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Busiris Rpg

Busiris Rpg

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Published by armornick
Busiris Rpg
Busiris Rpg

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Published by: armornick on May 14, 2013
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Busiris Fantasy RPG Rules 1
st
Edition
© Craig Cartmell June 2011
Introduction
Busiris is a colony of a distant, almost fabled, Empire. It is a melting pot wherethe high culture & ancient magic of the Empire meets a new continent full of promise & danger. Here the Old Deities compete with the Wild Spirit Lords of the interior & their feral magic.Being a place of both peril & fabulous riches it attracts the best & worst men of the Empire. Ambitious Princes, devious Priests & greedy Merchants rubshoulders with Mercenaries, Adventurers & Tomb Robbers.Everyone is out to make their fortune & advance their destiny far from thestultifying & oppressive ‘harmony’ of the Empire proper. Intrigue, conspiracy &betrayal are as common as the rain is not.The cardinal rule is: if there isn’t a rule for it – make it up as you go along. Havefun!
Rules of Play 
When things get interesting the game is played in
Turns
of about ten secondsin length.Each turn follows the sequence below:
1. Movement
Adventurers can choose to move before or after their enemies. Note thatsquares are 5’ across.They can move up to 3 + Speed in squares, -1 if in Medium Armour, -2 if inHeavy/Very Heavy.You cannot move through a solid object over waist high or another figure(unless they let you). You can climb over or up an object but this is at half speed. Swimming & Stealthy movement is also at half speed.
2. Use Magic
A
Sorcerer
can cast one spell from his Spellbook in a turn. Spells can be castrepetitively but require a successful Lore check. An enemy will resist a spellcast upon him so deduct the enemy’s INT from the Sorcerers Lore skill.To cast a spell on an enemy you must be able to see him.A
Priest
can use Holy Light or Healing once in a turn, but not both.
3. Bloody Combat
Adventurers & monsters can attack once each in a turn. The Adventurersalways attack first.You can only engage another figure in close combat in a square next to yourown (including diagonally).You can shoot at any figure that is in line of sight & range, even if they arefighting.The attacker makes a Fighting or Shooting skill check minus their opponent’sDEX.If there is more than one attacker attacking a single opponent in close combateach one gets +1 to their Training Level. Thieves get +2 in this situation.The difference between what the attacker needs & what he scores is thedamage. For example a Adventurer needs an 8 or less & then rolls a 2, hecauses six points of damage to his opponent.If his weapon is Two-handed, a Crossbow or a Hunting Spear he gets +1 todamage.Armour stops the first few points of damage. Light Armour stops 1 point,Medium 2, Heavy 3, Very Heavy 4. A light shield stops 1 extra point on top of armour or a heavy shield stops 2 extra points.If his armour doesn’t stop all the damage the defender must make aToughness skill roll.He must roll less than his Toughness minus the remaining damage, or hebecomes Wounded.A Wounded figure has all his skills reduced by 3 points (including Toughness).If wounded a second time he is knocked out.A KO’d figure can be easily killed or captured.
4. Use other Skills
 
Anything not listed above can now be done.
Adventurer Creation
Attributes
New Adventurers have ten points to divide between the four attributes below.Each attribute must be given between one & four points.
Strength STR Dexterity DEXIntellect INT Spirit SPT
Skills
Skill Aptitude
Examples
Agility DEX x 2
Climb, Leap
Craft DEX + INT
Make, Repair 
Fighting STR + INT
Kill, Maim
Lore INT x 2
Lore, Memory 
Perception INT + SPT
Spot, Hear 
Persuasion SPT x 2
Charm, Con
Shooting DEX + INT
Sniper 
Speed STR + DEX
Run, React 
Stealth DEX + SPT
Sneak, Hide
Toughness STR + SPT
Grit, Courage
 Training
New Adventurers are Trained in two skills & Familiar with three others of theirchoice.The remainder are Untrained.
Training level Bonus
Untrained -1Familiar +0Trained +1Experienced +2Mastered +3
Skill Check
Roll less than Aptitude + Training + Race + Profession on 1D20.When using a skill a roll of 1 is an automatic success & a roll of 20 an automaticfailure.
Race
Old Kingdom
:
The peoples of the Old Kingdom come from the core provincesof the Empire. They are tall, slender, bronzed of skin, dark of hair & eye, & verycultured. They make up the Officer Class of the Army & most nobles come fromOld Kingdom families.Old Kingdom adventurers will find that many in society will naturally defer tothem. Officials may assume that they lead the company of adventurers thatthey are members of. They may find people from the poorer classes do notinitially trust them.+1 INT, +2 Persuasion
 
New Kingdom
:
The majority of the Empire’s subjects are New Kingdom. Theypopulate the middle ranks of the Army, the bureaucracy of the Empire & thePriesthood, as well as the Merchant & Artisan classes. Not generally as tall asOld Kingdom people, they are nonetheless still slender, bronzed of skin & darkof hair & eye.Being from the majority has its advantages, not least of which is acceptance bypeople in most stations in society.+1 SPT, +2 Lore
 
Nubian
:
These are enormous black men & women who come from thesouthernmost provinces of the Empire. They are marked by their long, oftenbraided & lustrous black hair. They have traditionally served in the TempleGuards. Many Noble houses also employ them in their retinues.In recent centuries many Nubians who came to serve the Temples have settledtheir families within the Empire & now work in a number of trades.
 
+1 STR, +2 Fighting
 
 
Busiris Fantasy RPG Rules 1
st
Edition
© Craig Cartmell June 2011
Bedu
:
The Bedu are fierce desert nomads, they are dark of skin & hair, buthave grey eyes & hooked noses. They tend to be short, wiry & very fast.When the Empire first came to Busiris, the Bedu were their enemies & theImperial Army came to respect the fierce resistance the outnumbered &outclassed tribesmen put up. A series of devastating defeats brought the tribesto the negotiating table & soon the Bedu had become part of the Empire withall the benefits & hazards that can bring.+1 DEX, +2 Stealth
Kymeri
:
The Kymeri were once the ‘Terror of the North’. Barbarian raiderswho moved swiftly down upon the cities of the Empire from their denseforests, lofty mountains & frozen Taiga. Now many have settled within theEmpire bringing their dynamism & martial skills to its service.Kymeri are of average height, with strong builds, fair of skin & hair & haveblue, grey or green eyes.Many Old & New Kingdom peoples still regard the Kymeri as little more thansavages & may react accordingly. Some though have come to appreciate thelyrical oral culture of the Kymeri. Kymeri women in particular are appreciatedfor their beautiful singing voices.+1 SPT, +2 Toughness
 
Profession
Soldier
:
The professional man-at-arms. Be he a Warrior from the savagetribes, a member of the Imperial Army, a Temple Guard or just a plainMercenary, he shares a common set of skills.Many soldiers come from the Kymeri, Nubian & New Kingdom races.
Fighting +2, Double Trouble, any Armour & Shield.
Sorcerer
:
The dabbler in the arcane mysteries of the cosmos. These may becollege-trained mages, apprenticed thaumaturges or natural witches. Each haslearnt to master a selection of useful rituals that can bring useful magicalpower to their party.Due to their high regard for learning & literacy many Sorcerers come fromcome from Old & New Kingdom families.As a master of magic, he starts with three spells of his choice in his spellbook.
Lore +2, Spells, no Armour allowed.
Thief 
:
These are men & women who often make their living on the wrongside of the law. They may be capable burglars, smugglers, cut-purses orbrigands. In any case they bring many useful talents to a band of adventurers.Thieves come from all the Imperial races.
Craft +2, Stealth +2, Burglary, only Light Armour.
Priest
:
There are many Deities in the Empire & these are liberal with theirblessings as they try to woo people into worshipping them. Priests may comefrom the six established state religions, any one of many smaller sects or cults,or have a personal understanding with their deity. What all can do is tap intotheir Deity’s divine power & perform blessings.Many Priests, especially of the Imperial religions, come from Old & NewKingdom families.
Persuasion +2, Holy Light, Healing, only Light or Medium Armour & Shield.
Hunter
:
Many people, especially on the fringes of the civilised world, maketheir living tracking, pathfinding, hunting & trapping. Their knowledge & FoEcan be invaluable to any party.Both the Kymeri & the Bedu set great store by the path of the Hunter..
Toughness +2, Survival, only Light Armour & Shield.
Professional Abilities
Double Trouble
;
A Soldier can attack twice in a turn if he has not moved.
Burglary;
A Thief can use his Craft skill to pick locks, or to find & disarm traps.
Holy Light
; As long as the Priest stands still & holds up his holy symbol thislight will prevent Undead approaching closer than 10’.
Healing
;
A Priest’s touch makes a KO’d figure just wounded, or a woundedone whole.
Survival
; Can track animals or enemies, & find food, shelter & water in thewilderness.
Initial Equipment
Once all the more exciting aspects of an Adventurer have been decided wecome to the more mundane matter of equipping them. A new Adventurerbegins with the clothes they stand up in and 100 silver coins with which topurchase everything they need to survive.All but 5 silver must be spent on equipment. This represents the kit that theyhave acquired up until this point in their lives. Any remaining cash is what isleft of their last pay.Equipment is listed in the rules supplement called The Souk.
Improving Adventurers
After an adventure the Adventurers divide the loot between them equally.They can then spend some of this on training to improve themselves.
Cost Improvement
500 Improve Attribute by +1100 Improve a Skill’s training level by +1200 A Sorcerer can choose a new spell to addto his spellbook.Costs are in Silver Pieces.An Adventurer can also improve by buying better equipment, or by finding &using magical armour, weapons & other stuff.
Sorcerer Spells
The Sorcerer cannot cast a spell if he is in an adjacent square to an enemy.
Befriend:
One person likes you for five minutes. He will help & defend you,but not do anything suicidal. He will remember afterwards what you did.
Befuddle:
Target can't cast spells & may only take non-offensive actions. Lasts3 turns.
Blind:
Enemy is blinded for 3 turns. Range 30’
Countermagic:
This disrupts a spell targeted at the Sorcerer & nullifies it. Thisis the only spell that can be cast as an immediate reaction & not on theSorcerer’s turn.
Daze:
Enemy cannot attack for 3 turns. He can still move & defend himself.Range 30’.
Dodge:
Reduces the Combat skill of anyone who attacks the Sorcerer by 1 for3 turns.
Dragon Scale:
Sorcerer has equivalent of Heavy Armour for 3 turns. Doesn’twork with Dodge.
Enchant Weapon:
Touch a Weapon to give it +1 to Fighting/ Shooting skill for3 turns. Weapon can only have one enchantment.
Fire Bolt:
If Sorcerer makes a Shooting check this automatically causes awound (i.e. no armour can stop it). Range 30’.
Float:
Touch person to let them float up/down 30’ per turn.
Haste:
Sorcerer can move again in Magic phase.
Ignite:
This sets fire to a single flammable object that is touched by theSorcerer.
Invisibility:
Sorcerer cannot be seen for 3 turns unless he attacks an enemy inany way.
Lock & Bar:
Touch holds a door shut against anything except an
Open Says I
 spell.
Open Says I:
Touch opens a locked door or lid.
Teleport:
Sorcerer disappears & reappears at any point he can see within 60’.
Terrify
: Enemy must pass a Toughness check to attack Sorcerer. Lasts 3 turns.
 
Busiris RPG - The City of Busiris
© Craig Cartmell June 2011
Introduction
The City of Busiris is a jewel of the Empire. A thriving metropolis alive withopportunities for enrichment, personal advancement and ignominiousdeath.Although founded less than two centuries ago, Busiris is built upon the ruinsof a far more ancient city. No-one knows the name or history of that place.It seems to have disappeared with the people who inhabited it. Much of present Busiris is built from the sandstone rubble of the older city andbeneath it are layers of disused sewers, cellars and catacombs.The walls of Busiris are also built upon their ancient forebears, though thepresent city has sprawled far beyond its predecessor’s confines.Busiris is a colony of a distant, almost fabled, Empire. It is a melting potwhere the high culture and ancient magic of the Empire meets a newcontinent full of promise and danger. Here the Old Deities compete withthe Wild Spirit Lords of the interior and their feral magic.Being a place of both peril and fabulous riches it attracts the best and worstmen of the Empire. Ambitious Princes, devious Priests and greedyMerchants rub shoulders with Mercenaries, Adventurers and TombRobbers. Everyone is out to make their fortune and advance their destinyfar from the stultifying and oppressive ‘harmony’ of the Empire proper.Intrigue, conspiracy and betrayal are as common as the rain is not.Busiris itself is a narrow strip of land pressed between the Great Ocean andthe mountains of the Rim. A coastal plain which is hot and dry, yet fertilebecause of the many streams and rivers that tumble out of the mountains.Beyond the Rim lie the salt deserts of the Mogadai and then the spice-laden jungles of the interior. Below the shifting sands and sweltering jungles arethe bones of ancient civilisations. Tombs, temples and entire cities arehidden just waiting to be discovered and plundered by those brave enoughor mad enough to try.In the two centuries since the Empire discovered it, Busiris has developedfar. A great city now graces the mouth of the River Busa and around it aremany hundreds of square miles of neatly irrigated farmland dotted withsmall, thriving towns and villages.Great caravans emerge from the desert bearing spices, ivory, gems, exoticanimal pelts and feathers for the markets of Busiris and thence to theEmpire.The city itself rises like a giant above the dusty plain and is visible forleagues around. Above it the Governor’s Palace and the roofs of theTemples soar like jewelled birds.Below, in the tangled lanes of the Souk, merchants haggle for their living,thieves plot their way to fortune, nobles and priests advance theirconspiracies and adventurers plan their next forays into the interior.
 The Citadel and the Governor’s Palace
Above the City, on a high outcrop, is the Citadel of Busiris and site of theGovernor’s Palace. It is separated from the old city by the Temples Quarterand its back is set upon high cliffs overlooking the sea. It is built among theruins of the ancient citadel and the outcrop is rumoured to behoneycombed with passages and secret chambers.The only area of this complex accessible to the common folk is the Hall of Pleas which is situated inside the Eagle Gate of the Citadel. Here theGovernor and his officials hear civil and criminal cases and dispense justice.In front of the citadel is a small square lined with gibbets and cages, andinhabited mostly by ravens who peck at the soft parts of those hung therefor transgressions against the peace of the Empire.
 The Temples Quarter
Between the old city and the Citadel is a well appointed area of broadavenues and sumptuous plazas. Here the wealthy and noble scions of Busiris make their homes alongside the main Temples. Most of the majorNoble Houses of the Empire keep townhouses here. Busiris is just tooimportant to leave to their competitors.There is also housing for the major functionaries of Government. The area iswell-guarded and woe betide a thief that is caught plying his trade here.The Temples of Heptah, Khosa and Aton grace this quarter. They arewealthy and display this through a plethora of walled gardens, columns,domes, pylons, statues and obelisks. A smaller, mud-brick temple of Khemisits tucked away in one corner of the quarter.
 The Souk
In the heart of the old city is a warren of warehouses, markets, dwellings,taverns and other meeting places. It is impossible to map as the majority of the dwellings are made of wood and canvas and the lanes and alleywayschange on an almost daily basis.Gambling is endemic amongst the people of Busiris, but it is also highlyillegal. The untaxed profit this activity provides has attracted a number of gangs to set up hidden gambling dens deep in the Souk. In the quarter’sdarker corners are the lairs of thieves and tomb robbers.It is also here that most of the city’s mercantile business is carried out. Youcan buy and sell almost anything, and the price relies entirely upon yourwits. Slaves, Ghola, wine, Kif, silks, ivory, spices, perfumes, precious metalsand woods, jet, opals and pearls, it all passes through here. Only livestock istraded elsewhere as the lanes are just too narrow to herd animals through.In the centre is its famous water tower, possibly the only fixed landmark inthe whole quarter, and a survivor from the city’s ancient past. It sits uponan artesian well and supplies nearly half the city with clean water.
 The Street of Red Lanterns
This notorious street runs along one side of the Souk. As the name impliesmany of the city’s drinking dens and brothels crowd side by side along here.It is one of the city’s main thoroughfares as it links the Docks with theCaravanner’s Quarter.It is also a shopping street. Many of the merchants who trade and storetheir wares in The Souk display them in narrow stalls along the side of thestreet. This allows the more law-abiding citizens to shop without having todescend into the Souk.
Lion-el
On the opposite side of the Street of Red Lanterns from the Souk andrunning from there all the way to the Great Wall is the district known as theLionel. It is a large area of stone courtyards and buildings that house thecity’s merchants and artisans.The streets are often narrow but are well paved, and patrolled by the CityGuard.
 The Docks
Pressed between the Souk and the sea, the Docks are a hive of activity 24hours a day. Much of this quarter is built out over the sea on wood andstone pilings. It is often difficult to tell the ships decks from the woodenquays.It is here that you can buy passage to the rest of the Empire. It is also thegateway for nearly all travellers, and the first view they may have of Busirisis through the forest of masts alongside the Docks.
 The Caravanner’s Quarter
Just outside the great Lion Gate is a large open area full of livestock pens,tent cities and a few permanent structures. This is where most caravansinto the interior begin and end. It is a good place to get a job as a porter,camel driver, mule-skinner or guard. It is also where much of the news fromthe desert and the interior enters the city.
 The Necropolis
All subjects of the Empire wish to have a good afterlife. It is thought thatthis depends both on their piety and how well a person is equipped for theirfinal journey. Although only two hundred years old the Necropolis alreadyspreads across an entire hillside outside the Jackal Gate. At its heart is theMortuary Temple of Afet, and the whole area is patrolled by their fierceTemple Guard.
 The ‘New’ City 
Between the Necropolis and the Caravanner’s Quarter are a maze of smallstreets and mud-brick houses have grown up and a fair proportion of thecity’s common folk reside.The dwellings are technically illegal, but generations of Governors haveturned a blind eye as these people need to live somewhere.

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