disgusting – version of the common rat, this massive rodent infests sewers and dungeons alike.





The plesiosaur may swallow its victim whole if its attack lands with an Effect of +4 or better. A swallowed victim takes damage equal to that of the plesiosaur's bite per round, until the beast is killed or the vic�m dies. Plesiosauri may, on rare occasions (or if attacked), attack ships. Their attacks have an AV ra�ng of 2D against wooden ships.

Purple Worm 20000kg Beast (Reducer), subterranean walker, P4P060 #App: 1 Treasure: Incidental

Rhinoceros 5,000kg Beast (Intermittent), plains walker, P6K09A #App: 3D Treasure: None Athle�cs-1, Melee Combat-1, Recon-1, Survival-1 A�acks on 10+; flees on 4Trample (3D), horn (3D); armor 3; walk 20m/ac�on Neutral; Morale DM-2 A large land mammal, the rhinoceros is notorious for its bad temper. •

Athle�cs-1, Melee Combat-2, Recon-1, Survival-2

A rhinoceros may charge at a target at least 20m away from it. A successful charge attack causes double horn and trample (both!) damage.

A�acks on 10+; flees on 4Teeth (4D); armor 6; walk 5m/ac�on Neutral; Morale DM-1 The dreaded purple worm is a borrowing invertebrate that sometimes reaches a length of 30m or more. It burrows deep underground and surfaces only to consume unsuspecting prey. An unsubstantiated rumor states that a few barbarian tribes have learned a way to climb and ride such beasts, using them as mighty mounts to traverse the deep deserts. •

The purple worm senses surface vibrations and is a�racted to them.



The purple worm may swallow its victim whole if its attack lands with an Effect of +4 or better. A swallowed victim takes damage equal to that of the worm's bite per round, until the beast is killed or the vic�m dies.

110

Roc 5000kg Beast (Hunter), mountain flyer, M6P090 #App: 1 Treasure: Small Athle�cs-1, Melee Combat-2, Recon-1, Survival-1 A�acks on 6+; flees on 3Teeth (2D), claws (3D); armor 2; fly 30m/ac�on Neutral; Morale DM+0 A roc looks like a giant eagle, with an appetite to match. Rocs will eat anything, including livestock and humans – all are easy prey to such a majestic predator of the air. •

On a successful attack, the roc automatically grapples its victim, and may take them up into the air, and back to their nests for dinner.

T�� S���� �� C������ Shadow

Chao�c; Morale DM: automa�c success

0kg Undead, urban "Walker", 7AF0A0 #App: 1 Treasure: None

A long-dead skeleton animated by black magic or by foul curses.

Athletics-1, Melee Combat-1, Recon-3, Stealth-3, Tac�cs-1



Undead: immune to poison, disease, and suffoca�on.

Attacks if it has surprise, or as instructed by its summoner



Immune to mind-affec�ng spells.



Immune to arrows and bolts.



Takes half damage from non-bludgeoning weapons (such as swords).

Life drain (2D); armor 0; walks 10m/ac�on Chao�c; Morale DM+4 A shadow is a soul cursed so that only its shadow remains. It creeps along walls and floors, seemingly a shade cast by the play of darkness and light. However, it is a malicious spirit thirsting for the life force of hapless, unsuspec�ng mortals. •

Undead: immune to poison, disease, and suffoca�on.



Incorporeal: immune to non-silver, non-magical weapons.



Immune to mind-affec�ng magic.



On a successful attack, the shadow heals itself half the damage it dealt to its victim, rounded down.



Any creature slain by a shadow rises as a shadow on the next midnight, unless its body is blessed or cremated.

Snake, Giant Constrictor 200kg Beast (Pouncer), jungle walker, FAG083 #App: 1D Treasure: Incidental Athle�cs-1, Melee Combat-1, Recon-1, Survival-1 A�acks on 8+; flees on 5Teeth (2D); armor 2; walk 10m/ac�on Neutral; Morale DM-1 The giant constrictor is an enormous version of ordinary pythons or anacondas, large enough to constrict a human-sized, or even horse-sized, vic�m. •

Shark, Great White 1600kg Beast (Killer), ocean swimmer, K9C073 #App: 1D Treasure: None Athle�cs-1, Melee Combat-2, Recon-1, Survival-0 A�acks on 6+; flees on 3Teeth (3D); armor 0; swim 20m/ac�on Neutral; Morale DM+0 While humans are not the natural prey of the great white shark, sharks will readily attack them with its monstrous teeth.

Skeleton 12kg Undead, urban walker, 673055 #App: 1D Treasure: None Athletics-0, Melee Combat-0, Recon-0, Tactics-1, Survival-0

Upon a successful hit, the giant constrictor automatically grapples its victim (see the Combat chapter for details); unless the victim breaks free, it suffers 1D constriction damage per round. The giant constrictor enjoys a DM+2 to grapple throws.

Snake, Venomous 3kg Beast (Pouncer), jungle walker, 262083 #App: 1D Treasure: None Athle�cs-1, Melee Combat-1, Recon-1, Survival-1 Attacks human-sized or larger creatures if threatened or cornered; flees otherwise Teeth (1D); armor 0; walk 10m/ac�on Neutral; Morale DM-1 A viper, adder, or other ordinary venomous snake, possessing a lethal bite. Snakes of this size feed on rodents, small mammals, and birds. They will only attack a larger creature if they are threatened or cornered. •

Venom: a 10+/3D toxin.

Attacks as commanded by the necromancer; skeletons raised by other means attack all living creatures on sight. Claws (1D) or by weapon, armor 1; walk 10m/ac�on

111

S��������� P��������� Spider, Giant



Treants suffer double damage from fire a�acks.

50kg Beast (Trapper), underground or forest walker, 5C5085 #App: 1D Treasure: Incidental



Treants can control up to 3 normal trees within 20m. They attack with the same characteristics of the treant but move at 2m/action. If these trees are felled, the treant may animate new trees every round.

Athletics-0, Melee Combat-1, Recon-2, Stealth-2, Survival-1, Tac�cs-0 If the spider has surprise, it a�acks; flees on 5Fangs (1D); armor 1; walk 10m/ac�on Neutral; Morale DM-1 A giant variant of a black widow, this arachnid is a horror to behold. •

May walk on walls and ceilings; may "rappel" down a string of web to long distances.



Enjoys DM+2 to Grapple checks due to its web.



Venom: 8+/3D toxin.

Toad, Giant 400kg Beast (Pouncer), swamp walker, FAH083 #App: 1D Treasure: Incidental Athletics-1, Melee Combat-1, Recon-1, Survival-1, Stealth-2 A�acks on 8+; flees on 5Teeth (2D); armor 2; walk 10m/ac�on Neutral; Morale DM-1 A giant amphibian capable of swallowing quite large prey, adventurers included. •

The toad swallows its victim whole if it hits its victim with an Effect of +4 or better. A swallowed victim takes damage equal to that of the toad’s bite per round, until the toad is killed or the vic�m dies.

Treant 3200kg Beast ("Grazer - Sentient"), forest walker, P1P8C3 #App: 1D Treasure: Medium Athle�cs-3, Melee Combat-2, Recon-3, Survival-3 Attacks on 8+; flees on 6-. Will always attack creatures harming its forest Slam (4D); armor 6; walk 5m/ac�on Neutral; Morale DM-2 A treant is a sentient and mobile tree. It is approximately 6m tall. A treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indis�nguishable from a tree.

112

T�� S���� �� C������ Vampire

immune to all damage except for direct sunlight (which will slay it instantly) and will attempt to reach its coffin as soon as possible. It will reform into its corporeal form, with full characteristics, after one day's rest in its coffin. Even if all its coffins are destroyed, the vampire will not be destroyed, but rather forced into gaseous form un�l a minion builds a new coffin for it.

100kg Undead, urban walker, CBNC95 #App: 1D Treasure: Large Athletics-3, Melee Combat-2, Recon-2, Stealth-2, Tac�cs-2, Sorcery-2, Survival-2 Behaves as an NPC at the Referee's discretion or per the Reac�on rules. Claws (2D), Bite (3D); armor 5; walks 10m/action, flies 10m/ac�on Chao�c; Morale DM+3 One of the greatest and most fearsome undead beings, the vampire is a sophisticated predatory corpse. Vampires are cursed to persist for eternity and sustain themselves on the blood of innocents, possessing inhuman for�tude. •

Undead: immune to poison, disease, and suffoca�on.



Immune to mind-affec�ng magic.



Vampires may only be harmed by silver or magical weapons.



On a successful bite attack, the vampire heals itself half as much damage (rounded down) as it has caused its vic�m.



Vampires suffer 1D damage per round of exposure to direct sunlight or submersion in running water.



If confidently confronted by a Lawful holy symbol, a mirror, or garlic, a vampire will keep a 3m distance from the offending item, and will try to circumvent it with a ranged or flanking attack (or spell).



Vampires posses 1D spells, chosen randomly.



Any character slain by a vampire - will rise as a vampire - under control of the original vampire on the next midnight, unless decapitated or its heart is impaled by a wooden stake.



Vampires may, three times a day, attempt to charm a target, as per the charm person spell. The target must throw INT 6+ or be charmed.



A vampire may shapechange, at will into either a dire wolf or a giant bat.



Three times a day, a vampire may summon 1D bat swarms (treat as insect swarms) when underground or 1D dire wolves when above ground. The monsters will arrive within 2D rounds.



Reducing a vampire's three physical characteristics to zero does not slay it. It merely forces the vampire into a gaseous form. A gaseous vampire may pass through any crack, is



Driving a stake into a resting vampire's hear will paralyze it, but not destroy it. It will revive once the stake is removed.



Decapitating a resting vampire in its coffin after its heart has been staked will destroy the monster.

113

S��������� P��������� Whale, Killer 5000kg Beast (Chaser), ocean swimmer, K6K6F3 #App: 1D Treasure: None Athletics-3, Melee Combat-3, Recon-2, Survival-2, Tac�cs-1

eternity. A wight’s appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human. It is a powerful undead being, so terrible that those struck by its claws might age prematurely. •

Undead: immune to poison, disease, and suffoca�on.

Teeth (3D); armor 3; swim 20m/ac�on



Immune to mind-affec�ng magic.

Neutral; Morale DM+2



Immune to non-silver, non-magical weapons.

The killer whale, or orca, is a large ocean dolphin occupying the ecological niche of apex predator in the seas. Orcas are voracious carnivores that prey on fish, seals, or even other whales, but they rarely a�acks humanoids, whom they does not see as prey.



A character bitten by a wight must throw END 6+ or permanently age 4 years (which may entail Aging Table throws).



A creature slain by a wight will rise as a wight on the next midnight, unless its body is blessed or cremated.

A�acks humanoids on 9+; flees on 3-

Whale, Sperm 40000kg Beast (Chaser), ocean swimmer, Z3ZAF3 #App: 1D Treasure: Incidental Athletics-3, Melee Combat-3, Recon-2, Survival-2, Tac�cs-0

Wolf 50kg Beast (Chaser), forest walker, 7A7097 #App: 2D Treasure: None

A�acks humanoids or ships on 10+; flees on 3-

Athletics-1, Melee Combat-1, Recon-1, Survival-1, Tac�cs-1

Teeth (4D); armor 5; swim 10m/ac�on

Attacks if the wolves outnumber their prey; flees on 5-

Neutral; Morale DM-1

Bite (1D); armor 1; speed 20m/ac�on

The sperm whale is a large marine mammalian predator, capable of long stays underwater. Sperm whales and giant squids are natural enemies – with the whale preying on such deep-ocean monstrosi�es!.

Neutral; Morale DM+0





The sperm whale may swallow its victim whole if it hits its victim with an Effect of +4 or better. A swallowed victim takes damage equal to that of the whale's bite per round, until the beast is killed or the vic�m dies. Sperm whales may, on rare occasions (or if attacked), attack ships, having an AV rating of 3D against wooden ships.

A canine pack hunter and the ancestor of the hound. Wolves are persistent and cunning. Herders despise wolves, who often prey upon their herds; nomadic hunters, on the other hand, tend to venerate wolves or even tame them as war animals.

Wolf, Dire 100kg Beast (Chaser), forest walker, AAA1B4 #App: 1D Treasure: None Athletics-2, Melee Combat-2, Recon-1, Survival-1, Tac�cs-1 A�acks on 6+; flees on 3-

Wight

Bite (2D); armor 2; speed 20m/ac�on

100kg Undead, urban walker, C9P1A5 #App: 1D Treasure: Medium

Neutral; Morale DM+0

Athletics-1, Melee Combat-1, Sorcery-1, Recon-1, Stealth-1

These massive prehistoric wolves are more intelligent and far more vicious than their modern relatives, and hunt in smaller packs.

If the wight feels it has the advantage, it will attack/ flees on 5Claws (2D); armor 0; walks 10m/ac�on Chao�c; Morale DM+1 Wights are restless undead forever haunting their barrow-mounds, cursed to wander these tombs for

114

T�� S���� �� C������ Wraith

Zombie

0kg Undead, urban flyer, EAP9A0 #App: 1 Treasure: Large

50kg Undead, urban walker, 777055 #App: 1D Treasure: None

Athletics-1, Melee Combat-1, Sorcery-1, Recon-3, Stealth-3

Athletics-0, Melee Combat-0, Recon-0, Tactics-1, Survival-0

A�acks all living beings

Attacks as commanded by the necromancer; zombies raised by other means attack all living creatures on sight.

Special a�ack; armor 0; flying speed 10m/ac�on Chao�c; Morale DM+4 A spectral soul of the dead haunting this world, a wraith is a sorcerous undead monster •

Undead: immune to poison, disease, and suffoca�on.



Immune to mind-affec�ng magic



Incorporeal: immune to non-silver, non-magical weapons.



Knows 1D spells, chosen randomly from the Black Magic lists.



A character bitten by a wraith must throw END 6+ or permanently age 4 years (which may entail Aging Table throws).



A creature slain by a wraith will rise as a wraith on the next midnight, unless its body is blessed or cremated.

Claws (2D), armor 0; walk 5m/ac�on Chao�c; Morale DM: automa�c success A reanimated corpse, reeking with rot and shambling along. Contrary to popular belief, zombies do not crave brains; it is ghouls that crave that delicacy. •

Undead: immune to poison, disease, and suffoca�on.



Immune to mind-affec�ng magic.

Yellow Mold 100kg Beast (Reducer), subterranean crawler, C0C080 #App: 1 Treasure: None Melee Combat-0, Survival-0 A�acks if touched Acid (1D); automa�cally hit if a�acked; sedentary Neutral; Morale DM: automa�c success Yellow mold, a sessile monstrous fungus, typically covers an approximate area of 3m by 3m. It does not move or attack, but it causes 1D acid damage if touched. •

While all attacks automatically hit a yellow mold, it is immune to all damage except for fire damage. A torch causes it 1D damage, while firebased magic or burning oil will cause their normal damage to a yellow mold.



Every time a creature or object touches the yellow mold, throw 1D; on 4-6, it emits a cloud of poisonous spores, filling a 3m-cubed area. Any creature caught within this cloud suffers the effect of a 8+/3D poison.



Immune to mind-affec�ng spells.

115

S��������� P���������

116

T�� S���� �� C������

TREASURE Piles of golden coins and precious gems glimmer under torchlight. Wondrous weapons stick at odd angles out of a dragon's hoard gold. Potions gleam in an alchemist's laboratory. In Swords and Sorcery tales, adventurers pursue treasure. Treasure may come in many forms: coins, gemstones, jewelry, or magnificent magical items. This chapter presents simple rules for generating treasures belonging to monsters, found underground, or in ruins. It also presents rules detailing how skilled characters may brew positions, scribe scrolls, and create magical items.

MAGICAL RESEARCH The most coveted of treasures are magical items – from potions and glowing swords to even more wondrous and mysterious objects. This sub-chapter contains rules for identifying existing magical items, as well as producing them. It also shows how sorcerers may research new, original, spells to add to their vast arcane knowledge.

RESEARCHING NEW SPELLS A sorcerer may research new spells. This takes two weeks of intensive research and costs 1000gp per Circle. After spending the time and gold, throw Sorcery 4+ with a -DM equal to the spells Circle (e.g. a 1st Circle spell will be at DM-1 while a 6th Circle spell will be at DM-6). If successful, the sorcerer gains the new spell. If failed, the time and gold are wasted but the sorcerer may try again to research the spell. A throw of "Snake Eyes" (a result of 2 before modifiers are added) is a Critical Failure and may entail a mishap. A throw with an Effect of -4 and worse is also a Critical Failure may entail a mishap. In such cases of Critical Failure, the sorcerer must make a Sorcery 5+ throw with the same -DM; if failed again, they suffer a Mishap as per the Sorcery chapter.

plague, and scrying spells should be significantly limited in power. Flying wizards who teleport and throw fireballs around are elements quite far from the spirit of the Sword of Cepheus rules. Though this, of course, is at the Referee's discre�on.

IDENTIFYING MAGICAL ITEMS Identifying magical items depends on the item's rarity. Identifying common magical items requires a day of undisturbed careful investigation and an Artifice 6+ or Sorcery 9+ throw. Identifying common potions requires a day of undisturbed careful investigation and an Alchemy 6+ or Sorcery 9+ throw. The Referee is the final arbiter of what constitutes a common magical item or potion and which items and potions are rare. However, the probabilities of finding each item or potion on the treasure tables (see below) can serve as a useful guideline. In those cases of rare magical items and potions, or when trying to identify an item or potion after failing the above investigation throws, the sorcerer must research the item. Researching an item, just like a spell, takes 2 weeks and costs 1000gp. Throw Artifice 6+ or Alchemy 6+ (Sorcery will not suffice here) to identify the item or potion. There is no risk of mishap in this case, but if the throw fails, the sorcerer wastes the time and money invested in the research. Further attempts to identify the item are allowed. The sorcerer may try again at the same costs of time and money.

A sorcerer requires a library of at least 4000gp in value to research new spells. This cost increases by 2000gp per Circle beyond the 1st for the new spell being researched. Furthermore, for every 10000gp invested in the library beyond the spell’s Circle base requirement, the sorcerer gains DM+1 to the spell research throw, up to DM+3. The Referee is the final and absolute arbiter of what spells would be permissible in their campaign and which Circle and Shade a proposed new spell would be at. The Referee should note that in such a sword & sorcery setting as entailed by these rules, direct damage "blast" spells should be rare, teleportation (or worse – time travel!) should be avoided like the

117

S��������� P��������� CREATING MAGICAL ITEMS AND BREWING POTIONS Artificers may create magical items. To create an item, the artificer must know a spell with an effect like that of the item, research this effect as if it were a spell, or find a formula for that item. Artificers may also copy the design of any magical item they possess. To create a magical item, make an Artifice 6+ throw. The Referee should enact a DM penalty to this throw depending on the item's complexity or its equivalent spell Circle. Magical item costs and creation times depend on their type, as given in the table below, but should be multiplied, at the Referee's discretion, by the item's equivalent spell Circle or based on its complexity, to a maximum mul�plier of x6. Creating magical items is a dangerous process. A throw of "Snake Eyes" (an unmodified result of two) is always a Critical Failure and may entail a mishap. A throw with an Effect of -4 and worse is also considered a Critical Failure may entail a mishap. In Magic item costs and crea�on �mes Item type One use effect (including all po�ons) Charged effect Permanent effect (unlimited use) Permanent effect (1 use/turn) Permanent effect (1 use/hour) Permanent effect (1 use /day) Permanent effect (1/ use week) Magical weapon Magical armor

118

such cases of Critical Failure, the sorcerer must make a Sorcery 5+ throw with the same -DM; if failed again, they suffer a Mishap as per the Sorcery chapter. An artificer requires a workshop of at least 4000gp in value to create magical items, with this cost increased by 2000gp per equivalent spell Circle beyond the 1st. Furthermore, for every 10000gp in workshop worth beyond the equivalent spell’s Circle base requirement in gold, the sorcerer gains DM+1 to the item creation throw, up to DM+3. Brewing potions follows the same procedure as detailed above for magical items but uses the Alchemy skill instead of Artifice and requires a separate laboratory rather than a workshop. We encourage the Referee to require rare components – those that require an adventure to obtain – for creating powerful magical items and position. This is especially true for permanent-effect magical items.

Cost Crea�on �me 500gp 1 week 500gp per charge 2 days per charge 25000gp 100 days 16000gp 80 days 12000gp 70 days 5000gp 40 days 3000gp 1 month 5000gp for DM+1 to hit; 15,000 for DM+2 3 months for DM+1 to hit; 9 months for to hit DM+2 to hit 5000gp 1 month per Armor protec�on point

T�� S���� �� C������ GENERATING TREASURES The following tables for the random generation of treasures refer to the five types of treasure noted in the monster descriptions in the previous chapter. The Referee may use these tables to randomly generate treasure, modify the results as they see fit, or handcraft treasures. We encourage the Referee to handcraft important or famous treasures, while randomly generating more common treasures, such as those found a�er defea�ng monsters. Monsters' treasures are usually found in their lairs. There are certain exceptions, such as those monsters who swallow enemies whole and thus may carry treasure in their bellies. Sentient monsters will use magical items in their possession to their best effect, or bestow them as gifts to their most trusted minions. Treasures come in five types:

Incidental: treasure collected by happenstance by creatures otherwise uninterested in treasure, such as the remnants of swallowed adventurers in a monster's belly or remains of the dead near a giant carnivorous plant. Small: a small treasure, as sometimes hoarded by lesser sen�ent monsters. Medium: a moderately-sized treasure, as occasionally found in the tombs of undead. Large: a significant treasure, as found in the lairs of more powerful monsters. Hoard: a treasure worthy of a king or a dragon! When generating a treasure, note that each column usually gives a throw on 2D necessary for that part of a treasure to exist in the given loot. Note that in rare cases, monsters who are normally supposed to possess treasure may have none!

Treasures Treasure type Incidental

1000s of silver 1D on a throw of 9+

1000s of gold 1D on a throw of 9+

Small

1D on a throw of 4+

None

Medium

1D on a throw of 9+

1D on a throw of 6+

Large

2D on a throw of 6+

1D on a throw of 3+

Hoard

5D on a throw of 5+

3D on a throw of 4+

Minor gems and jewelry 1D Value 1-2 4D gp 3 3Dx10gp

Average 14gp 105gp

4

2Dx100gp

700gp

5

3Dx100gp

1050gp

6

1Dx1000gp

3500gp

Major gems and jewelry 1D Value 1-2 2Dx1000gp

Average 7000gp

3

3Dx1000gp

10500gp

4 5 6

4Dx1000gp 1Dx5000gp 1Dx10000gp

14000gp 17500gp 35000gp

Gems and jewelry Magic items 1D Minor on a throw of 1 on a throw of 10+ 7+ 1D Minor on a throw of 2 on a throw of 11+ 5+ 2D Minor on a throw of 1D potion + scroll on a 4+ throw of 10+ 1D Major on a throw of 1D + 3 potion + scroll on 6+ a throw of 6+ 2D Major at a throw of 2D potions; 2D scrolls; 5+ throw 5+ for one from each of the following categories: weapons, armor, miscellaneous items, wands/staves/ rods, rings

Example Azurite, hema�te, malachite, bone, scrimshaw, beast parts Amber, amethyst, coral, glass, shells, or wrought copper, brass, or bronze Opal, star ruby, star sapphire, alabaster, chryselephantine, ivory, or wrought gold Black sapphire, diamond, emerald, carved jade or wrought pla�num Black pearl, baroque pearl, crystal geode, silver studded with turquoise, moonstone, or opal

Example Facet cut star sapphire or star ruby, gold studded with topaz, jacinth, ruby Flawless facet cut black sapphire or blue diamond, electrum or silver pendant with pearls Gold or pla�num with diamonds and sapphires Gold encrusted with flawless facet cut diamonds Platinum encrusted with flawless black sapphires or blue diamonds

119

S��������� P��������� Magical item categories 2D Item category 2 Rings 3 Miscellaneous weapons 4 Swords 5-7 Po�ons 8-9 Scrolls 10 Armor 11 Rods, staves, and wands 12 Miscellaneous magical items

120

T�� S���� �� C������ POTIONS Potions take effect on the same round they are imbibed, and their effect – unless noted otherwise lasts for 1D+6 turns.

Drinking multiple potions at once is dangerous! If a character drinks one potion while another is active on them, they must throw END 4+ or suffer a roll on the Muta�on table (in the Sorcery chapter)!

Po�ons D66 Po�on 11 Animal Control: the imbiber may control 2D normal animals or 1D giant animals within 20m as per charm monster. 12 Clairaudience: the imbiber may hear up to 20m, including through walls, through the ears of any creatures in the area. If there are no creatures in the target area, this effect fails, and the po�on is wasted. 13 Clairvoyance: the imbiber may see up to 20m, including through walls, through the eyes of creatures in the area. 14 Climbing: the imbiber may climb sheer surfaces and cling to ceilings like a gecko. 15 Delusion: the imbiber is absolutely convinced that they have drunk a po�on of another kind. 16 Diminution: shrinks the imbiber and everything they carry to 15cm tall. The character gains DM+4 to all Stealth throws but cannot damage larger creatures with any a�ack. 21 Dragon Control: the imbiber may control one dragon or drake within 20m as per Charm Monster. 22 ESP: the imbiber may "hear" thoughts up to 20m. 23 Extra Healing: the imbiber heals as if they rested for 5D days under a healer's care. 24 Fire Resistance: the imbiber is immune to all forms of normal flame and gains DM+2 to resist magical fire. 25 Flying: the imbiber may fly at a speed of 20m/ac�on per the Winged Flight spell. 26 Gaseous Form: the imbiber takes the form of a translucent cloud of gas; all equipment carried by them falls on the floor. While in gaseous form, a creature may not attack but may move 5m per action through cracks and below doors. Gaseous creatures are immune to non-magical weapons. 31 Inhuman Strength: the imbiber of this po�on gains STR 23 (N) with all it entails for the dura�on. 32 Growth: the imbiber doubles in size, with STR doubling up to 23 (N) for the dura�on. 33 Healing: the imbiber heals as if they rested for a full day under a healer's care. 34 Healing: as above. 35 Heroism: the imbiber gains a temporary Melee Combat-3 skill, or adds +1 to their Melee Combat skill, whichever is higher. 36 Human Control: the imbiber may control 2D human beings or similar humanoids as per the charm person spell. 41 Invisibility: the imbiber, along their equipment, becomes invisible as per the invisibility spell. It is possible to consume this po�on in 1/6 increments, in which the invisibility lasts for 1 turn per dose. Any combat ends this invisibility. 42 Invulnerability: the imbiber gains DM+2 to resist all magic, poisons, diseases, and similar effects, and gains 5 additional points of armor protec�on. 43 Levitation: the imbiber may levitate up or down at 5m per action. The potion does not grant the ability to move horizontally, although it is possible to clamber sideways by holding onto walls and pushing. 44 Longevity: the imbiber becomes 10 years younger, to a minimum of 18 years. This reverses any Aging Table effects suffered in these years. However, every time one consumes this potion after the first one, they must throw 3+ to avoid a mishap, which reverses all previous longevity potion effects, returning the character to the age they would have been without the po�on. 45 Oil of Sharpness: when applied to a blade, the oil temporarily enhances its power to that of a lesser magical weapon, gran�ng DM+1 to hit and allowing it to harm creatures only harmed by magical weapons. 46 Oil of Slipperiness: a character coated with this oil cannot be grappled; any grapple attempt against it will automatically fail. They will also automatically escape any ropes or manacles. Furthermore, if used to coat the floor, any creature attempting to transverse the oiled area must throw DEX 12+ or fall prone. The effect lasts for 8 hours, until dispelled, or un�l cleaned off by enough alcohol. 51 Love: the imbiber becomes charmed by the next sentient creature they lay eyes on. Furthermore, if the creature belongs to a similar species to that of the drinker and to their preferred sex, the imbiber will be deeply enamored with it. The charm effect only lasts 1D+6 turns. Only dispel magic will cause the imbiber to cease to be enamored by a creature it fell in love with due to this po�on. 52 Plant Control: the imbiber may control plants and plant-like creatures (including fungi) within a 10m by 10m area in a 20m range. Intelligent plants may throw INT 8+ to resist this effect or be charmed for 1D+6 turns. Non-sentient plants will bend to the imbiber's will. Even otherwise immobile plants will move at the drinker's whim! 53 Poison: this "po�on" is a potent poison rated at 10+/4D. 54 Poison: as above. 55 Polymorph: the imbiber may shapeshi� to a new form for the po�on's dura�on. 56 Speed: the imbiber will move at double their regular speed and enjoy 3 actions per round rather than the usual 2. However, the imbiber will permanently age one year due to the strain on their body. 61 Super-heroism: the imbiber gains a temporary Melee Combat-5 skill, or +2 to their Melee Combat skill, whichever is higher. 62 Sweet Water: when poured into water, it will turn up to 10,000 cubic meters of contaminated water or other liquid into potable water; it may also turn 100 cubed meters of acid into potable water. 63 Treasure Finding: the imbiber may concentrate for one turn to find the direction and distance of the most valuable treasure within 120m. This effect will work through any barrier or wall. 64 Undead Control: the imbiber may control 2D undead as per the charm monster spell. Controlled undead will become hos�le when the po�on's dura�on ends. 65 Water Breathing: the imbiber of this po�on may breathe underwater, in any depth, for 4 hours. 66 Mutation! Throw on the Mutation table in the Sorcery chapter. This mutation, unlike many other potion effects, is permanent.

121

S��������� P��������� RINGS A character may wear up to two active magical rings at one; further rings worn at the same time will not func�on. Rings 2D 2 3 4 5 6 7 8 9 10 11 12

Ring Spell Turning: the ring may be used for 2D times. Each time the wearer uses it, it negates a single spell's effect on the wearer. Once all uses are spent, the ring turns to dust. Djinn Calling: one a week, the wearer may summon a djinn, who will serve him for up to one day. If the djinn is slain, the ring turns to dust. Regeneration: the wearer regenerates one characteristic point of injury per round and will regrow severed or mangled body parts. However, the ring may not cure damage or injury caused by fire or acid. Fire Resistance: renders the wearer immune to all forms of ordinary flame and grants DM+2 to resist magical fire. Delusion: the wearer absolutely believes that the ring is of another magical type (rolled randomly). Protection: any who attacks the wearer suffers DM-1 to hit and the wearer gains DM+1 to all throws to resist magic, disease, or poison. Invisibility: one per turn, the wearer may become invisible, per the spell of the same name. Weakness: once worn, the only way to remove this ring is by a remove curse spell. It reduces the wearer's STR to 2 as long as it is worn. Water Walking: the wearer may walk across water as if it was solid ground. Telekinesis: the ring grants its wearer the ability to move up to 100kg with his mind at will. Wishes: the ring stores 1D wishes. A wish is the most powerful magic available – capable of altering reality and even resurrecting the dead with no risks entailed. However, we encourage the Referee to strictly limit, and nearly always subvert, such wishes to avoid absurdi�es or chea�ng. Once the ring runs out of wishes, it crumbles to dust.

SCROLLS

imbued in it. Once cast, the scroll crumbles to dust.

A spell scroll is a piece of parchment of papyrus with eldritch spells inscribed on it. Any character with at least Sorcery-1 can read a scroll and cast the spell

Additional scrolls found in treasure include scrolls of ward, cursed scrolls, and – of course – non-magical treasure maps.

Scrolls 2D 2 3 4 5 6 7 8 9 10 11 12

Scroll 6th Circle spell Cursed scrolls 4th Circle spell 2nd Circle spell Treasure map (generate as a Large treasure) 1st Circle spell Ward against undead Ward against elementals 3rd Circle spell Ward against magic 5th Circle spell

Cursed scrolls The reader of a cursed scroll suffers a horrible curse upon reading it. Remove curse will reverse such affliction, except for the loss of a magic item, which is irreversible. Roll for the curse on the following table. Scrolls of Warding Any literate character, even without the Sorcery skill, may use a scroll of warding. The scroll crumbles to dust after being read but grants a 3m-radius area of

protection against the creatures it wards against for 1D turns, or until one of the creatures protected by the ward tries to attack the creature warded against. A creature warded against cannot enter the warded area or a�ack those within it. The only exception is a scroll of ward against magic, which protects not only from magical (usually summoned) creatures, but also prevents any spell or spell-like ability from penetra�ng the warded area.

Cursed scrolls 1D Curse 1 One magic item in the vic�m's possession crumbles to dust 2 One characteris�c falls to 2 3 The vic�m cannot gain new Experience 4 The vic�m "forgets" one skill 5 The vic�m is polymorphed into a �ny, slimy toad 6 The vic�m is blinded

122

T�� S���� �� C������ RODS, STAVES, AND WANDS Traditional implements of sorcery, wands are small and thin; staves are long; and rods are in between in size. Any character may use a rod. Only characters with at least Sorcery-1 may use a staff or a wand, but they do not to make any throw to use them (other than the throws needed to iden�fy the item). Each of these items typically uses "charges", used to power activations. When found, a rod or wand will

have 2D charges and a staff 3D charges. Each use expends one charge unless noted otherwise. One cannot recharge rods, staves, and wands. Once all charges are expended, the item becomes inert. Throw 1D; on 1-2, roll on the rods and staves table. On 3-6, roll on the wands table. All magical staves may also act as weapons (as per the staff described in the Equipment chapter).

Rods and Staves 2D Rod or Staff 2 Staff of Wizardry: this staff has the powers of a staff of power and a wand of paralysis. In addition, it may serve to cast invisibility, conjure elemental, or summon a djinn as per the ring of djinn summoning. Finally, the user may break the staff in a final blow, dealing 1D damage per remaining charge to all creatures within 10m, including the user themselves, and destroying the staff. 3 Rod of Resurrection: allows raising dead characters of creatures per the Rebirth spell. Each use expends three charges. 4 Staff of Commanding: commands animals, humans, and plants as a respec�ve ring of command. 5 Staff of the Serpent: this staff does not employ charges. It grants DM+1 to hit. Additionally, upon command, the staff can become a giant constrictor snake for 1D rounds, under the user's control. If the snake is slain, the staff crumbles to dust. 6-7 Staff of Striking: grants DM+1 to hit. Upon expending a charge when striking an opponent, it causes 4D damage. 8-9 Staff of Healing: heals any creature touched by it as if they have rested for 5D days under a healer's oversight. 10 Rod of Cancella�on: if the rod strikes an item, that item permanently loses all magical powers. 11 Staff of Power: can cast death spell or telekinesis (as per ring of telekinesis). Also func�ons as a staff of striking 12 Staff of Withering: grants DM+1 to hit; causes 4D damage if a charge is used. By expended two charges, the struck victim ages by 12 years, forcing Aging Table throws as appropriate. By expending three charges, one of the victim's limbs withers into a useless, mummified member. Wands 2D 2 3 4 5 6-7 8 9 10 11 12

Wand Wand of Polymorphing: polymorphs the user as per a po�on of polymorphing. Wand of Fear: discharges a cone, 20m long and 10m wide. Any creature caught within the core suffers the effect of the cause fear spell. Wand of Negation: choose any wand, rod, or staff wielded by an opponent, and render it powerless for 1D rounds. Wand of Detecting Enemies: all enemies within 20m of the user become surrounded by a faint yellow aura for 2 turns. Only the wielder can see the aura. Wand of Detecting Traps: all traps within 10m become surrounded by a faint blue aura for 2 turns. Only the wielder can see the aura. Wand of Detecting Secret Doors: all secret doors within 10m become surrounded by a faint blue aura for 2 turns. Only the wielder can see the aura. Wand of Detecting Metals: the wand will point at the direction of any concentration of metal within 20m for up to 6 turns. The wielder ins�nc�vely knows the kind of metal detected. Wand of Detecting Magic: any magic item within 5m becomes surrounded by a faint yellow aura for 2 turns. Only the wielder can see the aura. Wand of Illusion: can create the effects of the spell phantasmal force. Wand of Paralysis: discharges a cone, 20m long and 10m wide. All creatures within the cone must throw INT 6+ or be paralyzed for 6 turns.

123

S��������� P��������� ENCHANTED SWORDS Swords are the most commonly enchanted weapon, and thus deserve their own section. First roll for the sword's type, then roll 1D; on 1-4, the sword is a common enchanted sword; on 5-6, it is a unique enchanted sword.

Enchanted sword types 1D Sword 1 Broadsword 2 Cutlass 3-4 Sword 5 Shotsword 6 Sabre

Common enchanted swords 2D Sword’s power 2 DM+2 to hit; those a�acking the wielder suffer DM-1 to hit 3 Cursed! DM-1 to hit 4 DM+1; DM+2 vs. dragons 5 DM+1; DM+2 vs. summoned creatures 6-7 DM+1 to hit 8 DM+1 to hit; upon command, illuminates up to 10m as a torch 9 DM+1; DM+2 vs. regenera�ng monsters 10 DM+1; DM+2 vs. undead 11 DM+2 to hit 12 Cursed! DM-2 to hit Unique enchanted swords 1D Unique sword 1 Flame Tongue: DM+1 to hit; DM+2 against regenerating, avian, or plant-like monsters; upon command, will be covered by flames, providing light as a torch, and ignite anything flammable it touches. 2 Life Drinker: DM+1 to hit; has 1D charges. Upon expending a charge, the wilder heals for the number of characteris�c points inflicted on an enemy. A�er expending all charges, the sword s�ll retains its DM+1 to hit. 3 Luck Blade: DM+1 to hit; grants DM+1 to all throws to resist magic, poison, or disease; contains 3 wishes as per a ring of wishes. A�er using the last wish, the sword retains its other abili�es. 4 Charming Blade: DM+1 to hit; may cast charm person, as per the spell, 3 �mes a week. 5 Frost Brand: DM+2 to hit; grants DM+3 to hit creatures living in hot environments or using fire-based attacks; sheds light as a torch when the temperature drops below the freezing point. Extinguishes all non-magical fires within 3m when touched by a flame. 6 Vorpal Sword: DM+2 to hit; on a natural attack throw of 12, its victim must throw END 10+ or be decapitated, dying immediately. If they succeed in this throw, they s�ll suffer double damage. Miscellaneous enchanted weapons 2D Weapon 2 Slaying arrow. DM+2 to hit, keyed against a single creature type (Referee's choice); if it hits such creature, it instantly dies. 3 Spear, DM+2 to hit 4 Axe or Great Axe, DM+2 to hit 5 War hammer, DM+1 to hit 6 3D arrows, DM+1 to hit 7 3D crossbow bolts, DM+1 to hit 8 Axe or Great Axe, DM+1 to hit 9 Spear, DM+1 to hit 10 War Hammer, DM+2 to hit 11 Lance, +2 to hit 12 Maul, DM+1 to hit, DM+3 to hit and double damage vs. undead

124

T�� S���� �� C������ ENCHANTED ARMOR When generating enchanted armor, first roll on the following table to determine its type, and then roll on the Enchanted Armor table. Enchanted armor always counts as half its Encumbrance, rounded down. Armor types 1D Armor type 1 Hide or Fur 2 Leather 3 Scale 4 Chain 5 Banded 6 Plate Enchanted armors 1D Enchantment 1 Cursed! DM+1 to enemies a�acking the character 2 +1 armor ra�ng 3 +2 armor ra�ng 4 +3 armor ra�ng 5 +4 armor ra�ng 6 +5 armor ra�ng

125

S��������� P��������� MISCELLANEOUS MAGICAL ITEMS The following magical items do not fit any of the above categories. Miscellaneous magical items D66 Item 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33

34 35 36 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66

Boat, folding: folded, this item appears as a small wooden box, approximately 30cm long, 15cm wide, and 15cm deep. Upon command, it unfolds into a 3m long, 1m wide boat, or an 8m long, 3m wide, 2m deep ship. Upon another command, the ship folds back to the box. Boots of Levita�on: upon command, these boots allow the wearer to levitate as per a ring of levita�on. The dura�on is infinite. Boots of Traveling and Sprinting: while wearing the boots, the wearer does not need to rest if engaged in regular exploration movement; aboveground, their movement rate is doubled. The wearer may also jump 3m high, or 10m long. Bowl of Commanding Water Elementals: upon command, the bowl summons one water elemental per day, requiring a turn to summon the elemental. Once the elemental appears, the user must concentrate to control it. Bracers of Armor: grant the wearer 5 points of armor protec�on. This is not cumula�ve with a worn suit of armor. Bracers of Armor, Cursed: when worn, these bracers grant no armor protection and prevent the user from wearing any armor. Only a remove curse spell can remove these cursed bracers. Brazier of Commanding Fire Elementals: upon command, the brazier summons one fire elemental per day, requiring a turn to summon the elemental. Once the elemental appears, the user must concentrate to control it. Broom of Flying: may carry up to two riders at a speed of 80m per ac�on in combat or up to 60km a day in overland travel. Censer of Commanding Air Elementals: upon command, the bowl summons one air elemental per day. The summoning requires one turn. Once the elemental appears, the user must concentrate to control it. Chime of Opening: when struck, the chime sends forth magical vibra�ons which open one lock of any kind per round. Cloak of Shadows: any creature wearing this cloak enjoys DM+3 to Stealth throws. Crystal Ball: any character with at least Sorcery-1 can use the ball to view images of distant objects, places, or creatures they are familiar with. The greater the familiarity with that object, place, or creatures, the clearer the image. The user may not communicate or cast spells through the crystal ball. Crystal Ball of ESP: in addition to the usual crystal ball characteristics, this crystal ball also allows its user to read the surface thoughts of any creature being observed. Cube of Frost Resistance: when activated, creates a cube-shaped area 3m on each side centered on the cube. The temperature within this cube is always 20 degrees cen�grade. It also blocks all cold-based a�acks. Decanter of Endless Water: removing the stopper from this flask and speaking the command word sends forth a stream of fresh water from it at the rate of 5 liters per round. Alternatively, it may be commanded to emit a "geyser", producing a 6m long, 30cm wide stream of water at 150 liters per round; any creature hit by the geyser must throw STR 8+ or fall prone. Creatures larger than human size are immune to this geyser. Drum of Panic: if sounded, all creatures within 80m of the drum must throw INT 8+ or become fearful and flee at running speed for 30 rounds. There exists a 3m safe zone around the drum itself. Dust of Appearance: a handful of this material, when thrown into the air, covers all creatures within a 3m radius, rendering any invisible creature visible. A tube of this dust contains enough dust for 5D applica�ons. Dust of Disappearance: any creature touched by this dust becomes invisible for 2D turns and stays invisible even when attacking. A tube of this dust contains enough dust for 5D applica�ons. Eyes of Charming: these two crystal lenses fit over the user's eyes. The wearer may use them to apply charm person (as per the spell) merely by mee�ng their gaze. Eyes of the Eagle: these two crystal lenses fit over the user's eyes. The lenses allow the user to see 100 times further than usual. Furthermore, this eliminates ranged a�ack penal�es beyond Effec�ve range. Flying Carpet: this fabled carpet may carry up to 3 human-sized passengers at a speed of 80m per action in combat or up to 60km a day in overland travel. Gauntlets of Power: grant their user an effec�ng STR of 15 and upgrade their unarmed damage to 1D + STR DM. Girdle of Heroic Strength: increases the user's STR by 10 points, DM+2 to hit in melee combat, grants the ability to throw rocks up to 100m range for 3D damage, and grants DM+3 to forcing doors open. Helm of Comprehending Languages: the wearer can understand and speak any language they encounter and read texts in any language. Helm of Telepathy: the wearer can read the thoughts of any creature within 30m at will and may send telepathic messages to any whose thoughts they read (allowing two-way communication). Use of this helm requires full concentration, and the user cannot move or act otherwise while using it. Helm of the Deep: any person who wears this helm can breathe underwater indefinitely and swim at their full movement speed. Helm of the Dunce: reduces the wearer's INT to 2. Only a remove curse spell can remove this cursed helm. Horn of Blasting: when sounded, the horn emits a sonic wave dealing 2D damage to any creature within a 30m long, 6m wide cone. Any hit by the wave must throw END 8+ or be deafened for 2D rounds. The horn has an AV rating of 2D and may level structures at the Referee's discre�on. Horn of Heroes: when sounded, this horn calls forth 2D heroic warriors from the great beyond, who fight for the owner. These warriors possess a UWP of AAA777, and Atheltics-2, Archery-2, and Melee Combat-2 skills. They disappear within 2D rounds. This horn may be used only once a week. Lamp of the Djinn: one a week, the when the user rubs the lamp, they may summon a djinn, who will serve them for up to one day. If the djinn is slain, the lamp turns to dust. Mask of Adaptation: any who wear this mask are immune to any harmful gases and vapors and may survive without air (including underwater) for one week. Mirror of Opposition: any creature who are reflected in the mirror are restlessly attacked by an exact duplicate of that creature. The creature’s own powers are duplicated as well. When either the duplicate or the original one perishes, the duplicate disappears. Rope of Climbing: this 15m long rope is no thicker than a wand but may support up to 500kg of weight. Upon command, the rope snakes in any direction its owner desires at a speed of 5m per round, attaching itself to whatever its owner desires. The owner may command it to return at any �me. Scarab of Protection: renders its wearer immune to any curses and death spells and effects, regardless of their origin. After 2D such a�acks, the scarab crumbles to dust. Stone of Commanding Earth Elementals: upon command, the bowl summons one earth elemental per day, requiring a turn to summon the elemental. Once the elemental appears, the user must concentrate to control it. Stone of Luck: grants any person who carries it DM+1 to all a�ack throws and any throws made to resist magic, poison, or disease.

126

T�� S���� �� C������

APPENDIX A - INSPIRATIONAL MEDIA The following media may serve as inspiration for Sword of Cepheus se�ngs and adventures.

NOVELS Barsoom series by Edgar Rice Burroughs Conan the Barbarian stories by Robert E. Howard Cthulhu Mythos stories by H.P. Lovecra� Dying Earth series by Jack Vance Elric series by Michael Moorcock Fa�rd and the Gray Mouser sequence by Fritz Leiber

VIDEO GAMES Arx Fatalis Avernum series Ba�le Brothers Blood Omen series Conan Exiles Darkest Dungeon Dark Souls series Gothic series Grim Dawn

Hyperborean and Zothique stories by Clark Ashton Smith

Kingdom Come: Deliverance

Red Sonja series by Robert E. Howard

Legend of Grimrock 1 and 2

Sword and Sorcery by L. Sprague de Camp

Risen series

Tarzan series by Edgar Rice Burroughs

Thief series (especially Dark Project)

The Witcher series by Andrzej Sapkowski

Ul�ma Underworld 1 and 2

Witcher

Witcher trilogy

TELEVISION AND CINEMA Conan the Barbarian films and TV series Hercules and Xena Red Sonja Spartacus: Blood and Sand The Witcher Thundarr the Barbarian

127

S��������� P���������

APPENDIX B - LEGAL INFORMATION IMPORTANT NOTICE This Book is derived from the Traveller System Reference Document and other Open Gaming Content made available by the Open Gaming License and does not contain closed content from products published by either Mongoose Publishing or Far Future Enterprises. This Product is not affiliated with either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or challenge to any trademarks held by either entity. The use of the Traveller System Reference Document does not convey the endorsement of this Product by either Mongoose Publishing or Far Future Enterprises as a product of either of their product lines.

PUBLISHING YOUR OWN MATERIALS As you can see at the beginning of this System Reference Document, all of the text in this document is designated as Open Gaming Content, except for the titles of products published by Stellagama Publishing – the names “Cepheus Light”, "Sword of Cepheus", and “Stellagama Publishing”; and the introductory chapter. The name “Cepheus Engine” is copyrighted by “Samardan Press” and used in this product with their permission. This means you can copy whatever parts of Sword of Cepheus you want, add your own content, change the content around, and publish the result. Note that you will have to comply with the Open Gaming License, as reproduced at the end of this document. If you don't mention any of the trademark elements, you don't need to do anything else. However, you can use the "Sword of Cepheus" trademark, under certain circumstances, to indicate compatibility with this rules system. You have to follow the requirements of the Sword of Cepheus Compatibility-Statement License (CSL), but if you do, you can state that your published material “is compatible with the rules of Sword of Cepheus” or, “with the Sword of Cepheus rules” or, “with the Sword of Cepheus game.” Here are those requirements:

THE SWORD OF CEPHEUS COMPATIBILITY-STATEMENT LICENSE (CSL) 1. You must state on the first page where you mention Sword of Cepheus that “Sword of Cepheus, Cepheus Light and Stellagama Publishing are the trademarks of Stellagama Publishing” and that you are not affiliated with Stellagama Publishing. 2. If you’re using the license to commit legal fraud, you forfeit the right to continue using the license: specifically, if you are claiming compatibility with the rules of Cepheus Engine, the claim must not constitute legal fraud, or fraud in the inducement, under the laws of the State of Israel. Note that this requirement is almost impossible to violate unintentionally—it’s largely intended to keep us out of trouble, not to restrict legitimate statements of compa�bility. 3. You must comply with the terms of the OGL if the terms apply. 4. Your cover must include the words “House Rules” or “Variant Rules” or "Alternate Sword of Cepheus World" near the title if the document is a full, free-standing game that includes modifications. Feel free to contact Stellagama Publishing if you wish to use a different form of disclaimer. 5. Selling a full version of this game with your house rules incorporated into it is perfectly permissible, but you may not sell an effectively unchanged copy of the rules for money. 6. If your document is a private house rules document, not being sold for profit or general use, you may scan and use the cover from the printed version, if such version shall be published in print under the title of The Sword of Cepheus, provided that the cover contains the words “House Rules,” near the title. All other art used in this book is strictly Public Domain. 7. Your rights under this CSL cannot be revoked, and are perpetual, unless you breach the terms of the license, in which case your rights terminate. 8. If you comply with the above, you may state that your resource is “for use with Sword of Cepheus”, or “compa�ble with Sword of Cepheus”.

If you have questions about the license, feel free to contact Stellagama Publishing at [email protected].

128

T�� S���� �� C������ Open Game Licence Version 1.0A

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. („Wizards‟). All rights reserved. 1. Defini�ons: (a) ’Contributors’ means the copyright and/or trademark owners who have contributed Open Game Content; (b) ’Derivative Material’ means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) ‘Distribute’ means to reproduce, Licence, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) ’Open Game Content’ means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this Licence, including translations and derivative works under copyright law, but specifically excludes Product Iden�ty; (e) ‘Product Identity’ means product and product line names, logos and identifying marks including trade dress; artefacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) ‘Trademark’ means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game Licence by the Contributor;

(h) ‘You’ or ‘Your’ means the Licensee in terms of this agreement. 2. The Licence: This Licence applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this Licence. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this Licence except as described by the Licence itself. No other terms or conditions may be applied to any Open Game Content distributed using this Licence. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this Licence. 4. Grant and Consideration: In consideration for agreeing to use this Licence, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive Licence with the exact terms of this Licence to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this Licence. 6. Notice of Licence Copyright: You must update the COPYRIGHT NOTICE portion of this Licence to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly Licenced in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly Licenced in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Iden�ty.

(g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify, translate and otherwise create Deriva�ve Material of Open Game Content;

129

S��������� P��������� 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

The following are classified as Open Content: All material in this product except for the introduction text and the text of the Open Game License. These are also explicitly marked as “The following is Open Game Content”.

Swords & Wizardry Core Rules, Copyright 2008, Ma�hew J. Finch

The following are not Open Content and are © 2018 Stellagama Publishing: Introduc�on text. The text of the Open Game Licence © 2000 Wizards of the Coast, Inc. 9. Updating the Licence: Wizards or its designated Agents may publish updated versions of this Licence. You may use any authorised version of this Licence to copy, modify and distribute any Open Game Content originally distributed under any version of this Licence. 10. Copy of this Licence: You MUST include a copy of this Licence with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this Licence with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This Licence will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All Sub-Licences shall survive the termina�on of this Licence. 14. Reformation: If any provision of this Licence is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. High Guard System Reference Document Copyright © 2008, Mongoose Publishing. Mercenary System Reference Document Copyright © 2008, Mongoose Publishing. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins,

130

System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. T20 - The Traveller’s Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is a trademark of Far Future Enterprises and is used under license. Traveller System Reference Document Copyright © 2008, Mongoose Publishing. Traveller is © 2008 Mongoose Publishing. Traveller and related logos, character, names, and distinctive likenesses thereof are trademarks of Far Future Enterprises unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorized User. Labyrinth Lord™ Copyright 2007-2009, Proctor; Author Daniel Proctor.

Daniel

Labyrinth Lord™ Advanced Edition Companion Copyright 2010, Daniel Proctor; Author Daniel Proctor. Adventurer Conqueror King Copyright 2011, Autarch™ LLC; Authors Alexander Macris, Tavis Allison, Greg Tito, and Ryan Browning. ACKS Player’s Companion Copyright 2012, Autarch; Author Alexander Macris. ACKS Barbarian Conquerors of Kanahu Copyright 2017 Autarch; Author Omer Joel & Alexander Macris ACKS Domains at War Copyright 2014, Autarch; Author Alexander Macris ACKS Heroic Fantasy Handbook Copyright 2017, Autarch; Author Alexander Macris ACKS Lairs & Encounters Copyright 2016, Autarch; Author Alexander Macris ACKS The Sinister Stone of Sakkara Copyright 2015, Autarch; Authors Ma�hew Skail & Alexander Macris Axioms, Copyright 2016-2017, Autarch; Author Alexander Macris et. Al

T�� S���� �� C������ Dwimmermount Copyright 2013 James Maliszewski, Author James Maliszewski, Alexander Macris & Tavis Allison Lamentations of the Flame Princess: Weird Fantasy Role-Playing Copyright 2011, LotFP; Author James Edward Raggi IV Basic Fantasy Role-Playing Game Copyright 20062008, Chris Gonnerman. Castles & Crusades: Players Handbook Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters Product Support Copyright 2005, Troll Lord Games. Akrasia’s Sword & Sorcery rules Copyright 2009, Blain Neufeld. Crypts & Things Copyright 2011-2016 Paul Newport. Outer Veil, Copyright 2011 © Spica Publishing: Authors Omer Golan-Joel and Richard Hazlewood. Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp Cepheus Engine’s ‘70s 2D6 Retro Rules’, Copyright © 2017 Zozer Games, author Paul Ellio� Clement Sector Core Setting Book 2.0 Copyright 2016, Gypsy Knights Games LLC These Stars Are Ours! Copyright © 2016, Stellagama Publishing; Authors Omer Golan-Joel, Josh Peters, and Richard Hazlewood. Cepheus Light © 2018, Stellagama Publishing; Authors Omer Golan-Joel and Josh Peters. Low Tech Weapons © 2018 Zozer Games; Authors Paul Ellio� and Ian Stead. Darwin's World Copyright ©2002, RPGObjects; Authors Dominic Covey and Chris Davis. Mutant Future™ Copyright ©2008-2010, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan Denison. Sword of Cepheus, Copyright © 2020 Stellagama Publishing, Authors Omer Golan-Joel, Richard Hazlewood, and Josh Peters.

131