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MAGONIA

Drawing by Jrme Beau

HEROIC FANTASY
ROLE PLAYING SYSTEM.
SYSTEM.
Beta Version 5.09
5.09
Robert Moore

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MAGONIA Index
1.00 Introduction 4- 5
2.00 Game Mechanics 6-12
TUOR Table Pages 7 and 47
3.00 Character Attributes 13-18
Derived Attributes 18-20
4.00 Easy Character Forging 18-36
Species and Variants 21-24
Skill Packages (and Castes option): 24-33
Background Options 34-36
5.00 Skills 37-46
5.10 Physical Skills 37-40
5.20 Mental Skills 40-41
5.30 Soul Skills 41-42
5.40 Expanded skill options 43-46
6.00 Expanded Character Detailing 48-84
6.10 Species 48-51
6.20 Variants 52-58
6.30 Culture 58-59
6.40 Expanded Skill (& Caste) Allocation 59-62
6.50 Starting Money, Equipment , finalising & familial factors 62-65
6.60 Banes 66-75
6.70 Gifts 75-81
6.80 Virtues, Vices and Aspect 82-83
7.00 Combat 85-103
7.1 Introduction 85
7.2 Order of Battle 86-87
7.3 Easy Combat rules 88-90
Easy Combat Resolution & Results (example pp 93) 95-96
7.4 Expanded Combat Resolution 97-101
7.5 Base Arms and Armour Tables 102-103
Easy (and Expanded) TUOR combat tables 91 and 99
8.00 The Adventuring Environment 89-98
8.1 Interpersonal Relations 104-105
8.2 Insanity 105
8.3 Purity 106
8.4 Walls, Doors, Traps and siege engines 107-108
8.5 Environmental Hazards 109-110
8.6 Poison, Sickness and other hazards 110-115
8.7 Option - Prior Experience 116-117
9.00 Wizardry 118-132
9.1 General rules 118-120
9.2 Spell list (Realms of magic on pp 134) 120-134
10.00 Piety 135-141
10.1 Terms 135-136
10.2 Abilities 136-138
10.3 Saints, Spells and Relics 138-140
10.4 The Gods 140-141
11.00 Latency 141-147
11.1 Description and Options 142-143
11.2 Latency Talents 144-147
12.00 Alchemy 148-153
12.2 Formulas 147-151
12.3 Artifacts 151-153
13.00 Rules of Magic 154-159

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14.00 Hallowed Items 160-162
15.00 Basic Equipment 163-178
15.10 Money 163
15.20 Services 163-164
15.30 Equipment 164-166
15.40 Vehicles 167-169
15.50 Weapon statistics 170-178
15.60 Arms and Armour Descriptions
16.00 Simulating Fantasy Genres 179-180
16.10 What is heroic fantasy (and who are the heroes?) 179-180
16.20 Choosing a Fantasy Sub-Genre 180-181
16.30 Pre designed settings 181-193
16.31 Sword and Sorcery 181-183
16.32 Chivalric Fantasy 183-184
16.33 Historical Fantasy 184-185
16.34 Mythic Fantasy 185
16.35 Alternative World Fantasy 185-186
16.36 High Fantasy 186
16.37 Low Fantasy 186-187
16.38 Planetary Fantasy 187
16.39 Future Fantasy 188
16.40 Horror Fantasy 188-189
16.41 Christian-Based Fantasy 189-190
16.42 Gamers Fantasy 190-191
16.43 Admixture Fantasy 191-192
16.44 Child Protagonist Fantasy 192-193
16.50 The Option Pick System 193-199
17.00 World Creation 200-212
17.10 Cosmology 200-20
17.20 Game World in General 202
17.30 Technological Basis 203-212
17.31 Stone Age 203-204
17.32 Neolithic 204
17.33 Bronze Age 205-206
17.34 Iron Age 206-208
17.35-37 Medieval 209-211
17.38 Post Medieval 212
17.39 Technomagical 213-216
17.40 Social Aspects 216-218
Other Places, Other times
18.00 Creatures and Monsters 219-229
18.10 A Rough Guide 119-200
18.20 Beasts 200
18.30 Monsters 221-225
18.40 Species 226
18.50 The Unliving 226-228
18.60 Servitors & Gods 228-229
18.70 Stock human characters 229

APPENDIX 1 Thematic Index 230-234


APPENDIX 2 Character Sheet 235-237
APPENDIX 3 Some Useful Game Tables. 238-245
APPENDIX 4 Beast and Monster Generation 246-247
APPENDIX 5 List of Technologies 248-250
APPENDIX 6 Backdrop Option Checklist 251-257
APPENDIX 7 Converting characters from other systems 258
APPENDIX 8 Counters. 259-260

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1.00:
1.00: Introduction
Welcome to Magonia gateway to the worlds of your imagination!

Magonia is a fantasy role playing game that enables its players to assume the role of heroic
characters existing within magical worlds of high drama, danger and adventure! While its true that
Magonia is one of many fantasy role playing games in existence, this particular game presents a
fresh vision of this particular genre. This system aims to provide players with game mechanics
combining the freedom and flexibility of old-school RPGs with modern game design concepts. To
begin with, Magonia embodies a streamlined approach; attributes and skills use the same ratings,
while the game is designed in a manner to facilitate significant character development. Magonias
underlying game engine, TUOR (or Tens and Units only Roll) uses only 10 sided dice - and usually
one table a factor speeding up play through applying a universal resolution ethos to virtually all
game situations. The games Fortune mechanic also allows players to be truly heroic by enabling
them to perform extraordinary deeds

Magonia features a unique character development system that creates detailed game personas with
roles and realistic motivations rather than character classes and alignments. Central to
everything is the ability to create a fantasy setting to match the expectations of both GM and players
- with a detailed, varied and flexible magic system to match. The system is designed to be fully
customisable to fit virtually any fantasy genre allowing the rules adapt to a setting; avoiding the
issue of inappropriate game mechanics ruining a game worlds atmosphere.

While Magonias combat system permits the death at a single stroke depiction of combat often
depicted in fantasy books and films, it also provides in-built protection to ensure player characters
and any significant supporting characters - dont (usually) get killed by wolves in chapter 2! or
have to hobble around deadly fantasy worlds with missing limbs. The methods used to protect player
characters truly reflect the ideals of luck and skill ideals common to this genre. Many RPGs shun
this approach in the name of fairness and balance. But a fantasy RPG should not - in actuality -
be about fairness, balance and tactical wargaming, but a tool to facilitate the players
imagination!

That said, the environment and certain opponents do pose deadly mortal threats to the characters.
In the Magonia system foolish, ill-considered gaming decisions will easily lead to doom! Characters
also succeed or fail randomly, albeit with a nudge towards victory by Lady Fortune. There are no
guaranteed victories in this system - as adversity and failure is often a strong motivation for the
characters of myth, no matter how powerful! But - on the other hand - the system doesnt punish
characters for being heroic, another important objective for any fantasy adventure game.

This genre is often criticised for presenting a simplistic black and white view of morality. In many
games (for example), Goblins are evil, effectively demons to be slain by the goodly player
characters with the whole world bidding the twisted goblin folk a hearty good riddance, without
shedding a tear! To some, this is the attraction of fantasy; therefore Magonia which aims to
accommodate all interpretations of this genre permits such a vision. But fantasy authors over the
past few decades have written stories with more ambiguous moral compasses. Are the Goblin
soldiers innately evil or merely evil from the viewpoint of humans following a different mortality
(or archaic mind-set), one that automatically prejudges them to be vile? Are those white-clad knights
attacking the Goblin village cleansing the world of evil or perpetuating an evil act themselves
through indiscriminate slaughter? In fact, does good or evil exist as a force at all or are there
merely good and bad acts? Such sophisticated attitudes towards ethical issues establish an ideal

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foundation for the creation of mature, socially complex and memorable fantasy worlds. As such,
Magonia particularly strives to enable such perspectives.

It should also be noted that - unusually for fantasy RPGs - Magonia also facilitates players and G.Ms
in creating worlds where sexuality plays a significant role. While these factors are often strongly
hinted at within the genre, their direct representation is all too often avoided - wrongly so in the
writers view. The reasons for this, of course, is obvious; namely that many RPGs are produced in
America and aimed at a male teenage audience, formulated by game companies overly concerned
with upsetting all-too-easily-offended groups within society! It is ironic or reflective of the factors
alluded above - that such concerns seemingly dont apply to combat, which many games
enthusiastically depict in obsessive, gory detail! Thus - like 1950s sitcoms many RPGs end when
the bedroom door closes; stifling the range of emotions and motivations they depict, narrowing
believability in the process. Magonia aims to counter this trend by also depicting such significant
aspects of life through game mechanics.

Magonia is best suited for pre-industrial swords and sorcery, high, low and historical style
adventures with notable supernatural elements. While heroic in ethos, this game can accommodate
low fantasy with ease by the GM toning down the fantastical and focusing the game on personal
struggles as opposed to earthshaking events. Eastern style fantasy can also be accommodated - the
Fortune mechanic ideal for depicting Wuxia style personal actions! Even Admixture fantasy -
settings involving modern day humans interacting with traditional fantasy worlds is accommodated
throughout the totality of these rules. The Magonia system best depicts game worlds where modern
technology is rare and modern cynicism towards the fantastic can be sidestepped. The author feels
the magical ethos of heroic fantasy - the very lan of this genre - shines brightest in these situations.
Hence this lack of emphasis on contemporary Earth when depicted, heroic fantasy traditionally
represents it as the place where exploration of the fantastical beginsand ends! That stated,
Magonia gives you all the rules to create characters originating from our unique vale of tears one
of the more notable aspects of this system!

Above all, Magonia is a game which (while allowing dramatic action) is also oriented towards role-
playing. The rules are designed to stress the importance of society and culture. Much like our own
world no character will thrive for long by responding to every problem with violence; to do so will
ultimately lead to their undoing, regardless of their Fortune! Magonia aims to provide a forum for
shared heroic imaginary worlds embodying our deepest desires, hopes and yes - sometimes our
fears, too. The writer hopes the reader will find this game useful in facilitating their creative
imagination. He feels this game - more than any other created to date - allows players to explore the
genre of heroic fantasy without restraint, in all its manifest forms.

Why Magonia?
Magonia was the name given by a sceptical Agobard, Archbishop of Lyon during the 9thcentury, to
a mystic realm whose inhabitants were reputedly capable of building flying ships. Since all fantasy
RPGs effectively build castles in the air it seems as apt a name as any! Incidentally, the option to play
a Magonian is also available in this game!

Robert Moore February 2010.

Beau;; whose generosity is most appreciated!


All Drawings by Jrme Beau

Magonia Email address: rs_moore@hotmail.co.uk

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1..00: Game Mechanics
Mechanics
Magonia utilises the TUOR Skill System (TUOR = Tens and Units Only Roll), so named as most
actions are resolved by a 1d100 dice throw; i.e. rolling two 10-sided dice and reading one as a tens
die, the other as a units die. A roll of 00 equals a result of 100. In a few instances, scores of 2-
20, 1-10 and 1-5 are required respectively generated by a throw of 2d10 and 1d10 and interpreting
the result as rolled (or dividing the result of a 1d10 throw by 2 for a 1 to 5 total). Standard use of
the Adjust TUOR system method - the most common method used to resolve actions - involves:

1: Note attribute or skill rating, along with opposing Skill, Attribute or Difficulty factor.
2: Make any personal adjustments (usually adding/subtracting B-score or similar), unless
already included.
3: Subtract opposing factor from characters skill/attribute
4: Consult TUOR table and find nearest cited result = this equals characters success factor in
that instance! Add +10 to a skill/attribute if exceeds its opposing factor by 4+
Note 0 is treated as having a value of 10 for purpose of adding and subtracting TUOR results.

Opposing values are usually the reverse integer of the characters adjusted skill! A +100 skill/ability
vs one rated at +60 is resolved on the +40 column, while the opposed character rolls on the -40
column. Player characters may boost skill ratings by expending Fortune (F) points (see below).

Example: Anne O The Cleaver (with a skill level of +60 in one specific skill) utilises this particular ability
against a Difficulty factor of +20 resulting in our protagonist resolving this action on the +40 TUOR table
column (i.e.: +60- +20 = +40). Later, Anne opposes an experienced foe with the same skill but rated at +100;
causing her to consult the -40 TUOR column (i.e. 20-40 = -40; the person opposing Anne having a +40
rating! She subsequently encounters another opponent with a skill of 64; equating to her player having to roll
on the 0 column. Annes player spends 1 F, raising her skill to +50 for this roll.

Quality of results table:


The TUOR Table cites specific results for skill/attribute rolls falling within a specific range,
equating to the following outcomes:
HERO: Indicates an exceptional quality success (GMs fait or follow cited guidelines)
Expending 4 Fortune (F) point upgrades a Hero to Grievous HERO result (in combat)!
WIN: Equals a typical success result with no special consequences.
Expending 4 Fortune (F) point upgrades a Win to an HERO result.
FAIL: Results in a typical failure result with no special consequences.
Expending 4 Fortune points upgrades this to a Win result.
SORE: An exceptional failure which often precludes any further attempts at this action.
Expending 4 Fortune points or permanently expending 1 Fortune (F) point
upgrades this to a FAIL result.

Exceptional Fortune factors on the TUOR Table:


Special Fortune conditions indicated by specific symbols on the TUOR Table are as follows:
(x x x) Expend 3F to amend Sore result into a Fail.
(x x) Expend 2F to amend Sore result into a Fail.
(x) Expend 1F to amend Sore result into a Fail.
(-) Expend 1F to enable otherwise score equals a WIN result
(- -) Expend 2F to enable otherwise score equals a WIN result
(- - -) Permanently expend 1F to enable otherwise score equals a WIN result
Fractional F (/): Fractional Fortune (F) - depicted as (/)on the TUOR Table - involves
the expenditure of 1 Fortune - but all F points utilised in encounters associated with an /
result are instantly returned to the characters F point pool 5 game minutes after that
particular encounter.

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The TUOR Table cites specific results for skill/attribute rolls falling within a specific range,
equating to the following probabilities of success and failure:

TUOR TABLE:
100d roll HERO WIN FAIL SORE
+350 or more 01-45 99 00 V
+300 01-40 98 99 V
+250 01-35 97 98 100 (/)
+ 200 01-30 96 97 100 (/)
+ 150 01-25 95 96 100 (/)
+ 120 01-21 93 94 99 (/)
+ 100 01-20 91 93 99 (/)
+ 90 01-19 90 91 99 (/)
+ 80 01-18 85 86 99 (/)
+ 70 01-17 80 81 98 (/)
+ 60 01-16 75 76 98 (x)
+ 50 01-15 70 71 98 (x)
+ 40 01-14 65 66 97 (x)
+ 30 01-13 60 61 97 (x)
+ 20 01-12 55 56 96 (x)
+ 10 01-11 52 53 96 (x x)
0 (10) 01-10 50 51 95 (x x)
-10 01-09 48 49 95 (x x)
-20 01-08 45 46 94 (x x)
-30 01-07 40 41 94 (x x)
-40 01-06 35 36 93 (x x)
-50 01-05 (-) 30 31 93 (x x)
-60 01-04 (-) 25 26 92 (x x)
-70 01-03 (-) 20 21 92 (x x)
-80 01-02 (-) 15 16 91 (x x)
-90 01-02 (-) 14 15 91 (x x)
-100 01-02 (- -) 13 14 90 (x x)
-120 01-02 (- -) 12 13 90 (x x)
-150 01-02 ( - -) 11 12 89 (x x)
-200 01 (- -) 10 11 88 (x x)
-250 01 (- -) 08 09 87 (x x)
-300 01( - -) 06 07 86 (x x x)
-350 or lower 01 (- - -) 05 06 85 (x x x)

GRADE RESULT
HERO: Indicates an exceptional quality success (GMs fait or follow cited rule guidelines
Expending 4 Fortune (F) point upgrades a Hero to Grievous HERO result (in combat)!

WIN: Equals a typical success result with no special consequences.


Expending 4 Fortune (F) point upgrades a Win to an HERO result.

FAIL: Results in a typical failure result with no special consequences.


Expending 4 Fortune (F) points upgrades this to a Win result.

SORE: An exceptional failure which often precludes any further attempts at this action.
Expending 4 Fortune points or permanently expending 1 Fortune (F) point
upgrades this to a FAIL result.

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Special skill/attribute considerations:
Types of skill rolls:
Magonia Features three classes of skill rolls:
Adjust: The most common; row on TUOR table used equals Players skill or attribute
+/- adjustments, less opposing skill, attribute and/or difficulty factor.
Match: Roll against a cited difficulty rating or the TUOR Table, reduced or increased by the
characters opposing skill or attribute (+/- any adjustments).
BMatch: Roll against a cited difficulty rating on the TUOR Table unadjusted by any
factor! This is used to simulate purely random chance happenings.

Partial Success.
The GM may allow partial success for TUOR skill rolls whenever a doubled number d100
dice throw occurs (i.e. either a 11 22, 33,44,55, 66, 77,88 or 99). From the
characters perspective the attempt somehow requires more time than usual to complete -
requiring another roll to resolve! Roll again at double current skill rating if the double throw
equals a Hero result; at current skill rating if it equals a Win result and half current skill
rating if the roll falls into the Fail or Sore result category. A similar double roll is ignored for
this secondary throw- only standard result conditions apply! Spending 1F amends a partial
success into a standard Win result. A G.M can choose to ignore Partial Success in
situations where it markedly slows a game session down! Partial success does not apply in
combat double rolls having a different meaning in this situation.

Option - Edging Under 10 skills.


A player with a character whose skill or attributes is 4 or more higher than an opposing
ability, difficulty or skill may temporarily add +10 to their skill/ability rating for that attempt

Skills over 300+:


Individuals possessing very high skill ratings (300+) - either permanently or through being
temporary inflated by positive bonuses may utilise either one of the following options for a
particular resolution action:

1: Divide their skill rating between multiple opponents; ability equals skill divided by the
number of targets.
2: The player may repeat the same action one more time, but at half skill.
3: Choose to increase chance of a Hero result by + skill-200/10.

Options 1 and 2 are available to all skill and attribute throws - although they are best
enacted by the extremely competent!

B-Scores:
A B-score is one of three derived attributes (pp 19) added to related skills; namely B-
Physical, B-Mental and B-Soul. The B-Physical bonus is added to B-Physical skills, while
the B-Soul bonus is allocated to B-Soul class skill-throws. B-Mental skills may be boosted to
the same degree if rated at zero or higher; otherwise they are simply adjusted to -50 (or
current level) less characters B Mental bonus.

Passive Skill/Ability Difficulty Levels:


While characters often match skills or attributes with similar pre-defined skills or attributes,
they sometimes encounter tasks with impersonal, or passive, innate Difficulty ratings. In such
instances the G.M should determine the degree of Difficulty such (ideally before the game

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commences). For ease of play, the Magonia system provides a series of Difficulty ranks,
graded as follows:

Difficulty In Relation to skill/task, action is: Factor


(Simple+) +80
Simple: An everyday, basic task any normal child could do! +40
Easy An average task 0
Taxing A task with a slightly higher-than-average degree of difficulty -20
Hard A task with a notable degree of difficulty -40
Difficult A very difficult task -80
Complex A highly complex task -120
Daunting Ever more complex. -160
Formidable A virtually impossible task! -200
Impossible You cannot do this, mortal! -300
(Impossible+) -400
Difficulty can be reduced or increased by hurrying or taking extra time to complete a task:
Take double time to attempt task = Task drops 1 factor of Difficulty.
Take half time to attempt task = Increase Difficulty of task by 1 factor.
The bracketed difficulties are intended to accommodate hurrying and rushing of the most difficult and
simple tasks they are not difficulty levels in themselves.

Duration of Actions.
Obviously, the game-time required to complete a skill or attribute roll varies widely and
requires GMs judgement. For convenience, most physical attribute rolls and simple tasks are
assumed to take around 10 seconds. Combat is resolved in distinct 10 second units termed a
Recounter (divided into specific slices to regulate its flow). More complex physical actions
take around 1 10 minutes for a fairly rough and ready solution, or 1-10 hours for a more
substantial and permanent one. Complex knowledge-based skills, such as researching obscure
facts in a library, can take anything from several hours to several days or more. Crafting a
rare, precious and well-adorned work of art usually takes around a week or more several
months or years for a large-scale major commission! The G.M has complete control over the
flow of game time and can (probably should) fast forward its flow whenever required.

Option: recording retained difficulty factors.


While in most cases Difficulty penalties dissipate with the resolution of a specific task, they
are retained in a few instances. Circle marked counters equal 10 Difficulty points,
Triangular markers 20 Difficulty while Square counters equate to 50 Difficulty points. To
give these counters durability this page should be printed on thick card. The G.M may use
other media, such as tiddlywinks counters or poker chips.

Use of the Fortune (F) attributes:


Fortune is expended to generate dice modifiers or more favourable outcomes whenever the
player desires. In general, Expending one F point adds +50 to a skill or attribute roll; this
bonus enduring for three rolls. Permanently expending (or burning) an F point doubles
this bonus to +100! A character generally recovers 1 expended F point per game-world hour
- although they are recovered more quickly in some situations. Fractional Fortune points (/F)
are returned to the characters F point pool 5 game minutes after being expended. They may
also be expended in other situations, most notably to mitigate serious injury in combat (see
below). In some situations F points may be permanently expended - explained as and when
they occur.

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Option - Fdeficit:
A G.M may allow characters to go into Fdeficit once they run out of active F points. This
allows a character to expend 1F point at the cost of permanently losing 2 points from
his/her spent base Fortune pool. However, this option cannot be used if a characters pool of
Fortune points (on being fully recovered) equals 5 or less! G.Ms may veto this rule as it
markedly reduces the chances of dying in combat!

Fortune and Injuries:


See Section 7.00 in regard to using F for mitigating major and minor injuries

Option: Swivelling:
G.Ms may also allow players to swap around the tens die and the units die by expending 1F
following any TUOR roll!

Option - Lucky Breaks:


Characters can use F to induce an event to occur in their favour. Such an event must be
physically possible under the circumstances of that particular encounter and not involve
supernatural intervention. The cost to induce such an effect (set by the G.M) may be
shared between characters.

Option - Wuxia Feats:


On the G.Ms approval, Fortune can be used to perform physical actions well beyond normal
human limitations. Under these rules a character can, by expending an extra F point:
Perform an action in 1/3rd the normal time
Jump 3 times higher than normal!
Triple movement speed for 3 Recounters.
Inflict a Win class hit on a V, I or P target at Extreme range
Decrease or increase reach by 1 during combat
+50 to D in regard to determine who strikes first in combat
Instantly recover a dropped weapon
Any other similar action as allowed by the G.M.

- Choosing each of these options costs 1 F selected as often as desired

Option - Representing expenditure:


Fortune point, Difficulty and Fatigue expenditure can be dynamic! While using a pencil and
scrap paper to record this is perfectly adequate, the G.M may also use the counters presented
in the back of this rulebook. This page should be printed on thick card for durability. The
G.M can use other media where this is felt to be more convenient.

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Option: Attributes vs. Scale
Magonia admittedly depicts Attributes in humancentric proportions; for example, the M
(Muscle) attribute of a 10-15 feet tall Giant is represented as being 10 times greater than a
normal, modestly strong human. Hence, while the TUOR table as presented works fine for
skills, it doesnt always give an accurate depiction of attributes in regards to differences in
scale. This is intentional and an unavoidable bi-product of a fantasy game featuring large
monsters! While its fine to allow human skills to reach dizzying heights, ratings for some
attributes have to be kept proportionate. While a human with a skill level of +300 is
believable, one who could develop Muscle ratings of +300 (three times that of a Giant)
wouldnt be! Hence the SPC attribute limits.

Nonetheless, the TUOR system is capable of representing attributes in a more proportionate


way, if desired. Whenever the G.M deems it appropriate, they can make the following
adjustments to TUOR Table attribute rolls when significant differences in scale exist:

Status (in terms of scale) Description


Affirmed = Matched attributes are proportionate to each other
(i.e. a human vs. a giant) No adjustment required.

Reconciled = Attributes are equally matched.


(i.e. two normal sized humans arm-wrestling)
Optionally, halve cited table integers ; i.e
+10 becomes +5; +20 becomes +10, etc.
This allows higher probabilities for Win and
Hero results which can be somewhat confined
in regard to human scaled physical attributes!

Denied = Human sized character encounters an entity markedly


smaller than themselves; i.e. a human confronts a 1ft
high brownie or a human character is magically transformed into
60ft tall Titan! Modifiers to the left are attribute adjustments for M
and for D rolls to the right. Figure to left is attribute adjustment
(usually for M & S) for creatures and objects, maximum M in brackets.
To right is D penalty to handling objects of that proportion. Last figure
is Move adjustment. For small objects add 50% bonus to D as a
reaction speed bonus; subtract 10% of D penalty and apply to D as a
reaction speed penalty. In general note general proportion of difference
and add appropriate modifier.

Size Scale Encountered entity is: i.e. Attribute


(human scale) modifier
D 5000% of characters size+ = (300ft+) = +400/ -400/x40
C 2000% of characters size = (120ft) = +200/-200/x18
B 1000% of characters size = (60ft) = +100/-100/x8
A 500% of characters size = (30ft) = +50/-50/x4
0 499% - 26% of characters size = n/a = 0
1 25% of characters size = (1ft) = -20(10)/-50/ /2
2 12% of characters size = (6 inches) = -50(5)/-100/ /4
3 6% of characters size = (3 inches) = -60(-20)/-200/ /5
4 3% of characters size = (1 inch) = -70(-40)/-300/ /10
5 1% of characters size or less = (Smaller) = -80(-80)/-400/ /20

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Gaining experience in play:
Characters gain +1 Growth point per 100 to 1000 points of Difficulty they encounter and
survive. The exact rate of gain should be pre-determined by the G.M; groups who meet up
rarely might use the lower figure! A Growth point represents a generic unit capable of
improving any attributes or skill, subject to various limitations defined in these rules.
Favoured attributes can be increased up to the characters species limit; 2 Growth raising a
favoured attribute by 1 point. Base attributes can be increased up to 50% of the characters
species limit at the cost of 1 point per 4 Growth. Limited attributes can be increased up to
25% of the characters species limits; 6 Growth being required to raise such an attribute by 1
point. Humans can increase Physical attributes to +160(+80))/+80(40)/+40(+20), Mental
attributes by +300/+100/+50 and Soul based ones by +300/+100/+50. The secondary
attribute Hardness (HD) may be improved by +1 per 1 Growth allocated to it; extra Mercy
Points are bought at +1 per 10 Growth. Piety and Wizardry may have similar, higher or lower
limits, depending on game setting. Skills are usually improved by 1 point per 1 Growth
allocated to them - although a specific skill may be increased by no more than 5 points per
game session! H Class skills are harder to learn2 Growth being required to improve a
rating of such a skill by +1.

Characters can increase skill levels to a rating determined on the highest Base attribute
governing that particular skill-class (i.e. Physical, Mental or Soul):
Best Base Attribute Equals Maximum Skill Increase:
-50 = 0
-40 = +10
-30 = +20
-20 = +40
-10 = +80
0 = +100
+5 = +120
+10 = +140
+15 = +160
+20 = +180
+30 = +200
+40 = +250
+60+ = +300
Extra Fortune points can be gained through experience at the cost of 1 F per 10 Growth
points. Wizardry and Piety is usually increased by +1 per 4 Growth points allotted to those
attributes. A player may spend as much or as little of their characters Growth as desired. If
the player intends to improve attributes requiring more than the quantity of Growth points
they currently possess, points are retained until the Growth total equals the required total
(ideally noted within the Growth section of their Characters sheet). Acquiring a new skill
involves reducing that skills Untrained rating by -10 each 2 weeks of game time and 1
Growth expended to learn it. On reaching a rating of 0 the skill is thereafter increased as
per skill rating.
Increases to REC due to experience:
G.Ms should also award increases in REC as the character interacts with the game-setting and
gains experience. Each significant adventure boosts a characters REC by at least +2; a
significant deed with notable consequences may result in a +5 to +20 increase in REC. G.Ms
should even consider awarding upto +50 REC whenever a character has completed a long,
protracted quest with world-shaking consequences! In regard to skills, a character acquires +1
REC if for each skill improved to a rating of 100, with a further +5 per additional 50 points
over this number. Characters also gain + REC if they develop an attribute up to the maximum
possible rating for their species.

12
3.00: Character Attributes
Defining Attributes:
To represent the personal aspects of character, the Magonia system uses 3 Physical attributes
(abbreviated as "M", "S" & "D"), 3 Mental attributes (abbreviated as "I", "C", & " P") and 4
Ethereal attributes (abbreviated as F, "*", +, and L). These attributes are as follows:

Muscle M
This attribute represents the degree of physical force a character may apply to a strength
related task. This equates just as much to technique and poses as it does to musculature and
bulk - hence heroic fantasy females can have high ratings in this attribute.
Stamina S
This attribute represents the characters endurance and physical health. The characters'
Damage resistance attributes are based on this attribute added or averaged with Muscle.
Dexterity D
Represents the characters' level of manual dexterity.
Intellect I
Measures the character's ability to use deductive reasoning to resolve problems, and also to
assimilate and apply complex information to knowledge-based tasks.
Composure C
Indicates the character's degree of mental stamina, resolve and discipline.
Presence P
The Presence attribute represents the character's personal appeal and "force of personality"
Fortune F
This aspect depicts the character's degree of "good fortune". Unlike other attributes it
markedly fluctuates during a gaming session.
Wizardry *
Wizardry represents the character's innate ability to evoke magic. This attribute is vital
for all users of magic
Piety +
Piety represents the character's ability to request magical intervention from divine sources.
This attribute is vital to Saints.
Latency L
Latency represents either the characters "psychic powers or his/her innate ability to become a
Wizard or Saint, as determined by the G.M.

These attributes are also used to determine a number of secondary attributes - explained in
more detail later.

"Forging" a character in the Magonia system


The process of creating a character - termed "forging" by the Magonia system - follows the
following steps;

The G.M decides - based on his pre-designed background - whether character(s) will start play as
Children, Initial, Experienced or Veteran characters, what species and Variants are available
to the players and whether characters can select the Saint, Wizard, Latent or Earther options. If the
players are using the same setting for subsequent games these conventions form the basis for all
future games set in that particular fantasy world. Based on the above, the character chooses a
name and sex for their character. The player should also decide on a basic character concept (also
a species or Variant if desired). Unless stated otherwise, Characters are assumed to be humans of
the same sex as their player.

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The player chooses their general character type from one of the following:
 Mundane: Enters play with no knowledge of wizardry or divine magic: +10 F
points. Earthers usually begin play as a "Mundane". For purposes of character
generation, Mundane characters may elevate four attributes to Favoured status.

 Saint: Represents an individual chosen by divine powers. A Saint enters play with
Piety rated at +20 (or P+20 if randomly generated) and +2 F. For purposes of character
generation, Saints must allocate one favored attribute slot to Piety. A full list of spells
is given in Section 9.20 - select 1 spell.

 Wizard: A character beginning their exploration of the magical arts. They enter play with
Wizardry rated at +20 (or initial W+20 if randomly generated) along with 3 spells. For
purposes of character generation, Wizards must allocate one favored attribute slot to
Wizardry. A full list of spells is given in Section 9.20.

 Latent: An individual with innate mystical powers. A Latent enters play with +20
Latency (or +20 to L if randomly generated). If Latency takes the form of psychic powers,
this attribute need not be elevated to Favoured or Base status. However, Latency must be
favored if innate as it is acting as a holding attribute for future allocation to either
Piety or Wizardry once the character is trained. Psychic Latents start play with 2
Latency powers (see Section 16); Innate Latents with no active powers get +2F.

Players randomly generating characters may leave aside this choice until attribute scores have been
generated.

Wizardry starts at a default level of -100, or -10 in regard to Highly Magical game-settings (See
Section 16.00). Piety and Latency has a base level of -50 for all species and Variants. Allocating
1 character point to Wizardry, Piety and Latency reduces this negative rating by -10 points; this
attribute thereafter being raised on a point-for-point basis on reaching a rating of 0 Wizardry,
Piety or Latency. Ogres and Hobbs are usually limited to Wizardry no higher than 0.

Admixture characters.
While Magonia focuses on simulating pre-technological worlds of magic, some works of heroic
fantasy involve characters from Earth being transported to a magical world. Magonia defines such
individuals as Earthers, who often feature in Admixture Fantasy settings. Earthers are
generated as normal but with some slight amendments (highlighted as and when they occur). Earthers
have access to the L or Latency attribute; either giving them access to psychic powers or a place to
temporary store attribute points during character generation, for subsequent allocation to the Piety
and/or Wizardry attribute. For languages, see Pages 20-21.

 Player decides potential of their character's attributes :


Players depicting Wizards, Saints and Latents may select three attributes as their character's
Favoured attributes (so denoted by circling them) One of these favoured attributes must be
Wizardry (for Wizards) or Piety (for Saints). Those depicting active Latents are recommended to
Favour Latency, but are not obliged to do so. The non mundane characters player then selects two
attributes as their character's Base attributes (denoted by drawing a box around them). Any
remaining attributes left unmarked are - by default - the character's Limited attributes. Players
depicting Mundane characters may select four attributes as their character's Favoured attributes
(so denoted by circling them). Wizardry, Piety or Latency cannot be chosen as a Favoured
attribute by Mundane characters. A Mundane characters player then selects two attributes as their
character's Base attribute (denoted by drawing a box around them). Any remaining (left
unmarked) equate to the character's Limited attributes.

14
In play, Favoured attributes can be increased by 1 point per 2 Growth allocated to it, upto the
characters species maximum limits. Base attributes can be increased by 1 point per 4 Growth in
play, upto half the characters species maximum. Limited attributes can be increased by 1 point
per 8 Growth allocated during play, upto 25% of characters species limit.

A character may transfer Favoured status to a Skill or Adeptness, if desired! The former
Favoured attribute becomes a Base one, while the new favoured skill or Adeptness is increased
by +2 for every 1 skill (or Growth) point allocated to it; or on a 1 to 1 basis if a H class skill.
Training times are also halved.

Maximum Wizardry and Latency is determined by the character's species (up to +300 for
humans). Following character creation, these attributes are increased at the rate of 1 point for each
2 Growth points allocated to this attribute. Piety can be raised up to +400 for most species. In play,
Fortune is increased at the rate of 1 point for every 10 Growth allocated to it, for all character
types. Latency can be used a holding attribute to provide a store for players to expand their
characters Piety or Wizardry later in the game. Alternatively, a G.M may allow characters to
retain and improve Latency; this attribute equating to psychic ability. For a fuller discussion of
psychic latency see Section 11.

Optionally, G.Ms may choose a slower level of development for Wizardry and Piety i.e. +1
point for every 4, 6, 8 or 10 Growth.

Human SPC limit is +80 for physical attributes and +200 for mental attributes.

 The player then proceeds to determine the character's specific attribute ratings.

Two methods for achieving this are available in the Magonia system:
1: Point Allocation:
A player commences character generation by allocating 50 attribute points between all attributes.
The character may acquire extra points by taking Banes; +10 points per +1 Bane so adopted; their
nature determined later in character generation process. All Limited attributes start at -10; all
others at 0. Double value of any points allocated to Favoured Attributes. Raising a limited
attribute to 0 costs 1 point per -1 bought off; increases above 0 for Limited attributes costs 2
attribute points for every +1, thereafter. Attribute values for Initial characters can be no higher than
+40 and no lower than -50. Fortune is increased by 1 for every 5 attribute points allocated to it.
Upto two Attributes can be lowered to gain further points (upto -50) on a 1 to 1 basis.
Experienced characters have 90 attribute points to distribute between attributes, while Veterans
have 140 attribute points.
Initial Attribute levels:
Physical and Mental: Base attributes start at -10, all others start at = 0.
F Fortune = 5; * Wizardry (W) = -100; + Piety = -50; L Latency = -50

Piety can be initially increased to "0" by allocating 5 attribute points to it Piety thereafter
raised as per the standard rules, based on its attribute status. Characters may also allocate points to
Latency ("L"). Allocating 1 character point to Latency reduces this attributes' initial negative
rating by -10 points; thereafter increased as per the character generation rules on attaining
Latency 0. These points can be used as a basis for psychic abilities or be subsequently
distributed to Wizardry or Piety, once the character spends two game months at a place the GM
deems suitable for acquiring either of these two abilities. The character thereafter ceases to
have active Latency (so indicated by marking it with an "X") using the Etheric attribute they
developed in its place, thereafter. See Section 11 for more information on Latency.

15
2: Random:
Players determine the value of attributes by rolling 2d10 and consulting the following table -
attribute value equals the relevant result on the Att column; namely Fav= for Favoured
attributes, Bse = for Base attributes and Lmt = for Limited attributes. G.M's can allow
players to reselect their characters Favoured, Base and Limited attributes based on
subsequent dice throws (i.e. if an initially-selected Limited attribute gains a higher die score
than a Favored one). Points between attributes of the same development class (i.e. two
favoured attributes) may be interchanged as desired. Random fortune points are determined via
F column; bracketed figure equals F points to be added or subtracted from characters F total:
Att Att Att
Roll Fav/ Bse/Lmt F Roll Fav/ Bse/Lmt F Roll F Fav/ Bse/imt
2 -10/-15/-30 (-1) 9-11 +10/ 0/-5 (+2) 17-18 (+4) +30/+15/+10
3-5 -5/-10/-20 (0) 12-13 +15/ +5/0 (+2) 19-20 (+5) +40/+20/+15
6-8 0/-5/-10 (+1) 14-16 +20/+10/+5 (+3)

Characters generated via the random method acquire an additional 2 Fortune points. If -
following initial generation - the character has more than two negative or 0 rated attributes,
the character gains an extra +10 attribute points for every second and subsequent attribute
acquiring such a score. Characters may also decide to randomly determine two of the following:
Piety, Wizardry and/or Latency scores on 2d10 using the following table.

Roll Att Roll Att Roll Att


2-11 = Base 14-16 = -10 19 = +10
12-13 = - Base 17-18 = 0 20 = +20
The remaining Etheric attribute is deemed to possess its default rating.

Favoured, Base and Limited attributes may be re-selected at this stage; the characters highest
scores becoming Favoured.
Experienced characters are awarded extra +20 points to distribute among their attributes while
Veteran characters have an extra +40 points.

Option: Child Characters:


The attribute generation rules aims to create a relatively developed character around 16-25 years
old. Children use the same method as adult characters, but the G.M may subject to a temporary
point-cap (or Max rate) reflecting that their body attributes are less developed. These limits are
gradually eased as game time elapses until the character reaches 16, at which time they reach their
full value. The temporary age caps are as follows:

Age/Max Age/ Max Age/Max Age/Max Age/Max Age /Max


6: / -10 8 / 0 10/+10 12/+ 15 14 /+20 16/Full initial value
Cross-reference characters age and note Max figure, which equates to the temporary,
attribute capping level. Note any initial attribute points exceeding these limits. As a child
character matures, allocate the excess physical attribute points per game year at a rate equal to
the excess points divided by a figure equal to 16 (minus) their starting age. Allot these points
each game year until all body attributes reach their fully pre-generated value at 16. These rules
obviously assume that even child heroes are exceptional!

Option - "Developed attributes":


A GM may rue that characters have already attained much of their mental and physical
development prior to play. In this instance, double all positive scores for mental and physical
attributes. Adjusted totals must not exceed any cited personal or species maximum.

16
Option: Extra F award: Less experienced characters in play with more experienced characters are
given an additional F point award; the quantity depending on the difference in experience. Cross
reference the characters experience level with that of the average experience level within the party;
The number cite indicates the extra F points awarded to the less experienced character;

Average Experience factor of other Characters within group:


C I E V
Characters experience C 0 +5 +10 +20
Factor = I - 0 +5 +10
E - - 0 +5
C= Child; I= Initial ; E = Experienced; V = Veteran.
Earthers add +4 to their Fortune score.

The following table provides an indication as to how weak or strong a character's


attribute rating is in relation to the general population:

-50=Crippled -20 = Decayed -10 Feeble 0= Average


+ 10 = Notable +20 = Good +30 = Superior +60 or greater = Heroic

Make Species Attribute Adjustments:


If the game-setting features other species, make the following adjustments to attributes and
size. Lifespan equals the following: n = Normal, + = Enduring, * = Immortal; use the
appropriate column on the Age Table to determine specific age (page 18).

Humans n +10 Any attribute +1 F +20 any one skill


Centaur n +20 M, S, +10 I, P or C [Wizardry limited to -10] Size: Large
Doghead n +10 S, -10 P
Dragkaan + M: +10, S:+5, D -10, C +5, P -10
Dwarf + +10 M,S,D. -10 P Size: Small-tough
Elf: * +10 D, -10 M , +10 I,C or P
Giant n +100 M, - 20 D, +60 S -10 I, -40 C, +10 P Size: Giant
Hobb n -10 M, +20 D, +20 S, -10 I. -10 C, -10 P [Wizardry limited to -10]
Goblin n +20 D, -10 M +10 I, -20 C, -20 P +10 Wizardry.
HelTrull + +20 M, - 10 D, +20 S +10 I, -40 C, -40 Size: Large Life: Enduring
Manimal n +10 S, D or M, -10 I,C,P
Ogre n +20 S, +40 M, -10 C and I, P -20 [Wizardry limited to -10] Large
Seraph * +20 Wizardry, Piety or Latency or +30 Skill or Attribute points. (-2)
Urrk n +20 M, +10 S, -5 C,I, P -10
Trull + +50 M, - 10 D, +40 S -40 I, -40 C, -40 P Size: Large Life: Enduring

Species represented in the Easy rules are presented in bold. Unless otherwise stated, all
species are Medium sized with Normal lifespans. See Section 6.10 for detailed Species
descriptions.

Make Variant Attribute Adjustments:


If the game-setting features variants make the following adjustments to attributes.

Aeriewrights +10 D
Amazons +10 M, S or D
Bear (Wulf) Men +10M, +10 S, -10 C
Blessed Ones +10 D,S,I,C,P.
Cave Dwellers +10 D Size: Small-Tough (0)
Chydekin -20M +20C Size: Small.

17
Druidi +10 Wizardry, +10 Piety, +10 Wizardry, Piety or other attribute.
Provinces +10 I, +10 P
Heloti +10 S
Houas +20 P, +10 Piety
Horse Folk +10 D, C or P +10
Highlondr +10D, +10 S, -20 C
Icelonders +20S, -10 P
Magonians +10 C or P, +20 Wizardry
ManEaters +10M, -10S, +10 Piety
Marsh Tygers +10 D, -10 P
Merpeople +20 S
MoonKyne +10 C, +10 P, +40 Piety
Norlingas +10 M, +20 S -10 C, -10 P
Sandlingas +10 S, +10 Piety, -10 P
SeaPeoples +10D, +10S
Wstlings +20 Wizardry or Piety.
Wyldman +10 M, +10 S, & +10H , -10 and -10 C

Variants usually have a Normal lifespan; but see Section 6:20 for more information.

At this juncture determine the characters Derived attributes:


Note 0 rated attributes are deemed to equal 0.1 in regard to any requested Derived attribute
multiplier.

Determine characters initial Age


This factor represents the age at which the character enters play; this factor based on the
characters species and their general degree of experience.

Human Enduring Immortal


Child 11+1d10-4 12+2d10 20+2d10x2
Initial 15 +10d 20+2d10 15+1d10x3
Experienced 20+2d10 40+2d10 10+1d10dx10
Veteran 25+2d10 50+2d10x2 20+2d10x10

NB: If using the skill points based on age option (page 34) use the matching Enduring age
range for beginning Immortal characters!

Determine the characters base REC score


REC (recognition) represents the chance that the character is known to other individuals
within the game-setting. Base REC equals Age-10 REC can be increased by 5 for every 1
attribute point allocated to this particular aspect. All Crossover characters usually enter play
with REC 0.

Determine Characters Social Class


By default, characters are assumed to be of Social Status 0, akin to a historical
Townsman or Yeoman. A player may select a higher or lower Social standing,
deducting (or adding) point cost from subsequent Gift point total (or future Growth points):

18
Social Class
Cost Rank Description
+2 -2 Character is a slave or prisoner.
+1 -1 Character is from the Surf social class (or a freed slave).
0 0 Character is a Freeman,
-1: 1 Character is part of the lower nobility (Knightly class)
-2 2 Character is from a moderately powerful family (akin to a Baron)
-4: 3 Character is from a powerful family (akin to an Earl).

Add +5 to REC per social class over 0. Double starting money for Lower Nobility, triple it for a
Lord and quadruple it for an Earl. The character also gets a reaction bonus (if recognised) equal to
rank cost x10. Halve starting money for Rank -1 characters. Noble characters acquire a yearly
stipend of 100x rank in crowns (or equivalent in goods). It is assumed the character is a younger son
or daughter and so is unlikely to inherit much hence their rootless lifestyle. In games featuring
Castes, Social standing is determined by character type, while social class represents a characters
standing within their caste. In this instance, ignore the starting money rules cited above and use the
alternative rules given in the Caste option.

Determine the Characteristic basic attributes ( B Scores):


This equals the bonus added to specific classes of skills, representing innate talent:

B-Physical = D+M/2
B-Mental = I+C/2
B-Soul = P+C/2
The B-Physical bonus is added to B-Physical skills and the B-Soul bonus to B-Soul class skill throws. B-
Mental skills may be boosted to the same degree if rated at zero or higher; otherwise they are simply adjusted to
-50 (or current level) less characters B Mental bonus.

Determine Wound Tolerance factors:


Magonia uses Hardness (or HD) to measure a characters physical tolerance against injury.

HD: Hardness (injury tolerance) equals M+S/2 +10


This figure is further adjusted by size:
-10 = Small +20 = Large -Ogres
0 = Medium - Humans, Elves, Dwarves +40 = Huge - Giants
+10 = Tall - Urruks, Drakkar +50 = Giant - Titans
+100 = Titanic -Dragons
In play Hardness may be improved at the rate of +1 per 2 Growth points.

Optional - Mercy points (MPs): The quantity of Wnds (non critical injuries) a character can
take before suffering any notable detriment. Starting MP value equals HD/20 (rounding up).
Thereafter, extra Mercy Points are bought at the rate of +1 per 10 Growth. Mercy Points are
optional and may be ignored by G.Ms desiring a more brutal representation of combat!

A character naturally heals HD/30 non-effect related WNDs per day.

Determine MV = Move:
This attribute represents the characters base movement speed
Base speed (or walking pace) equals 20 Yards/Recounter +1 Yard per M+S/10. Make the
following adjustments for size;

19
Size Effect Typical size of:
Small = halve base move Dwarves
Medium = Base Move Humans, Elves
Tall = + 2 base move Urruks.
Large = +5 base move Ogres
Huge = +10 base move
Giant = +20 base move Giants

Paced running speed for Bipeds is x2; Frantic running speed equals base running speed x5.
Quadrupeds add 2 to base move; paced running speed is x5 base, frantic running speed equals
x10 base speed.

Determine height & weight.


Size equals 32 + (3d10-2) inches for a Dwarf, 54+3d10 inches for Medium sized characters, 72+3d10
for a Large character or 82+5d10 for a Giant. Subtract 10 inches if character is female or an Elf of
either sex. Characters weight in lbs equals size in inches x2 if the character is a Centaur, Dwarf,
Human or Uurk. To this total add Mx2 if the character is male or Mx1 if the character is female (or
Mx3 and Mx2 for male and female dwarves, respectively). Under the Easy rules, weight can be
reduced or increased by 25% if desired; this usually has no game effect. See page 240 for a height
conversion chart.

Determine the characters Carry rating:


Carry represents the weight of gear a character may carry without penalty. The characters
base encumbrance score equals weight in pouns/4 +M, rounded up to the nearest 10 lbs. Each
10 lbs over these total results in a -5 penalty to all actions and to D in regard to combat strike
order. If Carry rating is exceeded by x1, reduce Move by 10%, by 50% if exceeded by x5 and
by 95% if exceeded by x10 (alternatively use this formula: Move Reduction = by Weight
Carried/Carry Limit x 0.10%, (maximum reduction 95%). The character can carry x3 their
Carry rating for 10 minutes (requiring a 1 minute rest to recover) and x10 this total for 1
Recounter (roll M -80 per Recounter to hold this thereafter, increasing difficulty by 10 per
Recounter after the first!).

Option - Determine Purity:


In some games, the personal struggle between good and evil is an important plot aspect. In
such settings characters enter play with +30 Purity. This may be raised or lowered by
expending Gift or Bane points. Full rules on Purity (for those wishing to use this option) can
be found on page 106.

 Allocate languages:
Characters acquire the following languages: Own language at +20 +/- I; one other at
+10+/-I plus 1 extra at +1/2 I. Optionally, the player may allocate all language points - other
than the characters own - to other skills. Characters with negative-rated I may also allocate
own language skill points to other skills. See page 44 for example fantasy languages. Double
the above point ratings for experienced characters and add 2 other languages with a level
equal to half the characters I score. Admixture characters (Earthers) ignore the above
language rules; players should consult the G.M as to which language options are relevant;

In regard to Earthers the G.M can rule:


1: The characters mysteriously acquire the ability to speak all the crossover worlds languages equal to their
highest (or lowest) language score.
2: The settings default language is mostly comparable to the characters main language.

20
3: The characters can speak the crossover worlds most appropriate or common language, having a skill rating in
that tongue equal to their highest Earth language skill.
4: Character has n innate ability to speak the settings most appropriate language equal to their I score.
5: The characters dont understand anything and must learn any language by interacting with individuals within
the crossover world!

Options 1 to 4 may be explained in terms of the characters possessing a magical object that
grants them this ability.

4.00: Easy Character Detailing


The player now progresses onto allocating skills and background options (termed
detailing in the Magonia System) for his character.

The following detailing sequence represents the Easy method for fleshing out a character,
through streamlining and simplifying the rules for Species, Culture, Skills and Persona Traits.
This does, however, result in some loss of choice and opportunity for customisation. Players
wishing a greater degree of control should consult the Expanded detailing rules. Skip to
page 48 and follow each stage until Expanded character forging has been concluded (page
82). While simplified, the Easy detailing method allocates more or less the same quantity of
skill points to characters as the Expanded method; the advantages gained in using the latter is
greater detail and control. In any event, the easy detailing method is as follows:

 Species:
Apart from humans, nine species are available under the Easy rules. These represent simplified
versions of the species presented in the Expanded character generation system. For ease of play some
details have been omitted. Adjust skill packages as required. Species Gifts and Banes do not count
towards custom Gift or Bane allocation limits.

Elf:
Elegant dwellers of the Greenwood
Species enemy: Goblinkin Language = Nenyan
Gifts: Hearing and Seeing bonus +20, Resist Sickness: +60 +20 Bonus to Creep.
Banes: Aloof, Elegance, Do no evil.
Permitted skill packages: Barbarian, Knight, Lorist, Saint, Wizard, Wanderer, Warrior
Warrior-Wizard, Sailor.
Taboo Skills: Low culture (replace with Elf culture). Templar or Knight option, Hoblar.

Centaur
Half human and half horse.
Species Enemy (Goblins and nature-defilers) Language = Nenyan
Gifts: Swift, Quadruped, +20 in one skill
Banes: Large, Rare, Rural
Permitted skill packages: Barbarian, Ranger, Lorist, Rustic, Saint, Warrior,
Taboo skills: Climb and Ride; transfer points to Active.

Doghead
Dog-headed humanoids
Race Enemy = None Language = Currh.
Gifts: 30/10 bite, +20 sense (smell)
Banes: Maneaters (-20 reaction)

21
Permitted skill packages: Barbarian, Forester, Lorist, Rustic, Saint, Wizard, Warrior,
Warrior-Wizard Taboo skills: None.

Dragkaan
Ancient humanoid lizards
Race Enemy = None Language = Draaish
Gifts: Tough Skin (+10 Armour) Enhanced Vision(+20) , Bite 30/20 bite
Banes: Cold Blooded, Feared
Permitted skill packages: Barbarian, Lorist, Saint, Townsman, Wizard, Warrior,
Warrior-Wizard
Taboo skills: Ride = Ride Riding Lizard.

Dwarf
Small but muscular dwellers of underground halls
Species enemy: Goblinkin Language = Dwarfish
Gifts: Resist Poisons and sickness (+40), Gloom-vision.
Banes: Gruff, Hoarder, Do No Evil.
Permitted skill packages: Lorist, Knight, Warrior, Townsperson, Saint.
Taboo skills: Ride, Nature. Replace Farming with Undergrow (Dwarf farming skill). All
culture skills equate to Dwarf Culture. No Dwarf Hoblars, Templars, Knights or Witches.

Goblin
Greenish humanoids with pointy features
Race Enemy = None Language = Goblik
Gifts: Gloomsight , Climb (+20 bonus).
Banes: Bad Tempered. Distinctive Smell (+20 to detect).
Permitted skill packages: Barbarian, Chancer, Lorist, Rustic, Saint, Townsman, Wizard,
Warrior-Wizard
Taboo skills: Ride = Ride Pony

Manimal
Human animal hybrids
Race Enemy = None Language = Main Human
Gifts: Fur, Claws and Teeth (30/20).
And either Swift, Flight, Enhanced vision, Hearing
and/ or Smell, Gills, Flippers, Hold Breath Gloomsight, Tail, Distinctive Smell or Claws
and Teeth (40/30).
Either one of the following Banes:
And Either: Bestial, No Abstract Symbology, Mostly Mute
And any two of the following Banes: Cold Blooded, Cursed, Brutal, Maneater, Large, Small,
Shy, Rare, Rural Poor, Fear, Primitive, Protect Nature.
Or 4 of the following Banes: Cold Blooded, Cursed, Brutal, Maneater, Large, Small, Shy,
Rare, Rural, Poor, Fear, Primitive, Protect Nature.

Urrk
Muscular tusk-faced monster-men
Race Enemy = Humans, Elves, Dwarves Language = Goblik
Gifts: Gloomsight +10 Skin, Natural Weapons (teeth) 30/10
Banes: Crude. Brutal, Maneaters, Distinctive Smell

22
Permitted skill packages: Barbarian, Hoblar (ulf rider) Lorist, Rustic, Ranger, Saint,
Townsman, Wizard, Warrior, Warrior-Wizard
Taboo skills: Ride = Ride Wulf.

Page 36 gives a suggested spell list for beginning characters (full list in Section 9.20).

Option: select character trait Points


With G.M approval only, players may spend Trait points to acquire Gifts (Section 6.60), or
Banes (section 6.70) in return for additional Gifts or other advantages. Characters have 3
Trait points to spend on Gifts adjusted by species as detailed below. Players may select up
to 6 Banes for their characters. Under the Easy rules, Players may either choose Traits
associated with the characters species (as listed in the Expanded Species packages) or freely
choose them. Crossover characters, however, may only select Gift or Banes marked with the
letter O. Trait Point deficits can be bought off by acquiring extra Banes; alternatively,
surplus or deficit Persona Trait points can be allocated/paid off during play. Earthers gain +2
Trait points, Children an additional +2 trait Points.

Racial Trait point pools:

Humans +2 Trait Points


Earthers +4 Trait points
Centaur -3 Trait Points
Doghead +4 Trait Points
Dragkaan -2 Trait Points
Dwarf +2 Trait Points
Elf -3 Trait Points
Goblin -1 Trait Points
Manimal +2 Trait Points
Urrk +2 Trait Points

Option Variants
If the character is human a player can select a variant option (as given in section 6.20)
selecting all cited Gifts and Banes. Trait Point deficits can be bought off by acquiring extra
Banes; alternatively, surplus or deficit Persona Trait points can be allocated/paid off during
play. Variant options are generally not available for Admixture characters.

Variants :
Aeriewrights Trait Points: +1
Amazons Trait Points: -1
Bear (Wulf) Men Trait Points: +1
Blessed Ones Trait points -4
Chyldkinde Trait Points +2
Cave Dwellers Trait Points: +3
Druidi Trait points: -1
Provinces Trait Points: -1
Heloti Trait Points: -2
Houas Trait Points: -2
Highloners Trait Points: +3
Horse Folk Trait Points: -3
Icelonders Trait points: -2
Magonian Trait Points: -2

23
ManEaters Trait Points: -2
Marsh Tygers Trait Points: +3
Merpeople Trait Points: 0
MoonKyne Trait points: -5
Norlingas Trait Points: +1
Sandlingas Trait Points: 0
SeaPeoples Trait Points: 0
Wstlings Trait Points: 0
Wyldmen Trait Points: 0

 Determine Skills:
Players select a Career for their characters. Career options provide a package of initial
skills representing archetypical character types found in most heroic fantasy fiction. A few
have perquisite attribute levels and are only available to characters fulfilling them. These are
grouped into specific related profession types for ease of reference. Some occupations may
only be available from a specific epoch onwards (but are universally available if none is
cited). Alternatively, the players and G.Ms may opt to use the Caste system given on page
32-34. A player may enter a profession or caste barred to them due to low attribute scores by
permanently expending 1 Fortune point.

In regard to Career options:


A player of a Child character may select the Child option and one Social option.
The player of an Initial character may select any one Career option (as permitted by their
characters attributes, etc) and one Social option.
The player of an Experienced character may select any two valid career options and one
Social option; plus 50 extra points to spend on Social skills.
Player of Veteran characters may select any three valid career options and two Social
options; also choose package from one social or career option each 50 years the characters
age exceeds 100.
Experienced characters are awarded +40 REC and +10 F; Veterans +80 REC & +20F
Skill points may also be re-arranged as desired. The same Career and Social options may be
repeatedly selected, in regard to Experienced and Veteran characters.

Ten skill points (from either pool) can be traded for 1F, or +5 Wizardry, Piety or Latency
if these attributes are rated at -10 or better. Additionally, a Wizard may spend 30 skill points
(again from either pool) to buy one extra spell. Extra REC may be bought on a 1-for-1 point
basis. HD maybe boosted by +1 per 2 skill points. Extra Mercy Points can be bought at the
rate of +1 per 10 Skill points. Any unlisted Physical and Soul skill may be bought up to 0,
for the cost of 10 skill points; 20 points in regard to Mental skills and the Arcane and
Alchemy Soul skills. Any excess points may be allocated where desired. Buying a skill
option costs 2 skill points. Characters may buy Adeptness for known options (and spells) for
skills rated at +20 or more at the rate of 5 points for each +10 bonus.

The following Mental skills start at 0 +/- characters B-Mental score; History, Folklore, Region,
Natural History, Language and Social All others start at a default of -50, less characters B-Mental
score. REC may be further boosted by +2 for every skill point allocated to it.

Industrial+ era Earthers may select any O rated Skill package. Admixture characters from a pre-
industrial era may also choose the Barbarian, Chancer, Forester, Hoblar, Knight,
Rustic/Townsperson, Sailor, Saint or Warrior skill packages. Any cited Piety or Wizardry is
allocated to Latency. History, Region, Folklore, Herbalism, Natural History, Language and Social
skills relating to the game world start at 0.

24
Admixture Characters start play with an initial Education score equal to the characters I score /2.
In the basic rules Present, History, Region, Theology, Active Games, Law, Philosophy, Low
Social, High Social Languages, Folklore, Nature and Herbalist skills associated with a game
setting other than Earth starts at 0 for All other skills are unaffected. See page 46 for the Expanded
rules on pre-existing Earther skills. Admixture characters start with 0 REC, which cannot be
further improved until the character enters play.

If Expanded and Easy characters use Career options, award characters generated under
the Easy system an extra +8F.

Technological ratings for Careers are as follows:


P= Palaeolithic N= Neolithic B= Bronze Age I = Iron Age M= Medieval
L=Post Medieval T = Techomagical 0 = Contemporary Earth

Career Options:
Arcane (W, P or LAT +10 or greater, I +10 or greater):
Alchemist: Creator of exotic devices & brewer of elixirs B
Active+20, Drive or Ride+20, Open+20, Melee+20, Unarmed Combat +20 Logos:+30
Education +40, Gaming +20, Nature+20, Present+20, Workskill +80 (any of Armoury, Blacksmith,
Engineer, Jeweller, Painting or Sapper), Herbalist:+20 Alchemy +60 (+4 formulas), Arcane+20

Wizard: One gifted with magic Perquisite: L/W +10 or more, I +10 or more. N
Active +10 Ride +10 Workskill (any 2)+40 Logos: +20
Melee +10 Unarmed +10 Education+30 Nature +20
Folklore +20 Region +10 Alchemy +20 Arcane +30
Compose +10 Debate +20 Social +10 Herbalist:+20 History:+10
+60 Wizardry and choose 4 spells(or +40 adeptness and 2 spells) or +40 Latency (choose Psychic or
Cunning One option)

Hedge Witch- Prerequisite: W or L 0+


Active +20 Creep +20 Drive:+10 Climb +20
Melee +10 Folklore +40 Trader +20
Workskill (farming, 1 craft) +50 Unarmed +20 Region +20
Nature +30 Guise +10 Low Social +30
Herbalist:+30 Healer +20 Arcane +30
Compose +20 Instrument +20 Flitch:+10
(W +10 and 2 Spells (or +10 Spell adeptness; or +30 L)

Lorist: Keeper of knowledge, mundane & arcane Perquisites: I or P +10+. N, 0


Active+20 Drive or Ride+10 Workskill (any) +20 Unarmed +10
Gaming + 20 Folklore +20 Nature +40 Present +40
History +30 Present +30 Philosophy or religion +20 Education +40
Arcane +20 Region +20 Debate +20 World +20
Instrument or Compose +40 Bard Prerequisite: Saint. -60 skill points +40 Piety, 2 spells.
Or Prerequisite: Latent (Cunning One option) -40 skill points, +40 Latency

Warrior-Wizard Arcane master of battle.


Perquisites: M, S or D +10 or more, Wizardry 10+. PrQ: Age 18+ B
Active +20 Ride +20 Shoot +20 Melee +30 Shield +30 Armour Adept: +30
Unarmed +20 Region +20 Present+10 Education:+20 Alchemy +20 Arcane:+20
+100 between Active, Shoot, Melee, Shield, Unarmed, Gaming, Social.
+30 Wizardry, (+2 Spells or +10 Adeptness and 1 Spell).

25
Artistic:
Artist D:+10 and P +10 or more P, 0
Active:+10 Active Games +10 Climb:+20 Drive or Ride: +20 Melee or Shoot:+10
Workskills (Armoury, Carpenter, Cook, Perfumer, Jeweller, Leatherworker, Mason, Painting,
Taylor,)+20, Education:+20 Engineer:20 Folklore:+20 Gaming (point familiarity option),:+20
Nature:+20 Language+40 Region:+20 Theology:+20 Trader:+20 Dcor+20 Social (Low Social:+10
High Social:+20).
+120 between Education, Engineer, Workskills, Compose or Decor.

Performer: M:+10, S:+10, D:+10 and P +10 or more 0


Active:+10; Active Games +20; Climb:+20; Drive or Ride: +20; Melee:+10 Shoot:+10;
Unarmed:+10; Education+20; Engineer:20; Folklore:+10; Gaming (point familiarity option):+10;
Language:+40 ; Region:+20; Trader+10; Compose:+20; Debate:+10; Dcor+10; Guise+20;
Instrument (point familiarity option):+10; Social (Low Social:+10 High Social:+10),
+140 between Education, Engineer, Guise, Compose, Instrument or Decor.

Writer I: 10+ N, 0
Active +20 Drive +40 (!) Workskill (!) +20
Shoot +10 Creep +10 Survival +10 Melee +10
History +20 Education +20 Debate +20 Instrument +20
History,Theology,Philosophy and/or Arcane +60 Compose (writing) +60
Region +20 World +20 +140 points in any skills.
Lowlife:
Assassin: A callous dealer of death. Prerequisites: D:+20 M:+20 C:+20 N, 0
Active:+40 Climb:+20 Creep:+40 Flitch:+20 Open:+20
Shoot:+40 Melee:+40 Unarmed:+20 Track:+40
Gaming (point familiarity option):+10 Law:+10 , Present:+10, Region:+20 Trader+10
Guise:+20 Herbalist:+40 Social (Low Social+10, High Social:+10)

Bandit Roving land pirates (or outlaws) - mostly bad but occasionally good N, 0
Active +40 Climb +30 Creep +60 Ride +20 Region +20
Armour Adept: +20 Survive +30 Unarmed +40 Shoot +60 Melee +20 Shield +40 Track +20

Chancer A person of questionable honesty.


Active +30 Creep +30 Track +10 Open +30
Melee +10 Shoot +10 Unarmed +20 Guise +20
Low social +10 Region +20 Workskill +20 Trader +10

Earther-Criminal 0
Active +40 Creep +60 Open +40 (electronic locks, mechanical locks)
Melee +40 Shoot +40 Unarmed +40 Guise +40 Trader +40
Low social +20 Region +20 Workskill +20 (Computer) Drive +40
+80 points in any skill

Nautical:
Pirate: A person who raids shipping for booty. B, 0
Active +20 (dance,swim) Creep +40, Climb +40, Sailing +40 Workskill;
Carpenter{mechanical},Sewing{mechanical} or Pilot +40, Workskill(Scrimshaw) +0, Shoot +40,
Melee +40, Unarmed +20, Shield +20, Gaming+20 (Gambling, 1 other), Instrument (voice, 1 other)
+20, Folklore +20,Nature (Sea) +20, Trader +20, World +20

26
Sailor: A person who makes a living on the sea. B, 0
Active +40 (dance,swim) Creep +20, Climb +40, Sailing +60 Workskill;
Carpenter{mechanical},Sewing {Mechanical}or Pilot +40, Workskill(Scrimshaw) +20, Shoot +20,
Melee +20, Unarmed +20, Shield +20, Gaming +20 (Gambling, 1 other), Instrument (voice, 1 other)
+20, Folklore +20,Nature (Sea) +20 Trader +20, World +20
Outdoorsman:
Barbarian: A hunter and warrior from a tribal clan/based culture 0
Active +20 Climb +20 Creep +20 Skinclad +20 Ride +40
Survive +40 Track +40 Shoot +20 Healer +20 Melee +40
Shield +20 Unarmed +40 Folklore +20 Nature +20
Region +20 Social (tribal)+20

Explorer: Seeking the unexplored. 0


Active +60 Climb +40 Creep +40 Drive(!)+40
Track +20 Survive +40 Shoot +20 Workskill +20 Nature +40
Education +30 World +30 +110 points in any skill
Ranger: No place is home but the wilderness Requisites: S or D +10 or more.
Active +40 Ride +10 Creep: +40 Climb +30 Nature +20
Armour Adept:+30 Survive+40 Track +50 Shoot +30 Melee+20
Unarmed +20 Shield +20 Healer +10 Region +50 World +10 Folklore +10
Anchorite: Subtract 30 from any of the above skills: Piety +40 and choose 2 spells

Solider/Marine (M, S & D all +10 or greater):


Gladiator: For those about to die, we salute you! Perquisites: M & D +20+ Class: <0. N
Active +80 Skinclad +40 Shield+40 Region +20
Melee+60(+40 Adeptness) Unarmed +60 Gaming +10 Guise +40
Shoot +20 Low Social +40

Hoblar: A mounted warrior Perquisites: M,S and D +10 or better B


Active +40 Climb +20 Ride +50 Shoot +20 Melee +50
Shield +40 Unarmed +20 Region +20 Armour Adeptness:+40
World +10 Social +40 +120 points divided between Active, Ride, Shoot, Melee, Shield,
Unarmed, Gaming, Region and Social.
Knight: -40 from skill pool, and one Bane point but gain +1 Status +20 Workskill (Steward ),
Battlecraft +20, Society skill = High Society.
Elf Lord/Lady: Additional Prerequisite: Elf, I +10 +. -50 from skill and one Bane point, but +1
Status, one Spell, +20 Shoot. Society = Elvish Society
Templar: Prerequisite: Piety 0 or greater. Increase Piety +10, Theology:+10 Half starting wealth
character is Tithed to Templars thereafter (for all weekly income).

Warrior: A professional solider Perquisites: M, S or D +10 or more.


Active +20 Climb +20 Ride +20 Survive +20 Creep +20
Shoot + 40 Melee +40 Shield +40 Unarmed +20 Armour Adeptness:+30
+120 between Active, Shoot, Melee, Shield, Unarmed, Social, Armour Adeptness
Low Culture +10 Trader +10 Healer +10 Present:+10 Gaming:+10
Dwarf Huscarl: Prerequisite: Dwarf, M +20 or more , S or D +10 or more.
-60 from skill pool and omit Ride, but +1 Status, +30 Melee, +20 Shoot or Shield, +10 Armour Adept

Noble Born to power. Perquisites: Social Class 2+


Active:+20 Ride:+20 Melee :+30 Armour Adeptness:+20
Shield:+30 Shoot:+10 Track:+10 Battlecraft: +30
Education: +20 Gaming: +20 History:+20 Estate:+30
Debate:+20 Language:+20/+20 Present:+20 Compose+10
Instrument: +10 High Social:+20 Law:+30

27
Earther-Solider Earther M,S,I = 10+ PrQ: Age 18+ 0
Active: +60 Climb +40 Drive +40 (Car,Humvee,Motorcycle,Tracked)
Survival +20 Creep +40 Shoot +60 (Rifle,Pistol,SMG)
Melee +20 Unarmed +60 Battlecraft +40
Workskill (Computers) +20 Workskill (Repair, Mechanical or Electronic) +40
Region +20 Education +20

Priests and Believers: ( I 10+, C 10+, S 10+ P/L:0+):


Templar Adept Holy Warrior! Perquisites: M,S and D +10 or better Piety 5+ Class 0+ B
Active +40 Climb +20 Ride +60 Shoot +20 Melee +60
Shield:+50 Unarmed +20 Gaming +10 Region +20 Armour Adeptness:+30
World +10 Social +20 Theology:+40
100 points between Active, Ride, Shoot, Melee, Shield, Unarmed, Theology, Region and Social.

Priest: Perquisites: Piety/Latency:20+ 0


Active +20 Climb +20 Creep 10 Education +40 Nature +20
Drive(!)+20 Survive +20 Melee +10 Unarmed +10
Workskill +40 (!) Education:+20 Region +20 Religion (!):+60
Folklore +20 +80 in skills (any)
+40 Piety or Latent Latency (automatically becomes Piety on entering game-setting!),

Mystic: Perquisites: Piety/Latency:20+ 0


Active +20 Climb +20 Creep +20 Melee +20
Drive(!)+20 Survive +40 Shoot +20(Bow)
Unarmed +20 Workskill +20 (!) Nature +20
Education +40 Arcane +40 Folklore +20
LTC +60 +80 in any skills.

Saint: A wandering holy person Perquisite: Saint option selected.


Active +20 Climb+20 Ride or Cart +10 Survive +30
Workskill(any)+20 Education +30 Creep +10
Melee +10 Shoot +10 Unarmed +10
Folklore or History +30 Healer or philosophy +20 Theology +50
Debate +20 High Culture +10 Region +20
World +10 Instrument +20 (own voice) Piety +60, 4 spells.
Townspeople:
Child: PrQ: Age <16 0
Active +20 Creep +10 Climb +10 (!) Social: +10
Unarmed +10 Melee +10 Education +10
Nature or History +10 Folklore +10 Gaming:+10
+ 80 in Unarmed, Shoot, Melee, Languages, Folklore, Active, Climb, History, Nature, Dcor or Present

Fool 0
Active +80 Climb +40 Creep +40 Survive +40 Unarmed:+40
Workskill: +60 Character gains +10 F or +40 L and +5 F
(optionally, character may take the FOOL bane) for +2F or +20 skill points)

Rustic/Townsperson: An everyday magical world citizen N


Active +20 Creep +20 Climb +20
Shield +10 Folklore +20 Trader +20
Workskill (farming/craft) +60 Unarmed +30 Melee +20
Region +20 Nature +20 Trader +20
Guise +10 Low Social +30 Healer +10
Compose/Instrument +20 Region or Education +40 Drive +20 Gaming +20
Lay Clergy: -20 from any skill for Theology +10 and Piety +5

28
Gentleman Power through intellect. Perquisites: Social Class 2+ N, 0
Active:+20 Ride:+20 Melee :+20 Shoot:+20
Battlecraft: +10 Education: +40 Gaming: +20 History:+20
Estate:+50 Debate:+30 Language:+20/+20/+10 Present:+20
ompose+10 Instrument: +10 High Social:+40 Law:+40
Folklore:+10

Scholar I: 20+ N, 0
Active +20 Drive +40 (!) Workskill (!) +20
Shoot +10 Creep +10 Survival +10 Melee +10 Logos:+20
History +20 Education +40 Debate +20 Instrument +10
{Science,Logos} Theology,Philosophy and/or Arcane +70 Compose (writing) +40
Region +20 World +20 120 points in any listed skills.

Earther- Citizen Average normal person from modern Earth. X


Active +20 Creep+10 Climb +10 Drive +40 (Car,Motorcycle)
Unarmed +20 Workskill:+60 Trader +20 Region +30 Education +30
Gaming +40 Low or High Social +20 Nature or History +20
Philosophy,Folklore or Healer +20 + 160 in any skills.

Watchman/Policeman Age 18+ M:+10 , I:0 or more. N, 0


Active: +40 Climb +40 Drive or Ride +40 {Car,Motorcycle or Horse}
Creep +40 Shoot +40 {Pistol, Shotgun,SMG} {Science (any skill or Forensics)+20}
Melee +30 Sheild:+20 Unarmed +40 Workskill {Computers} +40 Education +40
Workskill (Procedurals) +40 Region +20 +20 Law 60 points in any skill.

Slave:
Freed Slave Once served all, recently freed Social: -1 or less. 0
Active:+50 Climb+20 Creep+10 Flitch:0 Unarmed:0
Workskills:+120 (any three: Brewer, Builder, Carpenter, Cook, Farming. Housekeeper, Nanny,
Leatherworker, Mason, Painting, Sapper, Servant, Taylor, Wrangler)
Estate:+10 Folklore:+10 Gaming (point familiarity option):+10 Nature:+10 Present:+10
Region:+10 Trader:+10 Social (Low Social:+20; High Social:+10),
+80 in any of the skills listed above; +4 F

Yogic Adepts Perquisites: M 20+, D20, I:+10,. + P/L: 5+


Open Hand Adept Mystic master of subtle combat! B, 0
Active:+20; Climb;+20 Creep;+20, Flitch:0; Open:+0, Survive:+20 Shoot:+20 (point familiarity
option) Melee +20 Skinclad:+20 Unarmed:+80 Theology:+20 Debate:+20 Philosophy:+20;
Herbalist+10, Healer:+10 Instrument:0 Yogic: +40 (1 skill)
+100 in any listed skill.

Yogi: Adept of the ways of Self Perquisites: M 20+, D20, I:+10,. + P/L: 5+ B, 0
Active:+20; Climb;+20 Creep;+20, Survive:+20 Melee:0 Skinclad:0 Unarmed Combat:+20
Theology:+40 Debate:+20 Philosophy:+20; Herbalist+10, Healer:+10 Instrument:0 Yogic:+40 (1
skill), Yogic+40 (+1 skill) +160 in either Yogic, Healer, Herbalist, Theology, Philosophy.

Social Options:
Social options represent the characters hobby skills basically representing what the
character enjoys doing in their spare time. A series of packages representing various
balances of interests are presented below.

29
Actor:
Active:10 Climb:10 Melee:10 Unarmed:10 Guise:50 Social:10 Dcor:10 Compose:30
Languages:10
Courtesan:
Active:20 Climb:10 Open:10 Ride:10 (Horse,Great Wulf, Riding Lizard, Flying Mount) Gaming:20
Present:10 Region:10 Debate:10 Guise:10 Social:30 Instruments:10 Languages:10
Gamer:
Battleskill:10 Gaming:80 Folklore:10 Present:10 Region:10 Debate:20 Guise:20 Social:20
Workskills (Lovecraft):40
Mixed:
Active:30 Education:20 Gaming:30 Present:10 Philosophy:10 Region:10 Guise:10 Debate:10
Social:30 Instruments:30 Languages:10
Musician:
Ride:10 (Horse,Great Wulf, Riding Lizard, Flying Mount) Education:10 Folklore:10 Gaming:10
(point familiarity option) Nature:10 Guise:20 Social:10 Instruments:60 Compose:50 Language:10
Occultist:
Active(Ritual Dances):+20 Arcane:+20 Alchemy:+10 Herbalist:+20 Yogic:+20 (One Skill)
Philosophy:+10 Guise:+10 Instrument:+20 Languages:+20 Dcor:+10 Wizardry +10
Person of Faith:
Survive:10 Education:10 Nature:10 History:10 Philosophy:10 Theology:60 World:10 Social:10
Instruments:10 Compose:10 Yogic:20 (one skill)
Sportsperson:
Active Games/Climb/Drive (Chariot, Waggon, Boat)/Ride:160 Gaming:20 Social:20 (Low Social,
High Social).
Social Adept:
Active:10 Drive:10 Ride:10 Sailing:10 Education:10 Present:20 Philosophy:10 Region:20 World:10
Debate:20 Social:50 Languages:20
Thrill-seeker:
Active:10 Climb:10 Drive:10 (Chariot, Waggon, Boat) Open:10 Ride:10 (Horse,Great Wulf, Riding
Lizard, Flying Mount) Gaming:20 Present:10 Region:10 World:10 Debate:10 Guise:10 Social:40
Instruments:10 Compose:10 Languages:10
Xeno:
Survive:10 Ride:10 Drive:10 Gaming:10 Trader:10 World:40 Social:30 Debate:20 Languages:60

In regard to ALL characters Education skill is increased by +2 for every 10 points the character
has in Arcane, Alchemy, History, Estate, Law, Engineering, Theology, Compose and Trader,
along with any Earthers Science based skills.

Select Social Origin:


Optionally, the cultural origin for all characters other than Earthers is determined at this stage. Add
20 to the value of social points to all the aforementioned totals if cultural origin is ignored.

1d10 Roll Culture Skill


1 Decadent (Urban and introspective) +20 Gaming
2-3 Feudal (Rural but ordered) +20 Social
4-5 Idyllic (Loose rural society) +20 Active
6-7 Imperial (Urban and ordered) +10 Education, +10 Active.
8-9 Aesthetic (Urban and cultured) +20 Instrument or Decor
10 Remnant (Scattered & fragmented) +20 Creep

Barbarians automatically hail from a Barbarian culture; +20 to any pre-selected skill. Players of characters
created by point allocation may choose a cultural origin.

30
Option - Castes:
G.Ms may choose to set games in an imaginary culture where career options are limited by birth, due
to the existence of a strictly-enforced caste system. Under this option Mundane characters can choose
any caste other than Mystic or Priest, providing perquisites are fulfilled. Priests, however, may only
choose the Priest option, while Wizards and Latents can only become Mystics. Alternatively,
Latents may opt not to develop their abilities and select a Mundane caste option. Some castes require
purchase of a social class higher than 0. In most games, these castes have notable social significance.
Anyone attempting to coerce or influence a member of a higher caste suffers a -40 penalty to such
actions (or each Caste factor they under-rank a character; or+20 bonus to influence for each factor
they outrank a game persona. This rule may be ignored, if desired. Other non-adventuring castes exist
but are ignored for the purposes of this table:

Caste social Ranking:


Rating Name Role.
A Nobles = Ruling social elite.
B Priests, Mystics = Oversees the religious aspects of society.
C Warriors = The fighters and guardians of their culture.
D Commoners = Responsible for everyday aspects of life.
E Liminals Criminal class and the rootless
(who may or may not have a recognised cultural niche).

The points available to spend on Caste skills and Social skills are listed below:

Skill points:
Point value Point value
Caste Skills Social Skills
Child 220 200
Initial 440 200
Experienced 880 250 +40 REC +10 F.
Veteran 1,320 400 +80 REC +20 F

Option: Characters skill point total is age-based, and equals:


30 x (age-10) +100 /10 Social skill points x (characters age): up to the age of 100.
+200 points in either category each 50 years the character exceeds 100

While it is possible for characters to learn out-of-caste skills following character generation,
all penalties and costs to do so are doubled! There may also be negative social implications in
learning such skills (or bearing arms and armour not associated with the characters caste). As
an option, the G.M may rule players may not spend F points to boost skills not normally
associated with their caste! There may be other social restrictions such as items being
specifically made for one caste and hence not suited to another due to being deemed
socially unfitting. This limits characters to buying equipment made for their caste which
may cause difficulties when finding magical items and random objects within treasure
hordes! To balance this, each caste is associated with a distinctive Skill Bonus factor

Only Warriors and Nobles have access to the full range of weapons available in these rules. Other
castes must choose from the following list:

31
Commoner Caste Weapons:
Dagger, Club, Axe, Hammer, Short Sword, WarFlail, Falchion, Quarterstaff, Pole Arm, Sling, Spear,
Shortbow,

Liminal Caste Weapons:


As commoner, but add Longbow, Yewbow and Crossbow

Only Warrior, Noble and Priest Caste are socially allowed to wear scale, chain or plate-based
armour. Mystics are socially restricted to Leather armour only.

Commoner Caste Skills:


Caste Ability: +40 bonus with two skill, +20 bonus with two others. +4 F points.
Active, Climb, Drive (Waggon, Boat), Ride (Horse), Survive (Temperate, Tropical, Desert, Ice wastes,Sea),
Track, Nature, Melee (Commoner Weapons) Workskills (Blacksmith, Butcher, Builder, Carpenter,
Chandler/Inn Keeper, Cook, Farming. Housekeeper, Jeweller, Nanny, Leatherworker, Mason, Painting, Sapper,
Servant, Taylor, Wrangler), Estate, Education, Gaming (point familiarity option), Language, Present, Region,
Trader, Debate.
Social Skills: Active(point familiarity option), Active Games, Climb, Drive( Waggon, Boat), Ride (Horse),
Compose, Debate, Unarmed Combat, Folklore, Gaming (point familiarity option), Instrument (point familiarity
option), Nature, Social (Low Social), History, Guise. Present, Region, Tracking.
Barred skills:
Limited to Commoner Weapons, Armour Adeptness, Unarmed (Martial Arts), Creep, Open, Flitch, Shoot
limited to spear, shortbow and sling, Arcane, Alchemy, Battlecraft, Philosophy, Logos, Theology, Yogic.

Warrior Caste Skills:


Caste Ability: +40 bonus to melee or Unarmed combat and +20 to shield skill.
Active, Climb, Creep, Drive(Chariot, Boat), Ride (Horse,Great Wulf, Riding Lizard, Flying Mount), Survive
(Temperate, Tropical, Desert, Ice wastes,Sea), Sailing/Pilot (water, flying), Shoot (point familiarity option),
Melee (point familiarity option), Shield, Unarmed, Workskills ( Armoury, Blacksmith) , Battlecraft,
Education, Gaming, Estate, Law, Language, Present, Region.
Social Skills:
Active(point familiarity option), Active Games, Climb, Creep, Drive(Chariot, Waggon, Boat), Ride
(Horse,Great Wulf, Riding Lizard, Flying Mount), Compose, Debate, Unarmed Combat, Gaming, Folklore,
(point familiarity option), Instrument (point familiarity option), Nature, Social (Low Social), History, Present,
Region.
Barred skills:
Flitch, Open,Drive (Waggon), All workskills, Arcane, Theology, Arcane, Alchemy, Herbalist, Trader, Logos,
Yogic.

Mystic Caste Skills: Social 1+


Caste Ability Skills: Only caste capable of Wizardry or Latency based abilities.
Active, Climb, Ride (Horse,Great Wulf, Riding Lizard, Flying Mount), Commoner Weapons, Survive
(Temperate, Tropical, Desert, Ice wastes,Sea),Workskills (Blacksmith, Armourer, Builder, Jeweller,
Leatherworker, Mason, Painting, Sapper) Nature, Education, Engineer, Folklore, Healer, History, Nature,
Language, Logos Present, Philosophy, Region, Theology, Alchemy (Point Familiarity Option), Arcane,
Compose, Debate, Instrument (point familiarity option), Social (Low Social, High Social), Yogic (point
familiarity option).
Social Skills: Active(point familiarity option), Active Games, Climb, Creep, Drive( Waggon, Boat), Ride
(Horse,Great Wulf, Riding Lizard, Flying Mount), Compose, Debate, Unarmed Combat, Folklore, Gaming
(point familiarity option), Instrument (point familiarity option), Education, Nature, Social (High Social),
History, Present, Region.
Barred skills:
Limited to Commoner Weapons, Climb, Creep, Open, Drive, Flitch, Unarmed Combat (martial arts), Battlecraft,
Law, Theology, Guise, Trader.

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Priest Caste Class 1+
Caste Ability: Only caste capable of attaining a Piety higher than 50+
Active, Ride, Survive (Temperate, Desert, Ice wastes, Sea), Commoner Weapons, Workskill (Blacksmith,
Butcher, Builder, Brewer, Carpenter, Cook, Farming. Housekeeper, Jeweller, Mason, Painting, Estate,
Education, Engineer, Folklore, Healer, History, Nature, Law, Logos, Language, Present, Philosophy, Region,
Theology, Trader, Compose, Debate. Dcor, Herbalist, Instrument (point familiarity option), Social (High
Social), Yogic (point familiarity option).
Social Skills: Ride (Horse,Great Wulf, Riding Lizard, Flying Mount), Compose, Debate, Unarmed, Folklore,
Gaming (point familiarity option), Instrument (point familiarity option), Nature, Social (High Social), History,
Guise. Present, Region, Tracking.
Barred skills:
Limited to Commoner Weapons, Armour Adeptness, Climb, Creep, Drive, Flitch, Unarmed Combat, Battlecraft,
Arcane, Alchemy, Guise.

Noble Caste Skills Class 2+ or more.


Caste Ability: +20 Estate, +20 Battlecraft, +20 High Social, +20 Melee skills, +20 Ride
Active, Climb, Ride (Horse,Great Wulf, Riding Lizard, Flying Mount), Shoot (point familiarity option), Melee
point familiarity option), Shield, Unarmed, Battlecraft, Estate, Education, Gaming, Law, Language, Present,
Region. Philosophy, Debate.
Social Skills: Active, Compose, Debate, Unarmed, Folklore, Gaming (point familiarity option), Instrument
(point familiarity option), Nature, Social (High Social), Alchemy, History, Present, Region, Tracking.
Barred skills:
Flitch, Open, Drive (Waggon), All workskills, Arcane, Theology, Healer, Herbalist, Low Social. Guise.

Liminal Caste Skills:


Caste Ability: +20 any 4 skills and +40 to one skill. +6 F points.
Active, Climb, Creep, Flitch, Open, Melee (caste weapons), Shield, Survive (Temperate, Desert, Ice
wastes,Sea), Unarmed, Gaming (point familiarity option), Trader, Sapper, Present, Language, Guise, World,
Herbalist,
Social Skills: Active(point familiarity option), Active Games, Climb, Creep, Drive(Chariot, Waggon, Boat),
Ride (Horse,Great Wulf, Riding Lizard, Flying Mount), Compose, Debate, Unarmed Combat, Folklore, Gaming
(point familiarity option), Instrument (point familiarity option), Nature, Social (Low Social, High Social),
History, Guise. Present, Region, Tracking.
Barred skills:
Limited to Commoner Weapons and Liminal shooting weapons, Armour Adeptness (any armour above Ringed
and Boiled) Tradeskills, Battlecraft, Arcane, Healer, Philosophy, Theology, Yogic, High Social.

Double starting money for the Warrior Caste (+20 crowns/Class), or triple this total Arcane and Priest
caste(+50 crowns/Class) quadruple it for Noble Caste(+100 crowns per Class over +2). Nobles acquire
a yearly stipend of 50x rank in crowns (or equivalent in goods). It is assumed the character is a
younger son or daughter and so is unlikely to inherit much hence their rootless lifestyle.

33
 Allocate Personality Factors:
Character generation concludes by the player selecting 1-3 virtues and 1-3 vices listed below.
These cover many listed in the Expanded Detailing rules; which can be used to expand the
characters persona a later date (omitting this step for the time being):
Virtues:
Kind, Merciful, Cheerful, Quite, Generous, Careful, Loving, Chaste, Artistic, Cultured, Confident, Cautious,
Studious, Laid back, Driven, Ambitious, Optimistic, Worldly, Playful, Reserved, Serious Passionate, Cheerful,
Ironic, Extroverted, Bold, Brave, Stoic, Loyal, Steadfast, Trustworthy, Honest.
Vices:
Critical, Harsh, Vengeful, Unforgiving, Wrathful, Cruel, Mean, Cold, Detached, Ignorant, Gloomy, Depressed,
Self doubting, Insecure, Lazy, Apathetic, Calculating, Content, Pessimistic, Cynical, Humourless, Dispassionate,
Repressed, Lustful, Sad, Shy, Introverted, Timid, Cowardly. Spiteful, Disloyal, Dishonest, Untrustworthy,
Manipulative.

 Allocate Basic Starting Equipment:


The following equipment is provided once only to all characters entering play:

One set of durable waterproof clothes tough enough to withstand an active lifestyle, plus a
hooded waterproof cloak.

Plus: a Bedroll, Basic Cooking Equipment, Firestarter, Knife, Lodestone, 20 Nails and
Hammer, Small Pouch, Large Pouch, 30ft length of rope, One Weeks Travel Rations, Several
Torches, and a One Gallon Waterskin.

The GM may initially provide each character with an Average Broken Horse - if deemed
necessary. Craftsmen have whatever basic tools are necessary for their trade, while
Alchemists,

Wizards and Saints also have a pen and necessary writing media. In regard to weapons; either
a dagger (or equivalent) and any two weapons (with 30 missiles if a ranged weapon) or a
dagger, 1 weapon and 20C. Character may select the following armour: chain mail, or
reinforced leather and 20C. Characters may select either a medium shield or +5C (if shields
are commonplace within the game-setting).

See below for simplified armour, shield and weapon list; a fuller listing is given in
sections 14.50 and 14.60.

Earthers may have the weapons and armour cited for non warriors at the start of play, or the
G.M ensuring they promptly acquires them when entering play for the first time. Experienced
Characters have one extra weapon plus the best available armour suiting their general
circumstances. Veterans may choice one +10/+10 sword and three other normal quality
weapons and any suit of +10 armour.

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Experienced Earthers only have this if they willingly crossed over to the Game setting.
Child characters enter play with little or no equipment but the G.M should allow them to
incidentally find the above items at the most likeliest juncture within the games current
storyline! Award Starting Money: All characters start the game with 50 crowns; or 300
crowns (and 200 crowns worth of equipment) if experienced. Double these figures for Status
+1 Characters. Earthers enter play with a quantity of Earther goods with a value of 100
crowns. Child characters enter play with only 1/10th of this but the G.M should give their
players the chance to find the rest through incidental discovery, etc. at the most likeliest
juncture (in terms of the games storyline).

 Gods: The detailing process ends at this juncture. Under the easy generation rules
characters are deemed to honour all gods commonly worshipped within their culture. Thus,
under these rules, a Saint may choose any spell - providing it does not conflict with the aims
of their cultures pantheon. Earthers do not usually enter play with an active Piety score.
See Section 10.00 for more on gods.

35
Basic Weapon and Armour List:
Melee Weapons:
Weapon WF M/D Rng Type C
Human bite -30 -10/-10 0 ch X
Human punch -50 -10/-10 0 ch X
Human kick/headbutt -40 -10/-10 0 ch X
Human chop -20 0/0 0 ch X
Dagger 20[30] -10/0 0 wb[sp] 5C
Club 30 0/0 1 ch 0
Short Sword 30[50] 0/0 0 wb[sp] 15C
Warsword 50 20/10 1 wb/sp 25C
Falchion 60 10/10 1 wb[sp] 22C
Axe 30 10/10 1 Hwb 10C
BattleAxe 70 20/15 2 Hwb/sp 12C
Mace 50 10/10 1 Hch 8C
Hammer 40 20/10 1 Hch 10C
Quarterstaff 2 20/30 0/10 1 ch 0/1C
Spear 2 60 0/10 2 sp 1C
WarFlail 70 20/10 2 sp or ch 9C
Bastard Sword 1/2 70/80 10/10 2 wb/sp 30C
GreatSword 2 100 20/20 3 wb/sp 40C
Great Axe 2 90 20/20 3 Hwb 15C
War Maul 2 70 20/10 3 Hch 12C
Long Spear 1u/ 2 80/160 10/0 3 sp/sp charge! 3C
Lance 1u/2 100/200 20/20 3 sp/sp charge! 2C

RANGED WEAPONS:
Weapon AM WF ACC M/D Rng Type S ROF C
Dart 20 (-50) 10/10 8 sp 1 AS 2S
Knife 30 (-60) 0/10 4 sp 1 AS 6C
Hatchet 40 (-50) 15/15 8 wb 1 AS 10C
Spear 50 (-40) 10/0 10 sp 1 AS 1C
Sling 70 (-60) 10/15 100 sp 1 1/1 2C
Shortbow 60 (-60) 10/10 50 sp 1 AS 6C
Longbow 80 (-50) 15/20 70 sp 1 AS 12C
Yewbow 100 (-40) 20/30 80 sp 1 ! 16C
Elfbow 110 (-20) 10/10 100 sp 1 AS ?
Crossbow: 20 120 (-20) 10/10 80 sp 1 1/3 20C
Arquebus 40 150 (-80) 10/10 100 wb 1 1/6 30C

Type Bonus Mass Min M Cost Period


Wooden Buckler -20 3lbs M 0+ 5 Crowns Neolithic+
Medium shield 0 5 lbs M 10+ 10 Crowns Bronze Age+
Round shield 0 7 lbs M 15+ 15 Crowns Bronze Age+
Kite Shield +50 7 lbs M 20+ 20 Crowns Early Medieval+
Armour:
Armour Hardness bonus: D-ADD Weight Action Penalty: Cost:
Leather +20 +10 2 lbs -5 2C
Ringed and boiled +40 +20 10 lbs -10 12C
Metalled +50 +20 30 lbs -20 50C
Chain +60 +30 25 lbs -30 60C
Mail shirt +50 +20 12 lbs -20 30C
Breast Plate +80 +30 14 lbs -15 100C
Platemail +80 +40 50 lbs -30 500C

Some useful beginning spells (full descriptions given on pp 120-132):


Astral Leap, Astral Shift, Avaelon Mist, Be Gone!, Cloak, Eclipse, Far Senses, Fearweave, Fireseed, Glories
Arm, Glories Blast, Heal, Illusion, Invisibility, Iron skin, Lightning, Open/Lock, Mindspeech, Sorceries Sleep
Swiftfeet, Smite or Superaction.

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5.00 Skills:
Skills:
The term Skill represents a characters acquired knowledge and ability within a narrow but often
vital sphere of endeavour; involving a physical, practical, learning-based or empathic ability. Their
nature generally reflects the practical requirements of a culture the (unfortunate) need to fight and
defend, to trade, to understand, to recount socially-vital information and to survive a hazardous
situation. Due to the broad degree of abilities encompassed by the term skill, Magonia divides these
abilities into three groups derived from the Basic Score governing them - namely the categories of
Physical, Mental and Soul. Skills that have no points allocated to them start at the cited untrained
level, plus half the characters relevant B-score. Expanded skill options are given in Section 5.40. In
play, skills are usually improved by 1 point per 1 Growth allocated to them - although a specific skill
may be increased by no more than 5 points per game session! H Class skills are harder to learn,
with 2 Growth being required to improve a rating of such a skill by +1.

A characters B-score ratings (page 19) are added to skills, to represent innate talent. The B-
Physical bonus is added to B-Physical skills; B-Soul bonus to B-Soul class skill throws. B-Mental
skills may be boosted to the same degree if rated at zero or higher; otherwise they equal the default
level usually -50, less characters B Mental bonus.

Some skills have skill options. These are related sub-skills encompassed within a broad skill category
(i.e. Broadsword within the Melee weapon category, or Chess or Go within Gaming). In
play learning a new skill option requires 1 month of game time and 2 Growth; or bought for 2 skill
points during character generation. Using an unknown skill option results in the main skill value
being halved for that particular use! A player may opt for Adeptness within an existing skill option;
adding a +2 bonus for each 1 point of Growth (and 1 week of game time) allocated to it, usually upto a
bonus factor of +200. Adeptness may also be bought during character generation; 5 skill points buying
+10 Adeptness in one skill option. Add +10 to WF per +50 Adeptness acquired with a
weapon.

Skill levels roughly equate to the following (subjective) degrees of ability:


-50/-10: Untrained. 0 : Rudimentary +10: Inexperienced
+20: Fair +30: Good +40 : Notable
+60:+ Journeyman (Black Belt) +100: Master (2nd Dan) +150+: Heroic
nd
Each Dan after 2 Dan: +30 (plus +20 Adeptness) (based on 10 grade Black belt system)
Skill Descriptions:
5.10: Physical Skills Untrained rating: -10
This family of skills largely depends on characters physical facilities.

Armour Adeptness
Measures the characters ability to move deftly in heavy armour. This skill counters armour
move and action penalties.

Active
Represents experience with performing notable feats of exertion in a stressful situation
(swimming, dodging, making a mad dash towards a rapidly closing door, etc.) The character
starts with 2 active sports as skill options (i.e Tennis, Rollerball, etc.)

Climb
Ability with difficult climbing situations involving high stone walls, cliffs, etc.

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Creep
The characters ability to move without drawing undue attention to him/herself. Also how
well a character can hide from prying eyes and also see those attempting to hide!

Drive (Chariot, Waggon, Boat)


Governs control and manoeuvring of a personal mode of transport - choose option.

Flitch
The characters ability in picking pockets, cutting purses or generally lifting objects without
being noticed; also their ability to avoid objects hidden on their person or elsewhere from
being discovered during a causal search.

Open
Characters ability to covertly open locks and similar barring mechanisms

Ride (Horse,Great Wulf, Riding Lizard, Flying Mount)


Ability to ride and perform unconventional manoeuvres with a mount each class of mount is
a different skill option.

Survive (Temperate, Tropical, Desert, Ice wastes, Sea)


How well a character can sustain themselves in a hostile environment each class of
environment being a skill option.

Sailing/Pilot (water, flying)


The characters ability to handle a large sailing vessel each class of environment is a
different skill.

Shoot (point familiarity option) H


This skill represents the characters prowess with ranged weapons. Characters start with a skill
option in 1 ranged weapon of their choice. Others may be bought, as desired. Note Shoot is an
H class skill, as its harder to shoot someone than hit them in melee!

Melee (point familiarity option)


Melee measures the characters degree of skill with melee weapons. Characters start with
skill options in 4 melee weapons of their choice. Others may be bought, as desired.

Shield
The characters ability to block a blow by placing a specially designed barrier a shield in
its path. The variously sized shields in existence give a bonus or penalty to this skill; which
cannot be used without one. In combat, the character must decide whether to defend with this
skill or via Melee.

Skinclad
The Skinclad skill simulates the Swords and Sorcery genre convention of barbarian
warriors engaging in combat dressed only in a loincloth and surviving (more or less)
uninjured! It provides an armour bonus equal to its rating upto a level equal to the
characters D attribute. Subtract armour value x3 of any armour worn from this skill
minimum Skinclad reduction equalling 0.

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Track
This skill is used to deduce the direction and number of a party based on their residual traces,
along with their very general nature and actions. Usually, this skill only works in
environments that retain an impression after being walked on.

Unarmed
The characters ability with hand-to-hand combat; this skill represents western-style martial
arts and street-fighting. Personal damage bonus with this skill equals +2/+1 per 10 points
of skill.

Workskill Default level: -50


This class of skills represent physically-based knowledge with a commercial/social value. A number
of such skill are defined below representing skills possibly of use to adventurers and other heroic
types. Most of these skills are the hallmark of skilled commoners and are hence not available to
anybody with a Social Class of +2 or more. Other less useful skills (i.e. cooper, candlestick maker,
undertaker, etc) can be defined as and when they occur or are demanded by a player. A character is
unlikely to have very high Workskill ratings. An apprenticeship in most of these professions takes
around seven years starting from boyhood. After this time providing their work is of a sufficient
standard they are considered a Journeyman (with a skill of around 60 or so). To be considered a
Master (having a skill rating of 100 or more) takes many more years - for some this is never attained.
Armoury
Governs the manufacture of both weapons and armour. Character must have Blacksmith at
20+ in order to acquire this skill.
Blacksmith
The ability to construct everyday objects from metal such as nails and horseshoes. Only crude
weapons (actually slightly modified farming implements) can be made with this skill.
Brewer
Ability to create palatable drinks from fermented cereals and/or fruit; an essential skill in eras
with uncertain water quality!
Butcher
The ability to cleanly kill an animal and harvest the maximum amount of meat from its
carcass.
Builder
Construction of structures for occupation and/or social use.
Carpenter
Making objects from wood. Also includes relevant jointing, fastening and finishing off
techniques.
Chandler/Inn Keeper
The ability to keep a store or a service-based business profitable and fairly well run
Cook
The skill of preparing food in an attractive and palatable matter and combining ingredients to
make prized exotic dishes.
Farming
The ability to successfully grow crops, raise animals and curate food for both sources for the
winter. Also includes relevant land management skills.
Housekeeper
The practical ability to maintain and administer a household.
Jeweller H
The skill of performing delicate work with metal, rare enamels and precious stones and
combine them to make attractive, valuable and desired items of jewellery.

39
Nanny
The skill of successfully raising your own or other peoples children from birth to adulthood.
Leatherworker
The ability to remove the skin of a thick hided animal or monster to make into clothing and/or
armour (in the latter case up to Boiled Leather or Boiled and Reinforced leather if an
Armourer makes and fits the metal elements).
Lovecraft
The art of sexual techniques, seduction and arousal.
Mason H
The ability of carving stone into blocks or artistic forms.
Painting
Skill in creating an attractive image or likeness with paints or similar media
Perfumer: H
The ability to capture and store attractive scents and make aromatic oils, etc.
Sapper
The ability to undermine castle walls, build tunnels and mining in general.
Servant
Professionally cater for the personal needs of higher status people.
Taylor/Weaver/Seemstress
Make attractive and well-fitting clothing from suitable raw materials. Select any one
Wrangler
The ability to train and manage animals.
Other - As defined by player and accepted by GM!

5.20: Mental Skills: Usual Untrained rating: -50


This family of skills largely depends on characters mental facilities. A few, relating to
sufficiently familiar skills, have a lower Untrained rating of -10 or lower.

Battlecraft
The art of successfully leading soldiers into battle and winning the day.
Estate
The ability to practically manage the logistical and administrative aspects of an Estate
which can represent anything from a large household upto a country or Empire!
Education (point familiarity option)
The characters general ability to read, write neatly and perform general mathematical
functions. Often neglected in worlds whose technological basis is lower than Late Medieval.
In heroic fantasy worlds, familiarity options include Astrology, Arithmetic, Grammar, Logic,
Geometry, and Poetry.
Engineer H
The ability to create sophisticated mechanical devices composed of cogs, springs and similar
mechanics. Character must also have a D rating of 15+. Often combined with magical
knowledge to create even more highly advanced machines verging on the miraculous!
Folklore Untrained: -10
This represents the characters understanding of monsters and people in foreign lands. It is
one of the skills most prone to the Hidden Knowledge rule cited above!
Gaming (point familiarity option see page 44) Untrained: -10
This skill provides a general understanding of various socially-based forms of entertainment.
Character should initially choose familiarity with 3 games commonplace in the game-setting

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with others being played at a penalty of -20. Another game can be chosen at the cost of 1
growth point and 1 week gaining familiarity with that particular pursuit.
Herbalist Untrained: -10
Knowledge of herbs that aid recovery from sickness and injury and also those that harm.
Healer
The ability to heal injury and cure disease without the aid of magic. This may work with an
innate Difficulty penalty in settings where the theories of medicine are flawed!
History
Skill represents the characters knowledge of the settings general history.
This skill is also susceptible to the Hidden Knowledge rule!
Nature Untrained: 0
Knowledge of the animals and plants existing within the campaign setting.
Law
Understanding of legal practices and procedures within the characters region
Language
The ability to speak in another language. The abundance of languages existing in most worlds
most of them unrelated - ensures that most tongues are separate skills.
Logos: H Untrained: -50
The pre-technological equivalent of Earther Science skills; represents the sum of all
understanding relating to mundane natural laws and effects as likely to be grasped by an
intelligent individual from a pre-industrial society!
Present Untrained: -10
This skill measured the extent of the characters understanding of current political, economic
and social trends falling within the characters common experience.
Philosophy
Ability to understand the condition and ethos of thinking beings and provide insights into the
functioning of organised society. A successful roll will provide a +10 bonus (+20 on a HERO
result- but halve skill level on a SORE result!) to any one mental skill associated with
reasoning, interpersonal interaction and/or logic.
Region Untrained: 0
Detailed knowledge of the general orientation of a specific setting.
Theology
Knowledge of the gods, their past acts along with their present goals, desires and dislikes.
The agenda of some religions virtually ensures this skill is especially prone to the Hidden
Knowledge rule
Trader
Skill with commerce; finding cheap good and selling them at a profit. Also covers matters
such as transportation and storage, along with identifying markets for specific goods.

5.30: Soul Skills Untrained rating: -10


This family of skills depends on the characters empathic nature. Untrained ratings are often
much higher than the default in regard to mystical style skills.

Alchemy (Point Familiarity Option) H Untrained: -100


Perquisites: I 30+, Herbalist 20+, Nature 20+, Folklore 20+, Latency or Wizardry 0+
This skill covers knowledge of the magical properties of animals, plants and minerals. This
skill depends on the alchemist also knowing Formulas instructions listing the ingredients
and procedures required to create Elixirs encapsulating a magical (or near magical) effect.
Alchemists with low Latency or Wizardry suffer a skill roll penalty equal to their negative

41
Latency or Wizardry rating. Add a +5 bonus to skill each 20 positive points an alchemist has
in either Latency or Wizardry. Learning a new formula follows the point familiarity rule in
this instance costing 3 Growth and taking 30 days I (minimum 2 days). Each potion takes
several days or more to create, but keeps infinitely once stored within a sealed container.
Arcane
Perquisites: Wizardry 0+, I 20+ H Untrained: -100
The understanding of the general modes of manifestation, limitations and potential of magical
effects. Can be used to identify a cast spell (and its approximate power level), identify a
magic item and to help create new spells.
Compose (point familiarity option)
The ability to write attractively worded sentences and write coherent, attractively-worded
stories/ narratives (Skill options: Music, Poetry, Instructional, Literary, Lyrics)
Debate
This skill represents the characters ability with persuasion and rhetoric, and also the ability o
give inspirational leadership on a civic basis.
Dcor
The characters ability to create appealing and attractive works of visual art.
Guise
While normally used to present a convincing, artistically pleasing rendition of an assumed
persona in a stage play, it also can be used to persuading someone that a boldface lie is the
truth and that the character can trust the con-artist in at least one specific matter!.
Herbalist
The knowledge of plants and herbs for cosmetic and medicinal purposes.
Instrument (point familiarity option - see page 44)
The ability to play a given instrument in an appealing manner. Player choose one instrument;
all others have a -50 penalty. Familiarity with new instruments use the point familiarity and
Adeptness rule. option available with this skill. Includes Voice (singing)
Social (Low Social, High Social)
The ability to cope with social convention. Low Social deals with the sphere of common folk
(rank 0 or lower) while High Social relates to noble etiquette (rank +1 or more).

5.40
5.40: Expanded
Expanded Skill Options:
Options:
A number of expansions to various skills used in Magonia are given below. These add detail and
complexity which some game settings may not require and are hence optional:

Combat Manoeuvres:

Iaid is the Adeptness (Melee) skill option of deftly and instinctively drawing swords from their
scabbards. It can be improved to +100 and be added to D in surprise or unreadied weapon
situations.

Adeptness can also improve other Combat Options, as follows:

On Guard can be improved to +200; add to D in regard to Attack Order only, in non-surprise
situations when bearing weapon and shield.
Close Guard; Bind; Guard of Wraith; Death Blow; Riposte; Dual Weapon attack:
Each can be improved to +200 each (subtracting any cited penalties to Adeptness rating).

Armour Adeptness: Players may purchase Armour Adeptness for their characters, to counter
Armour Action penalties. This may be subtracted from the action penalty for any armour, providing

42
the M requirement is met. Penalty is reduced by 2 for each Growth point allocated. Maximum
Adeptness level equals +50 (any excess is ignored; maximum bonus is 0).

Missile Skill: Hitting with a missile is harder than attacking a target in melee (or unarmed) combat
brawling). Hence, 2 Growth is needed to improve Shoot by +1.

Unarmed.
Option - Detailed Martial Arts Rules. Untrained -50

Some games may wish to feature more detailed personal fighting arts. Skill points are allocated to this
skill as per the easy rules, but four basic techniques can be developed separately, as per the Adeptness
rule above:
Chop: Direct strikes with a characters forelimb. WF bonus resulting from this skill equals +2
per +50 skill Adeptness allocated to Chop.
Defence: Adeptness allocated to this ability acts as a bonus to the Skinclad skill.
Kicks: These are leg-based attacks designed push and/or overbalance opponents. Apply Adeptness
Kcking skill as a bonus in attempts to overbalance a target. WF damage bonus resulting from this skill
equals +10 per +50 of Adeptness allocated to Kick.
Throw: Grappling attacks subtly using an opponents weight to overbalance them. Add Throw
Adeptness rating as a bonus in such attacks. A Win thrown hurls the target 5 feet from their original
position and pins them for 1 Recounter (or 10 feet with an additional STUN effect and a 2 Recounter
pin upon an HERO result). WF damage with this skill is increased by +10 per 50 skill points allocated
to throw.

Specific styles are simulated by the degree of Adeptness each technique allows within the four basic
techniques. Six sample real life martial arts are given below by way of example available in
fantasy worlds under different names! When developing styles, G.Ms should distribute a total of
+280 Adeptness development limits between the four basic techniques. Allow for bonus actions if
desired - but reduce Adeptness bonus limit for purposes of game balance.

Karate: Kicks: Adeptness +200; Chops: Adeptness +200; Throw; Adeptness +100
Defence: Adeptness +100
Judo: Kicks: Adeptness +50; Chops: Adeptness +50 Throw; Adeptness +250; Defence:
Adeptness +250
Kung Fu: Kicks: Adeptness :+150; Chops: Adeptness +150; Throw; Adeptness +150
Defence +150 (alter proportion of Adeptness to reflect specific stance styles)
Pankration: Kicks: Adeptness +140; Punch: Adeptness +120; Throw: Adeptness +120;
Defence +100.
Sumo: Throw: Adeptness +250 (unbalancing); Defence: Adeptness +250; Chops: Adeptness +0
Kick: +100. This combat art is only available to characters with the man-mountain Gift.
Eeee-Ekk (ancient Lancastrian fighting art): Throw: Adeptness +0; Defence: Adeptness +250;
Chops: Adeptness +250 Kicks: Adeptness+0; Defence Adeptness may also be added as a surprise
modifier. Attacker must use is welding a specially prepared black pudding to gain full Adeptness
Chop benefit otherwise halve skill (cost 1 Schilling, one new pudding needed for each fight).

Mental
Mental Skills: Untrained: -50
This family of skills largely depends on the characters mental facilities.

Option The Hidden Knowledge rule:


In regard to commonly known facts held about specific Mental class skills, the GM has the option
of making a list of secret knowledge unique to his or her gameworld. Commonly held knowledge of
such a topic is wrong; thus, when a character attempts to solve a problem using culturally accepted
knowledge only a HERO score results in a WIN; otherwise the skill attempt is an automatic failure

43
until the character formally learns the truth! This is often the case with the Logos skill, in relation to
the modern scientific concepts and laws that Earthers take for granted!

Language
The ability to speak in another language. The abundance of languages existing in most worlds most
of them unrelated - ensures that most tongues are separate skills.

Some Example Languages:


Diverse heroic fantasy worlds have many languages while others have only one common tongue
shared among the scattered race of humanity. As an aid to G.Ms and players, the following example
languages are offered which may be altered, renamed, dropped, ignored as desired. Modifiers
indicate default chance for a human to speak the language (also apply as a penalty or bonus for an
untutored human to understand an overheard conversation in that argot. Default time to learn one of
these language to Skill rating 0 equals 2 weeks of game time per -10 penalty (minimum time 2
weeks). Each two weeks of tuition costs one Growth point.

Some Example Languages:


Avaelic Ancient human language now the speech of the educated, Priests and magical practioners (-50)
Currh Language of the Dogheads (-50)
Dwarven Language of Dwarves (-100)
Provincial Common human tongue of the campaign setting most cultures in campaign setting understand it. (0)
Edurn Language of the Blessed Ones. (-40)
Goblic Language of the various Goblinoid species. (-60)
Korsc Language of the old evil, dead(?) gods unhallowed and shunned (-100)
Kaate The secret language of singers, minstrels, performers and actors. (+10)
Kant The secret language of thieves and criminals (+10)
Phounish An increasingly popular language, associated with an emergent culture
with widespread trading links (-20)
(Species) A generic indigenous language type rarely spoken outside its sphere of influence. (-60, 0 if characters)
Ungulan Rival language to Provincial , introduced by a new, encroaching nation (-30)
Nenyan Language of elves, centaurs and other sylvan races. (-80)
Norlish Tongue of the feared Norlingas raiders (-40)

Defined Social Skill-Options:


Social skills are important in Magonia! It is therefore useful for characters to learn such abilities, to better
interact with their culture and others they encounter during play. However, it is often difficult for players to
allot points to effectively unknowable skill-options; what social abilities would characters possess in a
heroic world? Therefore, to aid the allocation of social skill points, various examples of social skills based
on actual ancient and medieval era examples - are defined below. Many have been given generic names to
better fit into a bespoke fantasy setting isolated from Earth. These should be replaced in instances where
G.Ms have created their own unique forms of music, dance and games. All cited instances are Social Skill-
options requiring +2 skill points (or 1 Growth point, 1 week) to acquire at current main skill level. All can
be improved via the Adeptness rule should specialisation be desired.

Active Physical Dances: Artistic (i.e. Ballet); Courtly(H); Festive; Ritual; Seasonal .
Active Physical Games: Batball (Cricket); Ballbounds (Medieval feetball); Court-Tennis (Royal
Tennis)(H); Run-Tag-Hide; Stickball (Hurley); Nets (basketball).
Gaming Fortuna (a card game played with a Tarot like deck); Millstones (Nine Mens Morris); Thrones
(Chess); Queensbane (Fiochell)(H); Warriors (Draughts).

Type: Instruments:
Aerophones: Voice, Bagpipes; Horn(m); Pipes; Mainflute (Recorder) Slidebone (Sakbutte).
Enclosed String: Buk: (Rebec - early Fiddle); SubBuk (Hurdy Gurdy); Lutt (Lute/Ood).
Keyboard: Organ; String-Organ (Harpsichord)
Percussive: Bells; Cymbals; Drum (m), Rattle; Soundsticks (Xylophone).
Open Stringed: Boxharp (Hammer Dulcimer); Harp; Lyre.

(H) skills are only taught to social class 1+ or more . (M) Skills are associated with warfare and not strictly
social skills, but are counted with them for ease of skill point allocation.

44
Soul Skills Untrained: -100
Yogic H
Perquisites: P or C +20, Philosophy 20+, Healer 20+ (or take an additional 2 point Bane).
This skill represents a series of exotic abilities. These skills should always be rare and exotic; due to
this, the G.M may rule that these skills can only be developed during play!

Hypnosis the ability to induce a restive trance, recover forgotten memories or implant one
suggestion into the subject. This procedure takes around half an hour the recipient being totally
immobile during that time. A Win result increases healing or spell stress recovery rate by x1.5 for that
day; or implants one suggestion (or recovers one memory) A Hero result rest doubles spell stress
recovery or healing for that day, or implants two suggestions (or recovering two memories). A Sore
result results in a negative experience resulting in a -20 penalty to all actions for that day! The host of
these implanted suggestions resists them with their Composure score vs. that of the hypnotist. The
suggestion is broken once the character successfully resists it.

Body Control Through subtle training of the body - often involving sacred dance - a character may
boost his or her physical attributes or skills. A Win result involving the Body Control skill and 5
minutes of effort adds 10% to their attributes or skills for 5 minutes of game time. A Hero result adds
either 50% of their Body Control skill for 5 minutes of game time or the usual 10% boost for 10
minutes of game time! A Sore result induces a -20 penalty in all actions for half a day! The G.M has
the final say on what skills or attributes may be so boosted!

Chi Channelling: This skill may be used to induce Wuxia feats (as per the rules on page 10) but
without the need to expend an F point! Difficulty is usually 40, +20 per Wuxia feat enacted within the
space of one (game) hour. A Hero result indicates the attempt doesnt add to accumulated difficulty
or the character can forego the action and halve accumulated difficulty. A Sore result indicates a
failed attempt at a Wuxia feat and adds +50 to accumulated difficulty!

Pressure Points:
This skill has several uses. The main utility of this skill is in healing; successful use of this skill
increases a characters healing rate by a factor of x1.5 per day (x2 for a Hero result). A Sore result
voids any healing for two days!

Another - more unfortunate - use is in attack - namely to immobilise or discomfort an enemy.

When hitting someone in combat a possessor of the Pressure Points skill may roll vs. the targets
Hardness (multiplying any armour worn by x2). Sore; Next attempt to use Pressure Points skill is
halved Fail; No effect Win; Character either takes a Bash result (dropping anything they are holding)
or falls unconscious for 80 seconds less S attribute. Hero: Target either staggers 2 feet and falls down
immobilised for 80 seconds (less S) or falls unconscious for 360 seconds less victims S Score.

Furthermore, Add Pressure Points skill/ 5 to weapon WF.

Other Yogic Skills may be invented as required by the G.M.

45
Expanded Skill Skills for Admixture Characters:
The following expanded skill rules are aimed to more accurately depict skill use and the abilities of Admixture
characters:

Physical Skills:
Drive (car, bicycle, aircraft,Tracked vehicle):Earthers may choose one or more of these particular
Options for drive, if desired.
Ride: In-game point familiarity must be acquired to ride a Great Wulf, Riding Lizard and Flying
Mount without penalty.
Repair:Ability to fix modern Earth devices (for the purposes of this game this is deemed to be a
mixture of mechanics and electronics)
Sailing/Pilot: In game point familiarity required for flying option
Melee: Melee skills are usually limited to the following choices: Knife, Shortsword, Club,
Hammer, Quarterstaff. Learning any other costs 10 skill points to learn at 0, but is improved as
per the rules thereafter.
Shoot: Skill totals will usually relate to modern firearms; most characters being unfamiliar with pre
technological ranged weapons and start with these at a default level! They may enter play with the
knowledge of one primitive ranged weapon via the skill familiarity rule.
Workskill: Points may be allocated to these as desired - most still exist today! Options specific to
modern Earth - Mechanic, Electrician, Driver, Office Worker, Store worker are available as
background options. Most of these skills exist prior to 1900; although electrician should be fairly rare
until the 1890s.
Mental and Soul skills:
Education: Earthers have a skill rating of 0 in regard to reading and writing in relation to the Game
Setting (unless the notation used is very similar to a known Earthly one) Learning a crossover worlds
writing system requires a point familiarity and 1-3 months of study. Earthers however gain a +20
bonus in regard to mathematical related tasks!
Gaming: In-game point familiarity required for games unique to the game-setting.
Instrument: In-game point familiarity must be required to play instruments novel to the crossover
world as per the instrument point familiarity rules.
Healer: Character has a +20 bonus in regard to healing techniques but acquire an additional 40
Difficulty in regard to treating patients with unfamiliar medicinal plants native to the crossover world.
Creatures notably different to humans are treated at Healer skill. Learning either requires a point
familiarity and 3 months of study.

Science: This skill represents the specialised, sophisticated understanding of the natural world
commonplace in modern Earth society. Due to the extent of knowledge they encompass, each form of
science is a separate skill. Understanding of basic scientific laws and principles is covered by the
Education skill. Earther characters starts with one Science skill (at 0) if they have an I of +10 or
more. Additional Science skills may be selected of 2 skill points for a level 0 skill. Science
specialities may be chosen and defined as desired although the G.M is free to veto choices that could
seriously unbalance play! Skills may be improved as normal thereafter. In worlds comparable to
Earth, skills Anatomy, Geology, Physics, Chemistry, Meteorology, and Psychology can be used
without penalty, but will be hampered by the lack of modern information resources (extra 10 to 50
Difficulty penalty). In similar settings skills such as Archaeology, Anthropology, Astronomy,
Sociology and Geography suffer from a -50 penalty, mitigated through learning at a rate equal to half
the characters B-mental score per month. Many skills will be seriously hampered by the characters
inability to study texts written in Game-setting languages; the G.M may rule that the -50 penalty
cannot be removed until the character has acquired +10 ability in one Game world language and the
ability to read texts written in it (the latter taking at least one game month and an additional 5 Growth
points).

46
TUOR TABLE
TABLE
100d roll HERO WIN FAIL SORE
+350 or more 01-45 99 00 V
+300 01-40 98 99 V
+250 01-35 97 98 100 (/)
+ 200 01-30 96 97 100 (/)
+ 150 01-25 95 96 100 (/)
+ 120 01-21 93 94 99 (/)
+ 100 01-20 91 93 99 (/)
+ 90 01-19 90 91 99 (/)
+ 80 01-18 85 86 99 (/)
+ 70 01-17 80 81 98 (/)
+ 60 01-16 75 76 98 (x)
+ 50 01-15 70 71 98 (x)
+ 40 01-14 65 66 97 (x)
+ 30 01-13 60 61 97 (x)
+ 20 01-12 55 56 96 (x)
+ 10 01-11 52 53 96 (x x)
0 (10) 01-10 50 51 95 (x x)
-10 01-09 48 49 95 (x x)
-20 01-08 45 46 94 (x x)
-30 01-07 40 41 94 (x x)
-40 01-06 35 36 93 (x x)
-50 01-05 (-) 30 31 93 (x x)
-60 01-04 (-) 25 26 92 (x x)
-70 01-03 (-) 20 21 92 (x x)
-80 01-02 (-) 15 16 91 (x x)
-90 01-02 (-) 14 15 91 (x x)
-100 01-02 (- -) 13 14 90 (x x)
-120 01-02 (- -) 12 13 90 (x x)
-150 01-02 ( - -) 11 12 89 (x x)
-200 01 (- -) 10 11 88 (x x)
-250 01 (- -) 08 09 87 (x x)
-300 01( - -) 06 07 86 (x x x)
-350 or lower 01 (- - -) 05 06 85 (x x x)
Passive Task Difficulty Factors:
Difficulty In Relation to skill/task, action is: Factor
(Simple+) +80.
Simple: An everyday, basic task any normal child could do! +40.
Easy An average task 0.
Taxing A task with a slightly higher-than-average degree of difficulty -20.
Hard A task with a notable degree of difficulty -40.
Difficult A very difficult task -80.
Complex A highly complex task -120.
Daunting Ever more complex. -160.
Formidable A virtually impossible task! -200.
Impossible You cannot do this, mortal! -300.
(Impossible+) -400.
Difficulty can be reduced or increased by hurrying or taking extra time to complete a task:
Take double time to attempt task = Task drops 1 Difficulty factor. Take half time to attempt
task = Increase Difficulty factor by 1.

47
6.00: Expanded Character Detailing
The following Expanded Character Generation system provides players with a more detailed
and freeform method of character generation. It is, however, more detailed (and hence
complex), freeform and time-consuming and is best suited for more experienced players and
GMs! The quantity of skill points made available in the Easy system is virtually identical to
that awarded in the Expanded version. Even if left out previously, adding the full Species,
Variants, Gifts and Banes options result in Easy game personas that are fully equal to those
created under the Expanded system! In any event, to generate an Expanded character,
determine main and derived attributes, following the process up to page 21. Thereafter, add
the following aspects:

A: Select Species (default Human):

6.10:
6.10: Species
The Expanded rule offers more species options, depicted in greater detail. Each species has
specific banes and gifts; the extent of which subtracts or adds to the characters base Trait
Points pool. If not otherwise specified, characters are assumed to be human. Players should
check with their G.M as to the species type available as some games may be set in worlds
exclusively occupied by humans, or where non humans are not available as player characters.
Note any cited Trait points adjustment and apply on reaching the Gifts and Banes section.
Species Gifts and Banes dont count towards custom Gift or Bane allocation limits.

Option: Physical differences between male and females:


Players may optionally make the following adjustments to their characters physical attributes
if depicting a female of a sexually-dimorphic species; namely all species other than Seraphs,
Dwarves, Goblins and Ogres. Subtract -10 from M and S but add +10 to D and +10 to
either W and P or increase F by +1. Dimorphic Females are limited to 80% of M in
relation to their selected M development option, but the development limit on D and W is
increased by +50. Females of sexually dimorphic species can choose the -1 Warrior-
Woman Gift to circumvent the above effectively ignoring the above attribute adjustments.

Humans: Base Trait Points Native Language: Provincial or other indigenous tongue.
Humans represent the most widespread and influential intelligent species in most game-settings. While
possessing notable cultural, technological and some slight anatomical differences, they are virtually identical to
the humans of modern Earth.
+10 Any attribute +1 F +20 any one skill
Traits: Prolific (-1) Restless (+1), Human Folly(+1)
SPC: +80M +160 M & S physical, +300 mental, Soul +300, Wizardry +300 Life: Human
Cultures: Any.
Centaur -7 Trait Points Native Language: Nenyan &
Provincial
A creature resembling a combination of man and horse usually with a horses body and legs at the rear and a
human torso, arms and head at the front. While notably wise they are also lusty and passionate. Centaurs live in
small bands within forested areas unoccupied by humans, often co-existing with elves.
+20 M, S, +10 I, P or C
Species Enemy: Goblins /and nature-defilers (+1)
Restless(+1) Large(+1), Rare(+1), Rural(+1), Mentor(+1).
Swift (-1) Quadruped (-2) +20 (one skill) (-1)
SPC: +300 Mental, +200 Physical Soul +300 Wizardry+300: Life: Enduring (-2)

48
Cultures: Aesthetic, Barbarian, Idyllic, Wanderer, Revier (+10 active in place of
ride/drive/boat/sailor option)

Doghead +2 Trait Points Native Language: Indig (Doghead) & Provincial


Dogheads resemble humans with piebald pelts, a tail and a distinctive fanged canine head. They often live in
small rural communities separate from humans. Popular culture depicts them as capricious maneaters -
although some have integrated well into human society, with one member of their race becoming a Saint
venerated throughout the human world!
+10 S -10 P
Species Enemy: varies (Goblins,humans or elves). (+1), Chimera (+1), Maneaters(+1),
distinctive smell(+1).
30/10 bite(-1) +20 sense (smell (-1) )
SPC: +80M, +120 M & S, +200 Mental, Soul +300 and Wizardry+300 Life: Human.
Culture: Barbarian, Idyllic, Feudal, Remnant, Revier

Dragkaan -4 Trait Points Native Language: Indig. (Drakaa)


Resembling bipedal salamanders, these cold blooded creatures are thought to have first appeared millions of
years before humanity. Their original ancient culture is now lost to time, having been destroyed in a terrible
disaster that caused them to revert to more savage ways. A variation of this species sometimes called the
pisckaani - live beneath the oceans but can dwell on land for short periods.
M: +10, S:+5, D -10, C +5, P -10
Tough Skin(-1) Enhanced Vision(-1) , Sprightly(-1), Bite(-1). {Pisckann have Gills(-1)}
Cold Blooded (+1), Fearful Symmetry (+1), Rare(+1). {Pisckaan are Amphibious(+1)}
SPC: +120 physical, +200 Mental, Soul +100 and Wizardry+300 Life: Enduring (-2).
Culture: Remnant, Decadent, Revier.

Dwarf: -2 Trait Points Native Language: Dwarven & Provincial


Dwarves are small, muscular human-like creatures standing around 4 feet 6 inches high. Gruff, secretive and
often avaricious by nature, dwarves dwell in large underground caverns carved into awe-inspiring forms.
+10 M,S,D. Species enemy: Goblinkin (+1)
Small-tough (0) Rarely sickens. (-2) Gloomsight (-1) Workskill (-1) (+20 in
Armourer,Blacksmith, Jeweller or Mason).
Gruff (+1), Distain(Elves) (+1), Horder (+1), Do no evil(+1), Protect Clan. (+1)
Reclusive, (+1)
SPC: +60 M, 120 D & S, +200 Mental; +. Soul +300 Wizardry:+400 Life: Enduring (-2)
Cultures: Imperial, Trader, Decadent.

Elf: -5 Trait Points Native Language: Nenyan &


Provincial
The Elves are tall, noble (often aloof) creatures of often extreme beauty naturally skilled in the magical arts,
residing deep within the worlds oldest forests. Some human faiths fear them as soulless, although the precise
meaning of this is unclear. The immortal Elves often adopt a superior attitude towards other species, believing
their ancient culture to be the most learned and enlightened in existence.
+10 D, -10 M , +10 I, +10 C or P
Species enemy: Goblinkin (+1) No x rated Banes (-1)
Far Vision and hearing (+20), (-2) Unaging (-4) Rarelysickens-2(-2) Quiet (+20) (-1)
- Aloof(+1), Distain (mortals and Dwarves)(+2) , Elegance(+1), Do no evil(+1),
Protect nature(+1), Rare (+1).
SPC: +200 D, +100 S, +60 M, +300 Mental, Soul +400 and Wizardry: +500 Life: Immortal.
Cultures: Aesthetic, Decadent, Hunter, Imperial, Wanderer or Idyllic. Spartan is also possible
where an Elven culture exists in a war-wacked area and has enslaved a group of former
hostiles.

49
Giant -10 Trait Points Native Language: Provincial .
Giants are boisterous (and often dangerous) beings resembling humans but standing10 feet tall or higher. They
often live singly or in very small groups, often extorting large quantities of food from neighbouring human
communities. Their poor personal hygiene and vile habits are legendary as their craving for manflesh!
+100 M, - 20 D, +60 S -10 I, -40 C, +10 P
+ Skin +10(-1) Improved senses (smell)(-1) +20 Extra Reach (-4)
Bestial(+1), Crude(+1), Giant(+2), Hated(+1), Maneater(+1 ), No abstract symbology(+1).
SPC: +300 S & M, +50 D, +50 Mental, Soul +200 and No Wizardry ability. Life: Enduring.
Cultures: Barbarian, Revier, Remnant, Wanderer

Goblin -3 Trait Points Native Language: Gobik & Provincial


Goblins are slightly shorter than the average human, with greenish warty skin, gangly limbs and pronounced,
pointed facial features. They have reputation as dexterous pranksters. While innately magical they often fly into
protracted frenzied rages when put under sudden pressure.
+20 D, -10 M +10 I, -20 C, -20 P +10 Wizardry.
Species Enemy: most species consider them minor pests, Urruks enslave them (+1).
Bad Tempered (+1), Fearful Symmetry (+1) or Oppressed (+1), Distinctive Smell (+1).
Gloomsight (-1), Climb (+20) (-1)
SPC: M:+50, D & S +120, +300 Mental, +300 Soul, +400,Wizardry, Life: Enduring (-2).
Culture: Barbarian, Decadent, Feudal, Hunter, Helot, Idyllic, Imperial, Revier, Remnant,
Wanderer

HelTrull -10 Trait Points Native Language: Gobik and Provincial


This sub race of Trull are as tall and ugly as normal Trulls (see below) but are smarter and slightly weaker.
Their lack of natural weaponry is compensated by notable innate magical ability. Some legends depict them as
the sires of all the other goblik races.
+20 M, - 10 D, +20 S +10 I, -40 C, -40 P
Skin +10 (-1), Gloomsight (-1), Reach +2 (-2)
Bane (+1), Hated (+1), Large(+1), Maneater (+1).
SPC: +200 M & S, +100 D, +120 Mental and +100 Soul,Wizardry:+300 Life: Enduring (-2).
Culture: Barbarian, Feudal, Revier, Remnant.

Hobb +10 Trait Points Native Language: Gobik & Provincial


A small, physically weak but endurable and fecund breed of Goblin, who either live independently within their
own communities or enslaved by other stronger peoples (including humanity).
-10 M, +20 D, +20 S -10 I. -10 C, -10 P [Wizardry limited to -10]
Species Enemy: More often victim than victimiser (+1)
Crude (+1), Brutal(+1), Oppressed(+1), Distinctive smell(+1).
Gloomsight (-1), Fertile (-1).
SPC: +30 M, +100 S & D, +100 Mental, +100 Soul. Life: Human(+1)
Culture: Barbarian, Feudal, Helot, Remnant, Wanderer

Manimal: +3 Trait Points Native Language: any 1 human Language.


Scattered throughout the world are various animals who have either through natural adaptation, divine
intervention, a curse or magic have acquired bipedal form, hands, an intellect and culture comparable to
humans. Unfortunately, they have an uneasy relationship with other species.
+10 S,D or M -10 I,C,P
+20 between all physical skills (-1)+ Fur, Claws and Teeth (-3) and choose 2 of the following
1 point gifts: Swift, Flight, Enhanced vision, hearing and/ or smell, gills, flippers, hold breath
(x2), Gloomsight, Tail, Primitive, Shy, Rural , Distinctive Smell
and two of the following 1 point banes:
Brutal, Maneater, Cold Blooded, Large, Small, Rare, Cursed, Poor, Oppressed, Distain
(species), Fear, Protect Nature, Unvalued.
50
Or one of the following 2 point banes:
Bestial, No Abstract Symbology, Mostly Mute
SPC: +120 Physical, +200 Mental, +300 Soul, Wizardry:+=300 Life: Human.
Culture: Barbarian, Idyllic, Helot, Remnant, Wanderer.

Ogre +6 Trait Points Native Language: Gobik & Provincial


A smaller variety of giant, these ugly muscular brutes live in forsaken ruins and caverns. Still at a Stone Age
level of development, they are feared for their aggression and battle-rage.
+20 S, +40 M -10 C and I, P -20 [Wizardry limited to -10]
Species Enemy: All non-evil peoples (+3)
Crude(+1), Brutal (or Disturbing Symmetry)(+1), Maneaters(+1), Large (+1), Distinctive
smell (+1).
Gloomsight-2 (-2) Skin-2(+20)(-2), Reach +1(-1)
SPC: +200 M & S (+50 D), +20 Mental and +40 Soul. Life: Human .
Culture: Barbarian, Revier.

Seraph -12 Trait Points Native Language: Nenyan


These entities represent an admixture of mortal and supernatural being precise origin story and abilities will
vary! Most species produce Seraphs - to create a Seraph of a specific species, select a species template and add
this one. They can be good, evil or neutral in disposition.
+20 Wizardry, Piety or Latency, or +60 Skill points or +30 Attribute points. (-2)
Species enemy: All Evil or all All Good beings (+3).
Rarely sickens (-1) Bodily Return (-4) Unaging (-4) or;
+80 skill/attribute points or;
+100 skill/attribute points and Enduring.
Elegance(+1), Do no evil (or oppose Good)(+1), Fight evil (or Good)(+1), High Ideals(+1),
Rare (+1).
SPC: +80 to species Physical, Mental and Soul limits, +100 to Wizardry
Lifespan: Immortal or Enduring. Culture: Any but Hunter or Revier

Urrk +4 Trait Points Native Language: Gobik & Provincial


Urrks are very tall and physically strong sub-species of goblin. They have jutting, simian faces with large,
protruding tusk-like teeth. They are rumoured to have originated from an attempt to crossbreed humans and
goblins carried out centuries ago by a long-vanquished Dark Lord. Urrks are feared as ill-tempered warriors
with bestial habits and foul speech, but have also acquired a reputation as formidable empire-builders!
+20 M, +10 S -5 C,I, P -10
Species Enemy: Most other sentient species (+2)!
+20 between all physical skills (+1)
Crude (or Disturbing Symmetry or Oppressed) (+1) Brutal (or Enemy or Heretic) (+1)
Maneaters (+1), Distinctive Smell (+1).
Gloomsight (-1) +10 Skin (-1) Natural Weapons (teeth) 30/10 (-1)
SPC: +140 physical, +200 Mental, +100 Soul and Wizardry:+200 Life: Human
Culture: Barbarian, Spartan, Remnant, Helot, Wanderer, Revier.

Trull +8 Trait Points Native Language: none


Tall, ugly, stupid but superstrong hulks with thick skins, iron-hard claws and broad, fanged jaws. Barely
smarter than a dog, some races (such as Goblins and Urrks) often use them to supplement their armies.
+50 M, - 10 D, +40 S -40 I, -40 C, -40 P
Skin +20 (-2), Natural Weapons (60/30) (-2). Gloomsight(-1). Reach +2 (-1)
- Bestial(+1), No Abstract Symbology(+2), Mostly Mute(+2), Hated(+1), Large(+1),
Maneater (+1). SPC: +300 M & S, +30 D, +10 Mental, +20 Soul, No Wizardry or Saint
ability. Life: Enduring (-2). Cultures: Barbarian, Remnant or Revier.

51
B: Select Variant option (if desired):

6.20 Variants:
Many contemporary works of fantasy - while as full of magic and wonders as any other -
often feature worlds inhabited only by humans. However, such worlds often feature specific
racial groups possessing distinctive aspects beyond mere cultural skill biases. Hence, the
Magonia system uses Variants to simulate this aspect of fantasy. Presented much like the
species featured previously, Variants represent inherited racial variations often resulting from
highly specialised lifestyles or adaptation to difficult environments. While a few Variants
have sufficiently startling attributes which seemingly infer they are actually another species
they are nonetheless human in all other respects. Most significantly of all, Variants can freely
interbreed with more conventional humans if they so wish!

In addition to significant inherited traits, Variants often have a distinctive language or


sublanguage, facial features and build; suggestions are occasionally given below that G.Ms
may overrule and replace with their own. Players utilising fantasy worlds occupied only by
humans (or another species) are still free to choose the Seraph option - with G.M approval.
Note any cited Trait points adjustment and apply on reaching the Banes and Gifts section.
Variant Gift and Banes dont count towards custom Gift or Bane allocation limits. X rated
Variants are banned in child-based and Christian settings, while ! rated Variants are limited
to non-sensual type gifts and banes in the same two settings. If no Variant option is
selected, character is assumed to be a standard human.

Option Variants and Culture.


Each variant has an associated culture representing the most common social organisation
of that breed. However the character can select any Culture they desire variants (being
human) are flexible and adapt where necessary!

Option Using Species and Variants:


In games that feature species, the G.M may also permit a player to also choose a variant
providing it does not clash with the player characters species. The cultural origin will (of
course) differ from that cited, which defines the Variant in terms of a fantasy human society.

Option - Mixing Species and Variants:


It is also possible to both combine a Species and a Variant; resulting in various niche specific
sub-species. G.Ms are warned that allowing this option lengthens and complicates character
generation!

Option- Sub-Languages:
A sub-language is related to a dominant language group but has mutated sufficiently to be no
longer easily comprehensible to speakers of the original root language. Speakers of the
original root language have a +40 Difficulty to comprehend it.

Option- Interbreeding:
The offspring of two different Variants can be represented by interchanging the traits of one
group with that of the other. The G.M should ensure the resulting character is not
overbalanced in terms of attribute and trait values. Interbreeding between one group with no
special traits and another who possess them result in a character with 2 gifts (or half the

52
cited attribute bonuses and penalties) and two banes of equal value. This can be one in-game
rationale for characters selecting specific Gifts and Banes.

Aeriewrights Trait Points: -1 Culture: Idyllic


It is not known how the Aeriewrights acquired their wings - whether as a curse or a blessing.
But being aware how much normal men fear difference they stay in obscure places hoping to
be left alone. But some feel an urge to explore the realms of normal men.
+10D
Banes
Distinctive Attribute (Wings), Poor, Rural, Shy, Protect Nature,
Gifts
Far Vision, Flight of Servitors (-2), Clawed Feet, Swift
Cultural Limitations: All bar Helot or Imperial.

! Amazons Trait Points: -3 Culture: Any bar Helot


The Amazons are a race of warrior women from a country where men are placid and
physically weaker; resulting in females being the socially dominant sex in their culture.
+10 M, S or D
Banes
{Distinctive Attribute (one Breast), or Flamboyant}, Large, {Aloof, Assexual, Lesbian or
Sexual Predator}, {Vile in War or Rigid Code}.
Gifts
Far Hearing or Far Vision, Heals quickly, Warrior-Woman, Adept (Melee or Shoot)
{Bisexual, Good in Bed, Well Endowed or Adept (Melee or Shoot)}

Bear (Wulf) Men Trait Points: -1 Culture: Barbarian


Deep in the forest dwell the Bear men and the Wulfmen. Appearing as dirty, uncouth
woodsmen they have the ability to change into a fearsome bestial form filled with battle rage
resembling either a bear or wolf!
+10M, +10 S, -10 C
Banes Alehouse of Fleas, *Distinctive reek, Large, Brazen Ape, Rural
Gifts Berserkergangr, Hairy, Transform into Monster (-3)
Cultural limitations: All bar Aesthetic, Helot and Imperial

Blessed People Trait points: -4 Culture: Imperial, Idyllic or Wanderer


These are the remnants of an older race of men, famed for their virtue and innate nobility.
Once numerous they are now scattered throughout the land .
+10D, +10S, +10 C, +10 P, +10 I
Gifts: Enduring, Resists Disease.
Banes: Aloof; No x rated Physical, Mental, Sensual or Soul Banes, Scattered,
Cultural limitations: All bar Barbarian, Helot, Spartan and Imperial,

Cave Dwellers Trait Points: +1 Culture: Barbarian, Remnant or Revier


It is said the first men dwelt in caves. If this is true, some people never left them - most
notably the mysterious and feared cave dwellers.
+10 D
Banes: Distinctive Attribute (pasty white skin, reddish reflective eyes), Shun The Light!
(+1), Distain (all other humans), Primitive, Subterranean,
Gifts: Far Hearing, Gloomsight, Quiet, Small-Tough (0)

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Chyldkinde Trait Points: 0 Culture: Idyllic
Far away from prying eyes live the Chyldkinde human in most respects other than for their
small size a fully grown Chyldkinde only standing as tall as a normal 8 year old human.
While physically feeble they are renowned for their inner strength.
-20M +20 C
Banes: Small, Rural, Large Appetite , Hedonist.
Gifts: Quiet, Sprightly, Tough.

Druidi Trait points: -3 Culture: Aesthetic,Wanderers.


During The Last Great War Between Gods, men were often callously used as pawns in their
struggles, often for no real reward sometimes not even survival! But one kindly god was
moved by the selfless love shown by His followers; not least in forever dedicating themselves
to fighting evil. For this, He showered them with many gifts. But some say He let them drink
too deeply from the chalice of His power The dark stories circulating around the Druidi
have made some rulers ban them from their lands, on pain of death.
+10 Wizardry, +10 Piety, +10 in either Wizardry, Piety or any other attribute.
Banes
Fearful Symmetry, {Mentor and Flamboyant or Outlaw (+2)}, Do no evil, Fight Evil, *
Magical Aura, Over-Pious, Unappealling,
Gifts
Lucky, Divine Pact (-6), Wryd-blessed

Provincial Trait Points: -1 Culture: Imperial


Warriors from The Province - marched from their lands half a millennium ago and
conquered half the world! While their empire is now ruins, they spread their cultural gifts
through the realms, which still persist today. While respected for their art, The Provincials are
recalled as being harsh, aloof masters who loved only money.
+10 I, +10 P
Banes: Aloof, Hard Masters, Loves Money, Rigid Etiquette
Gift: Adept (any skill +20), Sprightly (-2)

Heloti Trait Points: -4 Culture: Helot or Remnant.


During the Worlddawn a group of humans were enslaved by a Dark Lord in order to work the
fields used to feed His warband. To perform this task the Lord of Slaves blessed and
cursed the Heloti in equal measure. While this Master of Lies was eventually cast into the
void, the Heloti remain a people enslaved, although this time only by men.
+10 S Short, Slouched and barrel-chested
Banes Compliant, Distinctive Attribute (small and stocky), Fear (of overlords wraith),
{Oppressed (+2) or Outlaw (+2)}, Rural, Shy,
Gifts Adept (Farming+20), Heals quickly and Rarely Sickens, Sprightly (-2),* Small-Tough
(0), Enemy Race (overseers).

Highlonders Trait Points: -1 Culture: Barbarian


The Borderealms is a desolate contested land of virgin forest, majestic mountain ranges and
expansive grasslands. This realm is host to numerous, seemingly unending conflict between
encroaching civilised outsiders and the areas indigenous inhabitants the Highlonders. This
breed of lithe, hairy people is divided into extended families called Clanns, who often fight
among themselves as much as they do with Civics. Highlonders are enthusiastic tattooists;
each clann having its own distinctive styles of skin patterning. Although generally hostile to

54
outsiders it is possible to win their trust - with friends and their own Clann-kin they show
themselves as amiable, if somewhat Taboo-ridden and lusty for both drink and sex!
+10D, +10 S, -20 C
Gifts: Adept (Spear)+20, Far Vision, Hairy, Resistant to Cold, Swift
Banes: Distinctive features (tattoos), Heavy Drinker, {Sexual Predator or -10 reaction)},
Taboos

Horse Folk Trait Points: -5 Culture: Feudal


D+10, C or P +10
Situated on the Great Plains are a special breed of people spiritually linked to horses, a beast
who shares this great grassy expanse. Noble and proud, the Horse Folk (sometimes also
called the Horsainglis) make good friends but fearsome enemies.
Banes Aloof, Elegant, Gisa (never hurt or abuse horses) Rural, Shy
Gifts Beast-Bond (Horses), Healing (Horses) +20, Adept-2 (ride (horse) +40 Elegance, High
Ideals, Loyal, Wryd-blessed

X Houas Trait Points -4 Culture:


Decadent
Termed by some the Sacred Harlots, the Houas serve a goddess having power over Earth
and Love. The Houas believe they are truly blessed by as they carry out Her Strictures
without restraint. But others scorn them as sluttish heretics who -possibly wilfully have
misinterpreted certain key texts associated with their religion!
+20 P, +10 Piety
Banes: Feared, Heretic (+2), Sexual Predator, Spiteful, Well Groomed, Vain.
Gifts: Appealling, Gregarious, Rarely Sickens, Sense Lies, Fertile, Good in Bed, Sensual
Charisma, Well Endowed

Icelonders Trait points: -3 Culture: Barbarian


The Icelonders dwell far to the north within a featureless landscape of snow and coldness;
+20S, -10 P
Banes: Alehouse of Fleas, Distinctive Attribute, Poor, Primitive, Rural, taboos (cleaniness
and food)
Gifts: Resistant to Cold (+40)(-2). Adept-2 Survival (Icelonds)+20(-3), Protecting Spirit

Magonians Trait Points: -4 Culture: Aesthetic


The Magonians reside within the Closed Realm of Magonia. Hundreds of years past they
occupied Lyonnuis, a large island once located far to the west. Due to their dabbling in dark,
arcane powers, Lyonnuis was suddenly dragged beneath the waves! Fortunately, some
survived by magically transporting a portion their land into a mystical realm. This eldritch
land, called Magonia in their language now floats within that alternative reality,
intermittently visible in some places. The Magonians were famous for their flying ships but
their building and handling is now mostly a lost art.
+10 C or P, +20 Wizardry
Banes: Aloof (all other people), Well groomed, Rare.
Gifts: Adept (+20 any 1 skill), Enduring (-2), Rarely Sickens.

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ManEaters Trait Points: -4 Culture: Any but Helot.
Within the ancient, misty forests dwell the ManEaters, a despised people who prey on those
who live around them for food and sacrifices. Their unholy appetites have cursed their kind
with natural scar-like marks upon their faces and thin, pointy teeth. The ManEater gods are as
harsh, cannibalistic and uncaring as the people who serve them.
+10M, -10S +10 Piety
Banes: Distinctive Attribute (scarring and teeth), Distain (species), Hated, Maneater,
Primitive, Taboos (sacred areas and sacrifice rituals), Vile in War
Gifts: Teeth (20/5), +20 Sense of smell, Quiet, Resistant to Poison, Intuitive, Passion (for
skills and acts associated with the collection of people for eating and sacrifice) Race Enemy
(all non maneaters) (+2)

Marsh Tygers Trait Points: +1 Culture: Idyllic


These ill-regarded crude and brazen folk live in the Great Marshes. While considered a
diseased, misbegotten realm by other peoples, the Marsh Tygers somehow eek a reasonable
living from this region. They are known for their stilt-walking skills, a trick used by the
Tygers to traverse the Great Marshes boggier areas. Several attempts to drain this area to
render it more profitable failed on meeting fierce resistance the locals acquiring the Tyger
epithet as a consequence. Their care of the Marshes is equally attributable to a fear of
offending the powerful Bog Faeries a dread which may not be entirely baseless
+10 D, -10 P
Banes: Brazen Ape, Crude, Fear (Marsh Ghosts), Gruff, Rural, Protect Nature (Marshes)
Gifts: Rarely Sickens, Adept (Active+20 (Use Stilts), Adept (Bow)+20, Survival
(Marshland)+20 Protecting Spirit (Marsh Gods)

Merpeople Trait Points: -2 Culture: Idyllic


One race of humans the Merpeople - spurned the land and adopted the sea as their home.
Amphibious, the lower part of their bodies can magically change from a fishs to humanlike
at will. Some normal humans regard them with romantic longing others fearing them as
bloodthirsty wreckers.
S+20
Amphibious (6 hours) (+1), Dreaded (+1), Slow (on land) (+1), Transform to human form
(lower body only) (+1), Primitive (+1).
Gifts *Flippers (-1), Gills (-2), Adept-2 (Active (Swim) +40)(-2)

MoonKyne Trait points: -7 Culture: Aesthetic


In ancient times gods walked the earth with men. One group was especially loved by the
Moon Goddess, who blessed them with various gifts just prior to Her ascension. This special
bond, however, causes fear and loathing in some. Many Moonkyne are notable dancers and
singers!
+10 C, +10 D +10S +30 Piety
Banes: Distinctive Attribute (angular shaped head, large eyes and long auburn hair), Enemy
(rival cults), Feared*, Sacred Aura,
Gifts Sprightly (-2),* High Ideals, Fertile, Sensual Charisma.

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Norlingas Trait Points: -1 Culture: Revier or Barbarian
These dirty man-monsters from the harsh country of Norland strike terror in the hearts of all
civilized peoples. Obsessed with racial purity and hungry for land, pillage and war, the
Norlingas invade countries with large warbands that kill, dispossess or enslave all before
them!
+10 M, +20 S -10 C, -10 P High foreheads, long blond hair, guttural speech.
Banes Alehouse of Fleas, Feared, Isolationist, Vile In War.
Gifts Berserkergangr, Heals quickly, Resistant to cold and hunger, Tough or Passion (racial
purity)

Sandlingas Trait Points: -2 Culture: Wanderer


Bands of enigmatic Sandlingas can be founding travelling between the watering holes of the
Endless Desert. While noble and deeply religious they are also unwelcoming to outsiders.
Their artefacts echo their religious beliefs and world view which many find disturbing.
+10 S , +10 Piety, -10 P Tall, thin build with dusky skin.
Banes: Aloof, Distinctive Attribute (morphology) Distain (outsiders), Fearful Symmetry,
Isolationist,
Over Pious, Scattered.
Gifts: Resistant to Heat, Resistant to Thirst, {Quiet or Swift}, Rarely Sickens, Adept
(survival/desert +20), High Ideals, Intuitive.

SeaPeoples Traits: -2 Culture: Wanderer


It is thought the Sea Peoples arose from a group of humans banished from their port-city for
transgressing their rulers will. Since then, their ships travel from port to port, but also spend
long periods at sea whenever possible. It is rumoured they ruled by a mysterious Sea Lord,
who resides in a secret floating city wrought from wrecked ships. Sea People identity is
proclaimed by the various tattoos adorning their bodies. They dread Merfolk, who they
believe are Unliving form of drowned SeaPeople; one of many superstitions they hold!
+10D, +10S
Banes
Distinctive Attribute (Sea People tattoos), Fear (Merfolk),Gruff, Landless , Untouchables
Superstitious.
Gifts Hold Breath, Adept (Active+20), Adept (Boat+20), Lucky, Sensual Charisma.

Wnderlings Traits: -2 Culture: Wanderer


It is said all the peoples were once wanderers, but they eventually acquired kingdoms and
settled there. The Wnderlings never did and with their cart-homes reside but for short
periods in marginal lands before moving elsewhere. They are an innately magical people
+20 Wizardry or Piety. Dusky skin and dark hair.
Banes
Distinctive Attributes (Dusky features), Fear (bad luck), Hated, Landless, Rare, Rural,
* Magical Aura, Outsiders, Taboos (cleanliness)
Gifts Innate Spell (Curse(+4)) Innate Ability (Divination)(+3)

Wyldman Traits: 0 Culture: Barbarian, Wanderer or Remnant


Sometimes called Woodwoses, this race of shy people resemble thickset humans covered with
a thick pelt, living within forlorn places. Both small and tall varieties exist. Usually only
having access to Stone Age technology, they are thought to represent a primitive form of
human that has somehow survived into the present era.
+10 M, +10 S, +10 H -10 I and -10 C

57
Banes: Brazen Ape (nakedness), Primitive, Scattered, Shy
Enemy (Woodsmen, Farmers and Foresters)
Gifts: +20 Hunting , +20 Creep and +20 Survival, Hairy, Scattered.

C: Select Culture:

6.30: Culture:
Under the expanded rules, Magonia assumes characters have a cultural background that
notably shapes their initial physical and mental skills. Players thus select a cultural origin at
this stage (note that some Variants have pre-defined cultural origins). Skills in italics are
taken only by those of Class 0 or less; Class 1+ characters take option cited in brackets.

Aesthetic
The character is from a mostly urban culture with a long history of patronising intellectual pursuits:
+10 Any Soul based-skill, +10 High Social, +10 Gaming (boardgames), +10 Ride, Instrument +5
+5 Compose, +10 Region, +10 Debate, +10 Language, +10 History, +10 Education +5 Philosophy,
Debate +5.

Barbarian
The character is from a loosely organised, rural based culture with few towns or cities:
+10 Active, +10 Creep, +10 Ride, Drive or Melee, +10 Survive, +10 Melee, +10 Shield, +10
Workskill, +10 Nature, +10 Region, +10 Folklore

Decadent
Some cultures who have known peace for many years lose their mettle and retreat into a life of
comfort, social idleness, hedonism and self absorption. Your character is from such a society:
+10 Active, +5 Creep, +5 Open, +10 Gaming, +20 Social, +10 Melee (knife or shortsword)
+5 World, +5 Region, +5 Language, +5 History, +10 Education, +10 Compose, +10 Debate or
Philosophy

Feudal
The character is from a rural-based but nonetheless highly organised and socially stratified culture:
+20 Workskill, +10 Creep, +10 Active, +10 Ride or Drive, +10 Shoot or Melee, +10 Nature,
+10 Region , +10 Folklore, +10 Unarmed, +10 Social (High or Low; depending on Class)

Helot
The character is from an oppressed culture effectively enslaved by a more warlike one (often a
Spartan type society):
+10 Active, +20 Farming, +20 Creep, +10 Survive, +10 Healer, +10 Nature, +10 Region, +10
History, +10 Language (Overlords), +10 extra skill points

Hunter
The character is from a nomadic society with little technology and often organised in small groups
(usually comprising of an extended family):
+10 Active, +10 Creep, +10 Melee, +10 Survive, +20 Shoot, +10 Workskill, +10 Nature, +10 Region,
+10 Folklore, Track+10

Idyllic
The character is from a peaceful, loosely organised culture based around rustic towns, villages and
hamlets:
+10 Active, Workskill (Farming)+10 Nature, +10 Creep, +10 Ride:+10 drive +10, Shoot , +10
Workskill, +10 Region , +10 Folklore, +10 Social

58
Imperial
The character is from an urban-based culture valuing both intellectual and practical skills but one
inclined towards chauvinism in regard to other societies:
+10 Social, +10 Gaming, +5 Ride +5 Drive, +10 Melee, +10 Workskill, +5 Trade, +5 World, +10
Region, +10 Language, +10 History, +5, Folklore, +5 Debate, +10 Education

Revier
The character is from a society whose economy is mostly based on robbery - often with extreme
violence:
+10 Active, +10 Creep, +15 Shoot, +15 Melee, +10 Shield, +10 Survival, +10 Ride, Drive, Boating
or Sailor. +10 Region, +10 Folklore or Trader, +10 Nature,

Remnant
Several decades or more back, a disaster befell your land. Many died and your civilization fell into
darkness. All that remains are scattered groups (often extended families) living within the ruins
along with rumours, myths and legends of the past times:
+10 Active, +10 Creep, +10 Open, +20 Survive, +10 Shoot, +10 Melee, +10 Shield
+10 Nature, +10 Region, +10 Folklore

Spartan
The character comes from a warlike urban-based society one which places physical perfection and
warrior skills above al else. Farming and menial work is conducted by another cultural group
conquered by this society many decades back:
+10 Active, +20 Melee or Shoot, +20 Shield or Shoot, +10 Survival +5 Social, +5 Creep ,
+10 Battlecraft , +10 Healer, +10 History, +5 Folkways, +5 Debate

Trader
The character is from a society that highly values trade and wealth:
+10 Social, +10 Ride, Drive or Sailing, +20 Workskill +10 World or Region(trade routes), +10
Language(Tradetalk), +10 Language(Trading partner), +10 Education, +10 Folklore, +10 Debate,
+10 Guise.

Wanderer:
This culture is typified by groups of people visiting areas within a defined territory on a seasonal
basis, never staying permanently in one place:
+10 Active, +10 Creep, +10 Social, +10 survival or farming, +10 Ride, +10 Drive, Boating or Sailor.
+10 Workskill, +10 Region, +10 Nature, +10 Region , +5 Folklore, +5 Education

D: Allocate skill points:


6.40: Expanded Skill Allocation Rules.
Under the Expanded skill allocation rules, players have total freedom to choose skills and
allocate point values to their character. When using this option it is useful for players to have
a preconceived idea of their character along with their interests and past deeds - as this aids
skill selection and facilitates the creation of a backstory.

To facilitate this process, an abbreviated list is provided below, as a reminder and guide to the
skills available in Magonia:

59
SKILLS :
Physical Skills Base rating: A+M/2
Page 37: Armour Adeptness, Active, Climb.
Page 38: Creep, Drive (Chariot, Waggon, Boat) Flitch, Open, Ride (Horse,Great Wulf, Riding
Lizard, Flying Mount), Survive (Temperate, Tropical, Desert, Ice wastes, Sea),
Sailing/Pilot (water, flying), Shoot (point familiarity option), Melee (point familiarity
option), Shield.
Page 39: Skinclad, Track, Unarmed Combat, Workskills Armoury, Brewer, Blacksmith,
Butcher, Builder, Carpenter, Chandler/Inn Keeper, Cook, Farming. Housekeeper,
Jeweller.
Page 40: Lovecraft, Leatherworker, Mason, Nanny, Painting, Perfumer, Sapper, Servant,
Taylor, Wrangler.
Mental Skills: Base: -50 or I+C/2 if skill is +5 or more
Battlecraft, Estate, Education, Engineer
Page 40: Folklore, Gaming (point familiarity option), ,
Page 41: Healer, Herbalist, History, Nature Law, Logos, Language, Present, Philosophy,
Region, Theology, Trader
Soul Skills: Base: P+C/2
Page 41: Alchemy (Point Familiarity Option)
Page 42: Arcane, Compose, Debate.Dcor, Guise, Herbalist, Instrument (point familiarity
option), Social (Low Social, High Social).
Page 42-44: Expanded Rules Adeptness, Combat, Martial Arts
Page 44: Hidden knowledge; Example languages; Example Social Skill-Options.
Page 45: Yogic (point familiarity option).
Page 46: Admixture Skills

Page numbers are cited should full skill descriptions be required. Skill points may be
allocated to any desired skill in any quantity - although G.Ms may wish to impose maximum
skill levels (as recommended below).

Players have three options in regard to skill points:

1: Fixed points based on experience type. In this option, characters get a fixed number of
points based on their general degree of experience. This is determined by the G.M, to fit
game setting and/or circumstance. In general all characters start at the same general ability
but this may vary in some instances; i.e. the G.M may wish an Experienced character to be
associated with a group of Initial characters, due to their game setting requirements.

Point value
Skills Other Factors: Max Skill Level:
Child 300 50
Initial 500 100
Experienced 1,000 +40 REC +10 F. 200
Veteran 1,600 +80 REC +20 F 300

2: Age Based Values: Skill points equal 30 x (age-10) +10 per year of age +100
up to the age of 100
+200 each 50 years character exceeds 100, thereafter.

In either option, 10 skill points can be traded for 1F; or +5 Wizardry, Piety or Latency (if
rated at -10 or less). In addition, a Wizard may spend 30 skill points to buy one extra spell.
Extra REC may be bought on a 1-for-1 point basis. Any unlisted Physical and Soul skill may
be bought up to 0, for the cost of 2 skill points; 5 points in regard to Mental skills (and also
Arcane and Alchemy Soul skills). Buying a skill option costs 4 skill points. Characters may
buy Adeptness for known options (and spells) for skills rated at +20 or more at the rate of 5
points for each +10 bonus. HD maybe boosted by +1 per 2 skill points. Extra Mercy Points

60
can be bought at the rate of +1 per 10 Skill points. Initial REC equals Age-10 (0 for Admixture
characters). Extra REC may be bought on a 1-for-1 skill point basis,

3: Use Profession options with Expanded characters.


Ignore the cited point values and choose profession and social background options as given in
the Easy rules (pp 24-30); ignoring cultural aspects. If mixing characters created under the
Easy and Expanded methods, players of characters created under the former should also
choose an Expanded Cultural Package, less 20 points; picking an option consistent with
their original cultural aspect.

Admixture Characters start play with an initial Education score equal to the characters I score /2.
In regard to the game-setting, an Earther characters Present, History, Region, Theology and
Language (including the ability to read (and possibly) write any game world language) skills have a
starting level of 0 in the setting world; this cannot be improved other than in play, although the G.M
may allow players to allocate +20 Skill Points to them for the cost of 1 Gift Point. An Earthers
existing Active Games, Law, Philosophy, Low Social and High Social skills may be used at a
temporary Difficulty penalty of -50 (reduced at a rate equal to half the characters B mental score per
game month). A characters existing Folklore, Nature and Herbalist skills may be used at a
Difficulty penalty of -20 in the game world (reduced at a rate equal to half the characters B mental
score per month), in circumstances where such elements are close to that of Earth (or contains aspects
alluded to in Earth folklore). Otherwise, the -50 penalty applies. All other skills are unaffected.

Admixture characters start with 0 REC, which cannot be further improved until character
enters play.

Options Character Caste.


The G.M may choose to locate games in a setting that features a strictly-enforced caste system! Under
this option, basic character type defines their general social position. Mundanes can choose any caste
other than Mystic or Priest. Priests are limited to the Priest option, while Wizards and Latents can
only become a Mystic. Alternatively, Latents may opt not to develop their abilities and select a
Mundane caste option. Some castes require purchase of a social class higher than 0. In most games
these castes have notable social significance. Anyone attempting to coerce or influence a member of a
higher caste suffers a -40 penalty to such actions (and -10 per Social rank they under-rank that
person); while a member of a higher caste has a +20 bonus for each Caste factor they outrank a
character (plus a +10 bonus per Social rank they outrank that person). This rule may be ignored if
desired. Default caste factor order is given below: G.Ms using the caste option should alter this to
better suit their game world:

Rating Name Role.


A Nobles = Ruling social elite.
B Priests, Mystics = Oversee the religious aspects of society.
C Warriors = The fighters and guardians of their culture.
D Commoners = Responsible for everyday aspects of life.
E Liminals = Criminal class and the rootless

Only Warriors and Nobles have access to the full range of weapons available in these rules.
Other castes must choose from the following list:

Commoner Caste Weapons:


Dagger, Club, Axe, Short Sword, WarFlail, Falchion, Quarterstaff, Pole Arm, Sling, Spear, Shortbow,
Liminal Shoot options:
As commoner, but add Longbow, Yewbow and Crossbow
Only Warrior, Noble and Priest Caste are allowed to wear scale, chain or plate-based armour.
Mystics and commoners are restricted to Leather based armour only.

61
Under the detailed system, players may choose any skill other than those listed as barred for their
caste (as listed below). To balance caste restrictions, each is associated with Skill Bonus and
sometimes F point awards:

Commoner Caste Skills Options: Barbarian; Forester; Rustic/Townsperson; Sailor:


Caste Ability: +40 bonus with two skill, +20 bonus with two others. +4 F points.
Barred skills:
Limited to Commoner Weapons, Unarmed combat (Martial Arts), Creep, Open, Flitch, Shoot limited to spear,
shortbow and sling, Arcane, Alchemy, Battlecraft, Philosophy, Theology, Yogic.

Warrior Caste Skills Options: Barbarian; Gladiator; Hoblar; Warrior.


Caste Ability: +40 bonus to melee or Unarmed combat and +20 to shield skill.
Barred skills:
Flitch, Open,Drive (Waggon), All workskills, Arcane, Theology, Arcane, Alchemy, Herbalist, Trader, Yogic.

Mystic Caste Skills Options: Artificer; Lorist; Wizard Social 1+


Caste Ability Skills: Only caste capable of Wizardry or Latency based abilities.
Barred skills:
Limited to Commoner Weapons, Climb, Creep, Open, Drive, Flitch, Unarmed Combat (martial arts), Battlecraft,
Law, Theology, Guise, Trader.

Priest Caste Options: Saint; Lorist: Class 1+


Caste Ability: Only caste capable of attaining a Piety higher than 50+
Barred skills:
Limited to Commoner Weapons, Climb, Creep, Drive, Flitch, Unarmed Combat, Battlecraft, Arcane, Alchemy,
Guise.

Noble Caste Skills Options: Noble. Class 2+ or more.


Caste Ability: +20 Estate, +20 Battlecraft, +20 High Social, +20 Melee skills, +20 Ride
Barred skills:
Flitch, Open, Drive (Waggon), All workskills, Arcane, Theology, Healer, Herbalist, Low Social. Guise.

Liminal Caste Skills Options: Bandit; Chancer Class : +1 or less.


Caste Ability: +20 any 4 skills and +40 to one skill. +6 F points.
Barred skills:
Limited to Commoner Weapons and Liminal shooting weapons, Tradeskills, Battlecraft, Arcane, Healer,
Philosophy, Theology, Yogic, High Social.

Double starting money for Warrior Caste (+20 crowns/Class), triple it for Arcane and Priest caste(+50
crowns/Class) quadruple it for Noble Caste(+100 crowns per Class over +2). Nobles acquire a yearly
stipend of 50x rank in crowns (or equivalent in goods). It is assumed the character is a younger son or
daughter and so is unlikely to inherit much hence their rootless lifestyle. While it is possible for
characters to learn skills not on the caste list following character generation, all required time to learn
and costs to do so are doubled. There may also be negative social implications in learning such skills
(or bearing arms and armour not associated with the characters caste). As an option, the G.M may
rule players may not spend F points to boost skills not normally associated with their caste. There
may be other social restrictions such as items being specifically made for one caste and hence not
suited to another due to being deemed socially unfitting. This limits characters to buying
equipment made for their caste.

6.50 - Starting Equipment and Money:


All characters start the game with 50 crowns; 500 crowns if experienced; 5000 Crowns if a
Veteran. Double these figures for Status +1 Characters. Child characters enter play with only
10% of this but the G.M should give their players the chance to find the rest through
incidental discovery, etc. at the most likely juncture (in terms of the games storyline).

62
The following equipment is provided once only to all characters entering play: One set of
durable waterproof clothes tough enough to withstand an active lifestyle, plus a hooded
waterproof cloak.

Also:
A Bedroll, Basic Cooking Equipment, a Firestarter, Knife, Lodestone, 20 Nails and a
Hammer, a Small Pouch, a Large Pouch, 30ft length of rope, One Weeks Travel Rations,
Several Torches, and a One Gallon Waterskin.

The GM may initially provide each character with an Average Broken Horse - if they deem
this necessary for their setting. Craftsmen have whatever basic tools are necessary for their
trade, while Alchemists, Wizards and Saints also have a pen and necessary writing media.

In regard to weapons and armour, characters adopting a fighting profession have:

Weapons: A dagger (or equivalent) and any two weapons (with 30 missiles if a ranged
weapon)
Armour: Chain (or best comparable armour for period), plus a medium shield if available in
game setting.

All others professions have:


Weapons: A dagger (or equivalent) and one weapon no more expensive than C20 (+20
missiles if a ranged weapon), but acquire a bonus 20 Crowns.
Armour: none but acquire an extra +20C - or Reinforced Leather for non-warriors (losing the
non-armour bonus 20C in this instance).

Earthers may have the weapons and armour cited for non warriors at the start of play (or will
promptly acquire them when entering play for the first time) if the G.M permits. Child
characters enter play with little or no equipment but the G.M should allow them to
incidentally find the above items at the most likeliest juncture within the games current
storyline! Experienced Characters have one extra weapon plus the best available armour
suiting their general circumstances. Veterans may chose one +10 sword and three other
weapons and a suit of +10 armour.

See pages 169-176 for a full listing of arms, armour and shields.

 Adjust Education skill level.


Increase the characters Education skill by +2 for every 10 points the character has in Arcane,
Alchemy, History, Estate, Law, Engineering, Theology, Compose and Trader, along with any
Earthers science based skills. Additionally, Earthers start play with an initial Education
score equal to their I score /3.

 Determine Persona Traits


Under the expanded Magonia generation rules, characters start with a small quantity of points
spent on modelling the characters persona, social aspects, traits and special abilities. Initial
characters have 5 Trait points, Experienced characters have 10 Trait Points and Veterans
15 Trait points. Add or subtract the species Trait Point modifier given in Section 5.1. Further
points may be gained by acquiring social disadvantages and other Banes. Earthers have +4
additional Personal Points, Children +6 additional points. Abilities marked with an asterisk
are normally off-limits to human characters and can only be adopted with the GMs

63
permission. In regard to any unspent points, 1 positive Trait point may be traded for +10
Piety, REC or Wizardry, or for 1 extra F point. Any remaining negative Trait points are dealt
with as described in the Banes section below.

 Option prohibited Gift and Bane sub-groups.


The G.M may prohibit characters from taking specific groups of Gifts and Banes not in
keeping with their setting. However, those within the Physical and Mental sub-groups (not
marked with an asterisk in regard to humans) should fit most game worlds. Players may also
select Virtues /Vices and Personal aspects cited on pages 83 - 84 - although these are both
optional.

 Mundane conclude character Detailing at this point.

 Wizards conclude by choosing all spells due to character (see pp 120-131).

 Saints conclude by selecting a religious calling and any spells due to character
(see pp 134-141).

 Latents choose Latency Options (pp 144-147).

64
Familial Aspects:
The player may wish to consider the following aspects relating to their character -
although this section is optional. No rules are provided to formulate them, as these
familial elements are best conceived by the player - given that these could become
significant during an adventure! Alternatively, they may gradually surface during play
(i.e. the player decides on them gradually at a later date or they are created by the
G.M as a plot device, ideally by mutual agreement!).

1- What is the characters Origin Story:


Where was the character born? Did any significant events influence his or her
development? What did the character do prior to entering play. What lead the
character to choose such a risky and insecure lifestyle?

2- Characters Objectives:
What are the characters aims in life? Who and what - does the character like and
hate? What significant material possessions do they desire or aspire to?

3: - Family:
The player should consider deciding on the following:

A: What are the names of the characters father and mother. What is (or was) their
occupation and Social Class? If different to the characters why? Where do (or did)
they live? If they are dead, how did they die?

B: What where the families main achievements and disappointments.

C: What is the families relationship with other family members - does the family live
in close proximity to each other ? If any parents died during the characters formative
years, what happened to the character as a consequence?

D: Does the family have any interesting stories or dire aspects associated with
its past?

E: How many brothers, sisters and other family members did the characters mother
and father have. How old are they? Are they still alive? If they are still alive,
where are they?

If any died, how did they die, and how long ago?

F: What circumstances lead the character to adopt an adventuring lifestyle (or their
current career choice)? How does the rest of the characters family and
community - feel about this?

Ideally, the nature of certain Banes and Gifts should help guide some of these
choices and may provide a rationale for them in some instance. If necessary an
extra Gift or Bane can be chosen

Once such details are finally decided they may be recorded on the relevant sections
of the character sheet presented in Appendix 2.

65
6.6
6.60 Banes
Characters should consider taking one or more Physical, Mental or Soul related Banes as
listed below; each provides +1 extra trait point, unless stated. Most may be bought in double
or triple value equating to +2 or +3 extra points, respectively. Some characters, however, start
play with pre-existing negative Trait totals, which must either be bought off by choosing one
or more Banes or through subtracting -10 attribute or -20 skill points from current or
subsequent values for that character. Alternatively, with G.M approval, a negative Trait point
can be bought off by allocating 10 Growth points to pay off this deficit; a good mechanic
for simulating a late developer or slow/shaky learner! Customised characters may select a
maximum of 5 Banes. This excludes Banes acquired elsewhere during character generation.

Physical Banes
Albino (+2) O x
The characters skin lacks pigmentation and has a milky white cast. The character takes 1
wnd every two hours when directly exposed to strong sunlight. They also gain +10 REC, but
also a -10 Reaction penalty from virtually everyone!
Alehouse of Fleas O x
The character has very poor personal hygiene. As a consequence, they suffer from a +20
reaction penalty (+40 in formal situations) and a -10 penalty to Creep.
Bestial (+3) x
The character thinks only of acquiring (and keeping access to) food, territory and mates.
Their social consciences outside of these areas are virtually zero. Bestial characters often fly
into terrible rages when provoked, attacking the individual provoking them.
Blind (+8) O
The character cannot see. They suffer a -100 melee combat penalty and cannot use any other
skill depending on sight to function. The only skills that can be used without penalty are
History, Language, Law, Nature, Present, Philosophy, Region, Theology, Trader, Act,
Compose, Debate and Instrument. Healer and Alchemy can also be used without penalty
when its use is limited to non-physical actions not requiring vision.
Blind Spot O
Your character suffers a -20 penalty for rolls associated with one sense in some circumstances
- as determined by GM.
*Cold Blooded x
The character must be warmed by the suns rays to reach peak efficiency; -20 to actions and
speed when cold.
* Chimera x
Anatomically, you are a mixture of human and animal. Any non-magical attempt to heal the
character suffers from a -20 penalty.
Diseased (+10) O x
Your character has leprosy or a comparable condition. He or she is considered unclean and
must follow specific social restrictions in order to interact with others. Even when these
restrictions are followed the character suffers from a -50 reaction penalty, although some
Saints may treat you with kindness and understanding. Ironically, your condition is actually t
(if not impossible) to transmit to others. Reduce M,D &S by -10 and P by -20,
*Distinctive reek. O x
Your species has a specific ambience that makes you easy to detect: a -20 penalty to any
attempt to hide.

66
Distinctive Attribute O
The character is from a racial group difficult to pass off as another due to distinctive
morphology and/or facial features. The character suffers from a -20 penalty when using the
Guising skill for disguise, escaping by merging with the crowd, evading capture by bluffing
their way past guards or similar. Also add +5 to REC
Disfigured (+2) O
Your character has been seriously wounded sometime in the past. While the injury itself has
healed, the character has been left scarred; resulting in a -20 reaction penalty from his own or
similar species. This Bane may also be used to represent branding sometimes inflicted on
slaves and petty criminals.
*Feared O?
The character is from a racial group or species associated with many negative tales that y
engender superstitious dread. As a result they suffer a -20 reaction penalty, but character will
not be attacked due to fear of an adverse reaction. The characters presence may also be
associated with taboos and deemed a bad omen, which may have further consequences.
Giant (+5)
Increase Species P limit in regard to M & S by +50. In order to fit his or her size, the
character must pay 400% extra for all goods, personal equipment and meals! Giant
equivalents of human weapons inflict an additional +20 WF but have their M requirements
increased by 20. Also double reach by +1.
Hung O
The character has obvious ligature scarring around their neck indicating they have barely
escaped the hangmans noose! As such injuries are associated with a punishment given to
murderers and similar dangerous criminals, characters noticed having such a mark acquire a
-40 reaction penalty; if they continually cover this mark with a scarf or similar in public they
acquire a -10 anyway from any long-term associate who notices this habit.
Large O
To fit his size, the character must pay 50% extra for all goods, equipment and meals. Large
characters can weld two handed human weapons in one hand - and use one-handed weapons
designed for Giants in 2 hands with no penalty (reduce M requirements by 10 in the latter
instance) Add +10 to M & S species limits.
Large Eater
The character has a large appetite for food and drink; resulting in them having to pay double
for all meals. The player may decide that the character has more meals throughout the day as
opposed to eating larger portions during everyone elses meal-breaks. Add +15 lbs to the
characters final weight.
Maneater
Your species has a reputation for consuming manflesh! Take a -20 penalty from all sentients
you meet. You probably consider elf as a delicacy, so an additional -40 reaction from them!
Mute (+4) O
The character cannot talk and cannot use any skill involving speech.
Mostly Mute (+3) O
The character can only make grunts, whines or bellowing the form and extent of which
reflects their present emotional state. The character cannot use any skill involving speech.
Mutilated (+4)
Your character has lost a hand or feet sometime in the past - or was never born with it in the
first place. A lost foot results in the characters movement and speed being halved (and a +60
bonus to overbalance for attackers). A lost hand limits the character to using 1-handed
weapons and imposes a -60 Difficulty on all physical actions involving two limbs.

67
No abstract symbology (+3) O x
The character is incapable of ever learning writing, reading or mathematical calculations (but
can generally determine larger and smaller quantities of items)
One Eye (+1) O
The character only has one eye. They suffer a -20 penalty in regard to missile combat and a
+20 bonus for others to surprise them. They will be also be struck blind should they lose their
remaining eye.
Scourge* (+2) x
A weapon coated with a specific substance - chosen by the player - inflicts double wnds and a
+20 effect injury bonus on the character. The substance is assumed to be uncommon but is
nonetheless obtainable within the game setting.
Shun The Light! (+1) x
Daylight inflicts a -20 penalty on all actions
Small x
Double all reach penalties; Weapons built for their size have half cited WF and reach of
normal sized weapons but their M requirements are reduced by 20. One handed human
weapons can be used with two hands with no reduction in damage (reduce cited M
requirements by 10 in this instance). Additionally, the characters M becomes, by default, a
Basic level attribute in regards to improvement although D potential is increased by +10.
Useless! O x
The character has an innate incompetence with one skill the player. This particular skill is
rated at - 50 and cannot be improved prior to play!. Improving this skill in play requires
double Growth and training time.
Weak O x
Reduce MP by 1 (down to 0) or H by -10.
X rated Mental Banes prohibited:
The character cannot start play with any x-rated mental banes
Mental Banes
Social
Addict (+4) O
The character is addicted to a harmful substance. They require a regular dose each day which, if
withheld for some reason - results in the character having to take whatever action necessary to find a
source - including illegal methods! Each game week make a throw of S vs. 40 Difficulty. A FAIL
indicates the loss of 1 S; a SORE score requires an additional throw; a repeat SORE result indicating
the character almost died, mitigated by permanently expending 2F. Otherwise, lose 5 S. The addict
acquires a +10 bonus on all rolls when they can access an adequate supply, but halve D and all skills
whenever the substance is somehow withheld. Cost of addiction equals 50% of characters weekly
income. Game Personas usually have a -20 reaction penalty towards addicts.
Aloof
You keep apart from others. They react to you at -20 and you have a -20 penalty when
interacting with anyone you deem inferior in tasks requiring a reaction throw.
Bad Reputation.
The character has performed a significant negative act in his or her past - or acquired a bad
reputation generally - tainting all their subsequent dealings. Apply a -20 reaction penalty if
the character is recognised via a successful REC roll. The player and GM should decide the
precise nature of the characters negative reputation.
Brazen Ape! O
The character often performs acts best kept private in full public view! They also enact
overtly crude gestures and body language when sexually aroused. This results in a -20
reaction penalty in most situations; -40 in relation to tasks requiring tact and diplomacy!

68
Members of a faith or philosophy critical of overt sensuality will usually attempt to correct
your error on observing the characters brazen behaviour!
Crude O x
The character use crude mannerisms in common speech off-putting to many; -10 to social
interactions, -20 with elves and high status humans.
Disliked
You are from a group or species disliked by the general population, receiving a -20 reaction
bonus in virtually all most circumstances. This is automatically the case if the character has
Distinctive Features; otherwise the person rolls vs. Difficulty 60 to notice this difference.
Enemy (Variable) O
Acquire an additional quantity of trait points for choosing an enemy either a single significant
individual or a small group of less powerful ones. Their value equates as follows:
+1: a single person with several attributes at +20 and with Status of +1, or a dozen with one or more
attributes at +20.
+2: a single person with several attributes at +30 and with a social status of +2, or a dozen with one or
more attributes upto +40; a single person with one or more attributes at +40 or more and with a social
status of +3, or several dozen with one or more attributes at +30.
+6: A single individual with several attributes in excess of +100, notable magical abilities and an
effectual social status of +3 to +4.
Fearful Symmetry
Your species uses design styles in its equipment that disturb other races -20 reaction when
approaching another species with native equipment and -20 to sell any to another species.
You take a -5 penalty to use items not of native design.
Freed Slave
The character was a slave but was subsequently freed. However, anyone succeeding in a
REC role reacts to the character at -10. The character is also barred from certain posts within
his host culture.
Fool O
Due to some psychological (or physiological) disorder, the character constantly acts in an
irrational, humorous manner even when inappropriate to do so. The character suffers a
penalty of -40 to Con or Persuade rolls. However, a +20 bonus is awarded to any attempt by
the character to avoid being harmed through a slip of the tongue. Add +5 to REC.
Flamboyant O
The character likes to dress in brightly-coloured and elaborate clothes. Double the cost value
of any clothes purchase. He or she also has a -20 penalty to Creep or similar actions. Add +5
to REC
Loves Money O
The acquisition and handling of money is valued above personal relationships. Suffer a -20
penalty in any task where character must find empathy with another, and -10 in all dealings
but gain extra money equal to 10% of the characters current wealth per month.
Distain (species) (+2) O
You hold a specific species as inferior to your own; -40 reaction to interactions with them
Fear O
You fear something: take a -20 skill penalty when attempting to perform an action while
exposed to this situation.
Gruff O x
You come across as slurry and stubborn. -20 reaction in all social interactions, but +5 from
warriors who consider you attitude as showing backbone

69
Hard Master O x
When overseeing workers reduce time on tasks by 20%. However, the workforce has a -10
reaction penalty in any dealings with their masters and adds 10 Difficulty to all tasks due to
tiredness. Also +20 Difficulty in regard to recruiting any further workers. Add +5 to REC
Hated
Your race is widely hated: interactions with other species suffer a -20 penalty.
Heretic (+2) x
The character follows a religion proscribed by the state. If discovered practicing their
religion the character will be pursued by the authorities. If arrested the character will formally
tried - and probably burnt at the stake; -80 Difficulty penalty to persuade your judge to spare
you. If caught practicing their faith by authorities of an opposing religion you can be killed
you on the spot with no repercussions.
Hedonist O
You spend a considerable amount of time in relaxation and indulging in sensual pleasure. As
a consequence, any task assigned to you under normal circumstances takes double the amount
of time. Also increase the cost of any meal, room or service you hire by x1.5 to cover those
additional extras you cant just do without.
Isolationist
You come from a culture who wishes to insulate itself from contact with outside groups. The
character has no interest in the ways of other societies and will avoid any risk of any outside
cultural contamination. The price of any goods bough is increased by x1.5 and the character
will not learn new skills or abilities contrary to their culture. Isolationist individuals have a
-20 reaction penalty towards any outsiders such as traders, etc who approach them on their
home territory.
I know not my father..! x
The character is illegitimate. If recognised, they suffer a -20 reaction penalty and due to
popular superstition are considered bad seed, dishonourable and innately lecherous (-40
reaction in regard to anyone with virgin daughters nearby or similar). Enters play with only
half cited money from any cash source, whatever its origin!
Landless
The character comes from a culture or social group with no permanent place to call home.
Any associates of the character from within their own culture will tend to move around and
be difficult to find (80 Difficulty) and even if found - will be 2d10 days travel away.
Furthermore, the character has no other potential assets than items noted on character sheet.
Massacre Survivor
The character is the sole survivor of a massacre. The character has no close relatives to
approach for aid in the future and may have to be careful that those responsible dont hunt
him down as well. He or she starts play with only a weapon and the clothes they stand in.
This is a good basis for the Vow of Vengeance Bane.
Mentor
You must adopt one player character as your pupil, dependent or younger relative. Failure
to protect them results in a -10 penalty to all actions if they die. This penalty must be bought
off with Growth points.
Oppressed (+2) x
Character is from an oppressed social group, which can take two forms:
1: The character is from a species or gender legally given fewer rights than the majority in their
culture. As a result they have notable restrictions on their personal freedom, be commonly paid 50%
less than others and are forbidden from owning specific items of property.
2: The character originates from a conquered group or culture. The character must pay 50% of all
income to his/her overlords and take a -20 penalty in all social interactions with them.

70
Attempts by the character to pass themselves off as anything else requires a Low or High Social roll at
a 40 penalty (this is only possible if the character has no Distinctive Features)
Outlaw (+2)
The character is wanted for a serious crime or is an escaped slave. If recognised anyone can in fact
are obliged by law to - slay the character out of hand, probably getting an award for doing so. Escaped
slaves may be returned to their master, and probably mutilated afterwards to stop any future attempts
to abscond. If recognised by the authorities the character can be immediately seized and probably
executed/returned at the earliest possible opportunity. They suffer a -40 reaction penalty from those
aware of their outlaw status unless they are hostile to those who made the character an outlaw or
consider him or her a freeperson. In this instance apply a +10 reaction penalty. Add +10 to REC;
recognition always identifies the character as an Outlaw/escaped slave.
Over-Pious O x
The character is deeply religious to a fanatical degree. They must spend at least two hours per
day in religious observance and openly wear the religious symbol of their faith. They also
follow all the strictures of their religion to the letter. They must also overtly challenge any
open disrespect to their religion and make regular donations to their Temple (10% of all
monthly earnings being the minimal expected fee although most religions will accept
service in kind).
Powerless
Character comes from a disgraced family or socially disadvantaged element of society: -20
for all interactions where family connections and good character matter.
Poor
Character has only 50% base starting money and must earn whatever money he/she
acquires.
Primitive x
-20 to use, repair or understand equipment normal to this setting. -10 when using money in
transactions but +5 when using barter-based economics.
Rare
Your species is very thinly dispersed and a very rare sight; -20 in attempts to find allies of
your own race and -10 reaction to those not aware of your species.
Rural
You were brought up in a rural environment: -20 penalty with interacting with cityfolk and
dealing with urban-based issues.
Rigid Etiquette O
The character attempts to stick the accepted cultural norms of his society and expects all
others to do the same. They will always avoid doing anything that breaks these social
conventions. Background personas with this Bane react at -40 towards those failing a Low or
High Social role!
Rigid Code O
The character tries to follow the Law of Chivalry or similar secular moral code to the letter!
While this notably restricts the characters options he or she gains a +10 Reaction penalty
once their REC score rises to +20 or more.
Scattered
Members of your culture are many, but are thinly dispersed within a very large extent of land;
40 Difficulty to find any allies within your society within 1d10 days ride away.
Shy O
You are innately withdrawn: -20 in social interactions.
Taboos x
Your culture has a rigid set of cultural laws governing what is permissible in regards to social
relations, access to specific locations, the type of foods actions and even words permitted on
specific times and or places. The player should pick several broad areas of activity as

71
described above as the focus of a specific notable taboo. Should the character be found
breaking it they will be punished with either a heavy fine (1 point taboo) banishment (2 point
taboo) or death (3 point taboo). The taboo must represent something the character has some
chance of transgressing against!
Spiteful O x
The character is needlessly cruel to those who fall into their bad graces. If such a situation
occurs between the character and any backdrop persona (or similar individual) the GM rolls
once a game week vs. a Difficulty of 0, until three weeks have past. On a Fail result the hired
person leaves the characters service - or becomes their bitter enemy on a Sore result. Any
attempt to hire new servants have an additional Difficulty of 40. Furthermore, some with a
developed social conscience - or who has fallen out with the character in the past - reacts at -
10 or more towards them.
Subterranean x
You were brought up in halls of stone deep beneath the earth : -20 penalty with interacting
with surface folk and its environment. -10 vision in daylight, +10 vision at night.
Urban O
You were brought up in an urban environment: -20 penalty with interacting with country
matters and urban-based issues.
Untouchable (+2) x
The Character is from a culture or group shunned by mainstream society. The character will
be barred entry to certain areas and everyday social contact with the dominant social group.
They will suffer a -40 reaction penalty if trying to do. Legal contact between untouchables
and other members of their society can only be conducted under certain formal conditions.
Attempts by the character to pass themselves off as anything else requires a Low or High
Social roll at a 40 penalty (this is only possible if the character has no Distinctive Features).
Unfinished Tales..
A successful REC throw also recalls various untrue and contradictory tales painting the
character in a bad light. They risk suffering a -20 reaction penalty unless he or she succeeds
in positively influencing those who recognise them!
Vain. O x
The character is obsessed with their physical appearance. If they get dirty they will always
spend half an hour cleaning themselves up, unless in immediate dire danger. They also spend
around 10% of their current income on cosmetics and similar, per month.
Vile in War O x
The Character becomes a ruthless sociopath on the battlefield, likely to commit atrocities on
their enemies. Such characters often keep small trophies taken from the slain and even wear
them on their person. All in all, they are likely to receive a -20 reaction penalty from both
friend and foe alike. Add +5 to REC; those identifying the character are aware of their
reputation in combat!
Vow Of Vengence
The character has been wronged by a 1 point enemy the character has vowed to vanquish
them! The character must attempt to confront them whenever they encounter their foe!
Well Groomed O
The character spends a great deal of time on their personal appearance. Double cost of all
clothes purchased. They also spend 20% of their income per month on cosmetics and similar
items.
X Mental Banes prohibited:
Due to innate style and grace character cannot select any mental Bane marked with an x

72
Sensual Banes
C = Disallowed in Christian or Children-character based settings.
Asexual O
The character is uninterested in sex; -20 penalty for anyone attempting to seduce the
character, who also suffers a -10 penalty in some social situations.
Castrated (-1) O
The character lost their reproductive organs fairly late in life (or had them removed to reduce
libido). The character is Assexual-1 (-20 penalty to seduce). Males are rendered sterile by this
procedure. Women remain fertile and are capable of enjoying sex normally once physical
intercourse has been initiated by another party.
Dominant O x C
Character gains sexual pleasure from physically and emotionally dominating their partners.
Eunuch (-2) O
The character lost their reproductive organs at a fairly early age. The character becomes
Assexual-2 (-40 penalty to seduce) and also makes the following attribute adjustments;
-10 M, +10C, +6 inches, +10 lbs. They also acquire a +20 bonus to any singing based skill.
Fetish O x C
The character is sexually aroused by certain acts, situations or mannerisms; -20 composure
penalty if exposed to the arousing stimulus (as chosen by player).
Gay/Lesbian O
The character prefers to have sexual relationships with members of their own sex; -20
reaction from matcho men/real women, along with socially conservative cultures and
individuals. Gay/Lesbian characters often have to hide their desires in repressive cultures
failure to do so resulting in a whipping, the stocks or worse. Ironically, some Spartan
societies consider same sex relationships normal; people from their culture reacting at a
penalty of -20 towards vocal homophobes/lesbian-haters!
Monthly Curse O x
The character suffers painful menstrual cramps during their periods (usually on last week of
each month). -20 penalty to all actions for 2 days. Only available to fertile females!
Masochist O x
The character enjoys being afflicted with minor pain. Increase H by +5, but suffer a -20
reaction both from social conservatives and to resist exposure to a possible source of pain.
Passive O x
The character enjoys being dominated by a strong individual. Reduce Composure by -20
when dealing with such a person and -20 from social conservatives and misogynists.
Pervert (+2) O xC
The character has socially-distasteful sexual preferences; discovery of which can result in
imprisonment, mutilation or death and a -60 reaction from most people aware of them. This
weakness is not recommended for Player Characters!
Sadist O xC
The character takes pleasure in inflicting pain on others.
Sexual Predator O x C
Character desires sexual encounters with a specific type they prefer as mates; -20
composure penalty to resist in a causal encounter; but the character must indulge their passion
in private at least weekly (10 schillings for a poor character, 1 crown for a rich one).
Squit-Tailed Brats O x
The character will always give birth to sickly babies, in grave peril of death through
incidental infection. Roll vs. a Difficulty of -20 per year, or their child will die without the
intervention of effective medicine or magic until aged 7. Fertile females only!

73
Switch O xC
The character varies between sadism or masochism according to mood (i.e. players choice).
Sterile O x
The character can never conceive naturally.
Transvestite O x
The character prefers to dress in the clothes and pass themselves off as a member of the
opposite sex; -40 reaction from macho men/real women and social conservatives
X-sensual banes prohibited:
Character cannot select any sensual banes marked with an x.
Soul Banes
Blighted * O
Once per game session the G.M must automatically fail a successful skill or attribute made by
a character with this Bane.
Cursed O
Once per game session an initially successful act by the player character suddenly becomes
undone, the consequence of which may well affect subsequent game sessions. +5 to REC;
those identifying the character have knowledge of their cursed reputation.
Do no evil O
Lose 1 Fortune each time the character commits an evil act - permanently if the act was
sufficiently dire; but gain +10 Purity.
Doomed (+4) O
The character is in peril of being killed off by the GM to suit the objectives of a scenario!
During one designated scene, the GM should rule that the player cannot spend F points to
mitigate injuries or boost skill rolls for their character. Should the character survive the
encounter, reduce the Doomed value by one. The GM should set further potential death
scenes until the Doomed value is reduced to 0!
Fight Evil
You are spiritually aligned to combat cruelty, exploitation and oppression; +10 bonus in any
skill or ability roll associated with such an act. But take a -40 penalty for 1 day if an evil act is
performed by the character! Gain +10 Purity.
Fight Good x
You are spiritually aligned to champion cruelty, exploitation and oppression; +20 bonus in
any skill or ability roll associated with such an act. But take a -40 penalty for 1 day if an
notable good act is performed by the character! Lose -20 Purity.
Gisa O
Your character is mystically bound to refuse or perform a specific task or act. Should they
break the Gisa the character is inflicted with a -5 Doom (see above for rules).
Jonah (+2)
All characters within the characters presence takes a -20 penalty to one roll per game session
(as decided by the GM); this is raised to -40 when at sea! Those identifying the character with
a successful REC roll will also be aware of their cursed reputation.
* Magical aura O
The characters distinctive aura renders the character easy to detect by magic wizards
gaining a +20 bonus while using any spell aimed at locating or extracting information from
the character. The characters special nature is noticed at a distance equal to a wizards
Wizardry score.
Mortal Folly O
Well aware that you and all around you are mortal you take a -20 penalty when offered
specific temptations involving personal power, fame and wealth (G.Ms fait).

74
*No reflection x
The character does not cast a reflection in a mirror: -20 reaction to anyone who notes this.
*Petrifying Light (+6) x
Character must make a -60 throw (vs. highest physical attribute) each Recounter while
directly exposed to light or be suddenly turned to stone!
Protect nature
The character is spiritually aligned to protect nature; lose 1 Fortune if the character either aids
the desecration of a site of natural beauty or refuses to protect one.
**Spirit Dread x
The character must succeed in a Composure roll (vs. a Difficulty of 50) in order to approach
within 10 feet of anyone holding a holy symbol sacred to a spiritual power opposed to them
(character should select a hostile religion). They must also make a roll on entering a holy
building dedicated to an enemy God.
*Toxic Light (+2) x
Daylight inflicts a -40 penalty on all actions and inflicts 1 wnd per Recounter character is so
exposed.
*Vampyre x
Character requires human blood to stay alive per day 1 wnd value of blood is capable of
sustaining a vampyre for 1 day. Abstaining from drinking blood results in -1 wnd lost per day
of abstention possibly leading to death.
Vile O x
Character commences play at Purity -10.
X-Soul banes prohibited:
Character cannot select any Soul banes marked with an x.

6.7
6.70- GIFTS
Characters should consider taking one or more Physical, Mental or Soul related Gift(s) as
listed below. Each equals -1 Trait Point unless otherwise stated. Most may be bought in
double or triple value at -2 or -3 respectively. Alternatively, -1 Gift point equals a +10
increase to an attribute, 1 extra spell or +20 skill points.
Physical Gifts
Ambidextrous O
Character can use a weapon in each hand with no penalty.
Animal Empathy (+2) O
Attempts to coax animals to perform specific tasks or avoid doing other things (such as
attacking the character and his/her companions) get a +20 bonus. The character will also gain
a permanent animal companion on a HERO result if they dont presently have one. The G.M
should limit the player to one such creature companion at any one time. They can perform
any task the G.M feels could be performed by a well-trained domestic animal subject to
their physical limitations!
Appealing O
The character is physically attractive to their own species; acquiring a +20 reaction bonus in
any task where their physical appearance has relevance. +5 to REC.
Attribute O
Acquire +10 attribute points (Physical and Mental only), +5 HD or +2 F
Bite/Claw
The character has +10 rated natural weapons. Choosing this Gift again increases them by +10
Berserkergangr O

75
The character can induce a form of rage useful in combat. This requires the character to carry
a wooden shield, which must gnaw at for 2 Recounters (+1 Recounter per +20 Composure
over +20 they possess. Thereafter, the character gains a +40 bonus to attacks, P-based rolls
and Active skill, along with +20 to Hardness for a period equal to 50-their composure in
Recounters (minimum 5 recounters). Once this period has elapsed the character falls to the
ground exhausted, inflicted with an additional -40 action penalty and -1 wnd.
Clawed Feet
Gain a +20 bonus in Climbing or Active rolls involving sheer surfaces
*Extra Reach (-1 per reach factor acquired).
The character has a longer reach than a normal human; -1 per reach factor.
Far Hearing O
Character has a +20 bonus in all hearing rolls.
Far Vision O
Character has a +20 bonus in all vision rolls.
*Flippers
The character doubles move score through water and gets a +10 active bonus when
swimming.
*Flight
The character can fly at Move speed - but halve Hardness due to having lighter bones.
Character has physically prominent wings. If one wing is subject to a severed effect and
remains untreated they can no longer fly!
* Flight mystical (-2)
The character can fly at Move speed but retain their base Hardness value. This Gift also
involves the character having physically prominent wings. If one or both wing is subject to a
severed effect and it remains untreated by either magic or alchemy the character can no
longer fly! +10 to REC if winged characters are a rarity within the game setting.
*Gills (-2)
The character can breathe underwater; but suffers a -20 reaction penalty if the gills are noted
by people from sheltered communities. +10 to REC if gilled characters are a rarity within the
game setting.
Gloomsight
Character can see at no penalty in an open dark night with no Moon, with a +10 bonus in
nights when sky is lit by a half or full moon. Attempting vision rolls with this sense in an
enclosed and unlit area results in a -20 penalty.
Hairy
Character does not require clothes; +10 Armour and +20 vs. cold. Unfortunately they receive
a -20 reaction penalty when wandering around civilized areas naked!
Hold Breath O
The character doubles the normal time they can hold their breath.
Heals quickly (-2) O
Character recovers an extra +1 Wnd per day (non Effect) and halves Effect healing times.
*Enduring: (-2)
Character ages at half the rate of a human and has double normal lifespan.
*Mauler-Tail (-2)
As per Tail, below above, but only receive a +20 bonus for balancing. However, the tail can
be used as a crushing weapon (WF equal to half M) which can be further enhanced by a
sufficiently clever armourer. Take a -10D penalty when using a Mauler Tail in combat;
furthermore, this weapon can only target the lower portion of a targets body in most
instances. +10 to REC if Maul-tailed characters are a rarity within the game setting.

76
Man-Mountain O
Character is physically very large in regards to their species -20 penalty to push back, +10 to
M. They may also learn Sumo style unarmed combat styles. Character must take the Large
Bane. +5 to REC.
Natural Dancer O
The character has an innate sense for performing aesthetically pleasing harmonious motions
+20 Adeptness in one dance form (Active Physical skill).
Natural Singer O
The character has a naturally beautiful singing voice and may add +40 to any Instrument
(voice), Debate, Guise or Social roll which involves any form of tuneful vocal performance.
*Protective Anatomy
The characters non-human physiology protects their vital organs to the extent that effect
attacks on the character have a -5 penalty.
*Poison Stinger (-2)
Character has a stinger capable of inflicting a Chill Touch (as per p 114). Character has 4
doses of venom, each being recovered 3 hours after use.
Quiet
The character has an innate +20 bonus to their Creep skill.
Rarely Sickens O
The character has an innate +20 bonus to resist sickness.
Resistant to Cold O
Gain a +20 bonus to resist detrimental exposure to cold temperatures.
Resistant to Fire (-2)
Gain a +20 bonus to resist injury from fire.
Resistant to Heat O
Gain a +20 bonus to resist detrimental exposure to heat.
Resistance to Hunger O
Gain a +20 bonus to resist the effects of starvation
Resistant to Poison O
The character has an innate +20 bonus to resist most poisons and toxins. Some exotic forms
may be exempt from this bonus
Resistant to Thirst O
Gain a +20 bonus to resist the effects of thirst, along with general dehydration.
Sprightly (-2) O
Character, while having a normal lifespan, will live for the maximum possible age for that
species, unless eliminated through violence or sickness. +20 bonus to resist sickness.
* Small-Tough (0)
While suffering the disadvantages of being small, the character is considered Medium sized
in regard to calculating Wend, encumbrance and other similar values.
Swift O
Add +10 to the characters personal movement value when running.
*Tail
The character was born with a tail. As a consequence they receive a +20 bonus to active rolls
relating to balancing, but characters using Guise, Debate or similar skills gain a +10 bonus if
they can see your tail. +5 to REC if tailed characters are a rarity within the game setting.
Toxic Poison Stinger (-4)
Character has a stinger capable of inflicting Serpent Venom. Character has 2 doses of venom,
which they recover 4 hours after use. +10 to REC if stinger characters are a rarity within the
game setting. Stinger is rated 10/0 as a weapon.

77
Tough O
Increase H by +10, or add +1 MP.
Tough skin
+10 armour value - but this looks sufficiently different and menacing to result in a -10
reaction penalty from other species
* Unaging (-4)
Character is immune to the effects of aging but can die through violence.
Warrior-Woman O
This gift permits female characters from sexually dimorphic species to use their initial M and
S scores (along with their initial M potential total). +5 to REC if such Warrior-Women are a
rarity in the game-setting.
Mental Gifts
Social Gifts:
Adept O
Character has a +20 bonus in one skill (or +30 in one skill option)
Broad Experience O
Character may select for free two sub-skills (in regard to point familiarity type skills), or
one extra Alchemical Formula or Spell in regard to Alchemy or Wizardry skills
Elegance O
+10 to all manual skills and +20 reaction in all social situations
Friend O
The character has an ally who will aid them if they feel the situation warrants an
intervention! This friend may be either a single significant individual (or a small group of less
powerful ones) whose cost is as follows;
-1: a single person with several attributes at +20 and with a social status of +1, or a dozen
with one or more attributes at +20;
-2: a single person with several attributes at +30 and a social status of +2, or a dozen with one
or more attributes upto +30;
-3: a single person with one or more attributes at +40 or more and with a social status of +3,
or several dozen with one or more attributes at +20 to +30.
Gifted (-2) O
Player denotes one skill as a Favoured one. One Growth point allocated to it increases skill
by +2; training times are also halved!
Good reputation.
The character has performed a significant positive act (or acts) in their past- or generally
acquired a good reputation - that impacts on their subsequent dealings. Apply a +20 reaction
penalty if the character is recognised via a successful REC roll. The player and GM should
mutually decide the precise nature of this positive reputation.
High Ideals O
The character tries to typify the best of his kind. As a consequence they acquire a +30
reaction bonus to those who know the character (or make a successful REC roll in relation to
them). This attitude must be reflected by the characters subsequent actual in-game actions -
the G.M is free to remove this Gift if the characters actual behaviour fails to reflect it. Also
gain +5 REC; whether successful at being a paragon or not.
Intuitive O
The character acquires a +20 bonus towards any attempt at problem-solving three times per
game session.
Lucky (-3) O
The Character has an extra 2 F.

78
Lucky Omen O
The characters birth was marked by a significant omen or occurred in fortuitous
circumstances. If recognised, the character gains a +10 reaction bonus and a +40 bonus when
applying for work where good fortune is a desired attribute. Also gain +1 F
Passion O
The character receives a +20 bonus when performing an action relating to a desired goal or
objective (as selected by the player), 3 times per game session.
Race Enemy
Gain a +10 bonus to all combat skills when fighting a previously-defined enemy species. But
lose 1 Fortune if the character aids a race enemy in any way.
Sense Lies O
Character has a +20 bonus to notice lies or deceptions
Stipend
Gain 50 crowns a year as a stipend.
Windfall O
The character acquires an extra 200 crowns
Sensual Gifts:
C: Disallowed in Christian or Children-character based settings
Bisexual O
The character is predisposed to express themselves sexually with either gender! +20 reaction
from receptive individuals of either gender, but -20 reaction from macho men/ real women
and social conservatives.
Easy Childbirth O C
When giving birth to children the character will always have an easy labour and is in no risk
of dying unless the conditions are very dire. This gift is only available to fertile female
characters !
Natural Birth Control (-2) C
The character can naturally lower their fertility levels to avoid becoming pregnant, at will.
They cannot raise the chances of conception though this means, however.
Chaste O
When desired, the character may add +20 to any attempt to resist sensual temptation. They
also gain a +20 reaction bonus towards those valuing chastity as a virtue.
Fertile O C
+20 bonus in any attempt to conceive offspring. This gift is rare for any woman over 40.
Good in Bed O C
The character has a +20 bonus in Lovecraft.
Pathogenesis (-2)
Once a year, the character can spontaneously give birth to young without requiring a member
of the opposite sex. This gift is only available to fertile female characters!
Sensual Charisma O C
The character has a +20 bonus in attempts to seduce those he/she generally has sexual
relations with (+20 bonus to Lovecraft workskill)
Well Endowed O C
Your character has notable physical sexual characteristics; gain a +20 reaction to those likely
to be sexually responsive towards them (also add as bonus to the Lovecraft Workskill).
Soul Gifts:
Animal friend (variable; -2 for no special abilities). 0 ( no special abilities):
The character is mystically bound to a moderate sized mundane animal companion (dog sized
or slightly larger, by default). This creature has double cited attributes and 6F. If the creature

79
is a wild animal it acts as if a domesticated pet in regard to the player character only. If no
special abilities the animal is as responsive to their human friends commands as a smart dog
would be. The character must protect the creature from undue harm and treat it with respect
and dignity or the animal runs off, never to return! Under these circumstances the points
spent on this gift are considered lost!
The value of this Gift is highly variable, depending on the animal friends attributes:
-2 no special abilities other than the above.
-1 if the creature can communicate meaningful information with the player; -2 if the character
can see through the animals senses; -2 if the creature has triple cited attributes;
-1 If the creature has I 0; -2 if the creature has I score equal to that of the character.
Bodily Return (-5) O
If the character permanently expends 10 Fortune points just prior to being slain the
characters body vanishes suddenly after receiving any potentially fatal blow. The character
then returns at an (in-game) time of the GMs convenience.
* Become as mist (-3)
Once every 24 hours the character can choose to be transformed into a magical mist when
rendered unconscious through wounds. This mist floats upto 100 ft above the ground at a
maximum speed three times that of the characters move. The character can hold this form for
a time in Recounters equal to their Composure x6.
Become Man-Monster (-4)
The character can transform into a man-monster. This transformation results in a +40 bonus
to all physical values, +20 armour and +50 WF teeth and WF +30 claws. However, all the
characters mental attributes drop to -20. The character is also unable to use either Wizardry
or Piety should they possess ratings in these attributes. The character can hold this form for a
time in Recounters equal to their Composure x3. Each use of this ability inflicts -2 wnds on
character.
Innate Spell (-2) O
Character has innate knowledge of one particular spell regardless of their Wizardry rating.
This spell has an initial Adeptness rating of +20 (increase by +40 if Gift is bought again)
Immune to mortal weapons (-10)
The character cannot be harmed by mundane weapons or poison. However, magical weapons
and weapons coated with one substance (chosen by the player) doubles WF and a +20 bonus
on any effect roll. +10 REC; identification will always include knowledge of this Gift.
*Necrotic Touch (-4)
The character is able to inflict a Necrotic Touch effect at will; treat as 50 Wizardry; +50
Wizardry if gift is bought again. Non wizards lose 1 attribute point each time they use this
ability.
Living Rebirth (-5)
Allows the character to alter their attribute preferences, allowing any three to be swapped
around (i.e. making a Base attribute into a favoured one, with the former Favoured attribute
becoming a Base one). If a previously favoured attribute is higher than Base or Limited
maximums, reduce it to the new limit.
Magic Item O
The character owns a magical item providing a bonus for a specific activity. The item grants a
+20 bonus in rolls relating to one skill or a specific attribute. Gift cost is -1 per +10 bonus it
grants; item takes the form of any equipment currently owned by the character.
Magic Weapon O
The character owns a weapon or armour enhanced by magic. For a weapon, Gift cost is -1 per
extra +10 WF or for each +20 Melee or D bonus it grants. Gift cost for armour equals -1 per 5

80
points of extra protection. The weapon or armour is assumed to be composed of Superior
Metal. This gift must be incorporated into a weapon owned by character.
Medusas Glance (-10)
The character is able to inflict a Medusas Glance at will (each use - assumed to remain active
for a period of 1 Recounter - either costing 1 spell stress pointor +1 wnd on the glancer.
Mentioned in The Silmarillion (-2)
The characters deeds have been noted in a modestly popular story truthfully or otherwise:
+20 REC, +20 Reaction bonus.
Mentioned in The Lord of the Rings (-4)
The characters deeds have been noted in a widely dispersed story truthfully or otherwise:
+40 REC, +40 Reaction bonus.
Pact (-6) O
The character may call upon his or her patron deity for aid. The chance to evoke their deity
equals the characters highest attribute-100. A Sore result inflicts a stun (and no aid) on the
character, while a Fail result indicates the deity simply doesnt aid them in this instance. A
Win effect results in a favourable (but fairly mundane occurrence) which can be used to
escape their predicament. A Hero result induces a very dramatic intervention with a notably
supernatural aspect that suddenly eliminates the characters problem! The character cannot
utilise this gift more than once per game session (and is considered expended on a Fail, Win
or Hero result). Increase the chance to summon evil or chaos gods by +20 if the character
loudly dedicates the soul of the next person they slay in battle to them! However, this may be
overheard by the wrong people, and good deities especially patrons of any of those
subsequently slain may take offence and Curse the character (<6 on less on a 2d10 roll).
+5 REC; identification will always include knowledge of this Gift.
Pure: O
Gain +20 Purity.
Protecting Spirit O
A Player can (once per game session):
Totally mitigate the effect of one damage roll by evoking their personal guardian spirit
(often a departed friend or loved one).
Or Gain an extra +40 bonus for one skill/attribute throw.
Transform into animal
The character can turn into any animal form at will, possessing its standard physical attributes
but with the characters mental attributes. Killing the animal form results in the character
changing back into human form on the spot who is stunned for one Recounter following
their reappearance. The character can only perform physical based skills not requiring a
human-level grip while so transformed. Each transformation inflicts 1 wnd on the character.
Transform into Monster (-5)
As above, but double all physical attributes of the animal form and add +20 to H.
Wryd-blessed O
The character may use the Swivelling dice throw option three times each game session
without spending F points.

81
6.8
6.80 - VIRTUES AND VICES
 Select Virtues:
The character selects two Virtues. These equate to a +10 reaction bonus when involved in a
task likely to reflect them. Virtues not deemed to be positive personality traits by some
cultures are italicised! Aesthetic, Ambitious, Bold, Brave, Broadminded, Calculating, Calm,
Careful, Cautious, Charitable, Cheerful, Conservative, Confident, Content, Committed,
Cultured, Curious, Detached, Dispassionate, Disciplined, Driven, Extroverted, Forgiving,
Helpful, Honest, Honourable, Ironic, Kind to animals, Loyal, Laid back, Liberal, Loving,
Measured, Merciful, Motivated, Optimistic, Passionate, Playful, Pious, Reserved, Respectful,
Self-Sacrificing, Serious, Steadfast, Stoic, Studious, Temperate, Trustworthy, Truthful, Wary.

 Select Vices
The Character selects two Vices. These equate to a -5 reaction bonus (-10 for those marked
in bold) when involved in a task is likely to reflect them. These include the following traits;
Anti-intellectual, Apathetic, Argumentative, Base minded (foul and crude in speech), Brutal,
Cowardly, Careless, Chauvinist, Cold, Cruel ,Cynical, Depressed, Destructive, Disloyal,
Dishonest, Dreamer, Drunkard, Fantast, Gloomy, Glutton, Greed, Humourless, Ignorant,
Immature, Introverted, Insecure, Jealousy, Lacks Compassion, Lacklustre, Laziness, Loves to
Plunder, Liar, Libertine, Lustful, Miserly, Morbid, Sad, Shy, Spiteful, Selfish, Self-Centred,
Traumatised, Obsessive, Pessimistic, Petty, Pompous, Reactionary, Repressed,
Untrustworthy, Wrathful, Wastrel.

Virtues and Vices, while notable aspects of a characters persona are assumed never to
be severe enough to effectively be Banes or hinder the characters carrier as an
adventurer.

6.90 - Choose Physical Aspects:


The character may then select several Physical Aspects; representing their notable outward
physical attributes. While they can often be chosen at will, a few have attribute-based
prerequisites which if exceeded rules out the character having that aspect. For example,
someone choosing to be Skinny cannot have an M or S greater than 60+ (losing this aspect if
attributes exceed these limits). A few have attribute development caps; representing an aspect
that can never usually be changed - characters matching their prior choices to suitable aspects.
For example, a character with M and S as their limited and base attributes respectively can
choose to be skinny- while others with different attribute choices cannot select this option.

82
6.91: Physical Aspects Table

Required attribute prerequisites Other


M S D I C P
Build:
Thin L B Aesthetic, Chaste, Reserved
Skinny <60 <60 Chaste,Reserved. Halve Weight
Lithe 20+ 20+ -10 lbs to weight
Athletic 30+ F20+ F20+ Motivated, Obsessive
Muscular 30+
Powerful F 40+ Motivated,Obsessive
Overweight Greedy; +30 lbs
Fat <+20 <40 <40 Greedy; x2 weight
Obese <+30 <20 <20 <+20 <+20 Glutton; x3 weight.
Left handed Choice.
Height:
Short B Choice; -8 inches
Slightly shorter Choice; -4 inches
Medium Choice no adjustment
Slightly Higher Choice; +4 inches
Tall ` Choice; +8 inches
Giant F F Choice; +12 inches
Hair:
Bald Cultured, Choice
Naturally bald Choice, Veteran
Balding Experienced
Thinning Experienced
Thin haired Choice, Experienced.
Prolific Broadminded, fashionable, Laid back
Grey flecked Experienced, Enduring
Aspect
Graceful <20+
Panther-like F (+30+)
Confident 20+ F 20+
Hesitant <30
Clumsy <-5
Image
Immaculate 30+ 20+
Tidy 20+
Unkempt <40
Vagabond <20 <30
No dress sense <20 <20
Fashionable 10+ 20+
Voice
Quite Shy, Introverted,
Weak Introverted, Repressed, Sad,
Shy, Introverted, Sad,
Deep Choice, Experienced.
Attractive 20+ <20+ Cultured
Sensual 0+ F 20+ Cultured, Sensual gifts,
Dancer or Lovecraft skill
F= Favoured attribute L = Limited attribute. No factors listed = free choice

83
Combat, Action and Magic

84
7.00
7.00: Combat
7.1 What Magonia Combat is - and what it isnt!

Heroic fantasy, by definition, involves risk. Characters actively seek confrontation with
formidable foes a circumstance which often results in combat. Hence, the following combat
rules are presented below to resolve such situations.

Unlike most RPGs, Magonias combat system is weighted towards the characters most of
the time. It attempts to move away from the deadly, inflexible randomness that typifies some
systems. Magonia aims to be a tool to tell a characters story not a means to ensure they are
arbitrarily killed by a pack of mangy wolves in Chapter 1! It is an acknowledged fact
within RPGs that characters within their lifetime will suffer more hits than an adversary
- who are in most cases merely an off-the-shelf bunch of statistics! Allowing the casual,
random death of a well-crafted player character defeats the whole objective of growth and
character development that RPGs supposedly exist to facilitate.

Therefore, the game allows through the Fortune mechanic various ways by which a clever
player can ensure that his or her character survives combat most of the time! Not only does
this aid character survival it is also true to genre heroic characters having the same strokes
of luck in Magonia that cinematic and literary heroes enjoy, which dont depend on the
impossible situation of the dice somehow always falling in their favour

This game also eschews the tactical wargame approach used by other systems. Characters
can often perform whatever actions they could plausibly perform. This, again, allows the
character to act in a heroic manner without his or her player worrying about how many
squares theyve moved or fret about some abstract rule that only serves to slow down play.

This is not to say Magonia has an unrealistic combat system far from it! Characters not
controlled by the players - while far from being mooks - are injured and even die at a fairly
realistic rate, by weapons that (hopefully!) behave much like their real-world historical
counterparts. The injuries they suffer from are also comparable to those resulting from real
world melee and missile combat. As the reader will have noted from the character generation
system, Magonia has no hit points (as such). Weapons either inflict cuts and grazes type
injuries which both Magonia and real life fighters can absorb a lot of - or more serious
physical injuries that quickly impedes a warriors ability to fight. But a player characters
innate heroic nature allows them to often avoid being easily slain. They are, after all, special
they are the stars of the RPG movie facilitated by the Magonia system!

But a word of warning. The heroic nature of the Magonia system does not turn combat with
non-player characters and monsters into Turkey Shoots - it merely protects them from a
causal demise. The basic premise of this system is that - as in real life - a sword or a similar
weapon can kill an average person with a single stroke, given the right (wrong?)
circumstances! Hence, player acting in a foolish manner, or taking risks even excessive for a
hero, can still easily get his or her character slain. So, be cautious in battle!! Always ask the
G.M about your surroundings and your adversaries. Ensure you have sufficient Fortune points
to get through the fight, to avoid you literarily running out of luck. And, if in doubt run or
take up a better defensive/offensive position. In other words, fight smart like the heroes of
fantasy and live to eventually join them!

85
7.1
7.10: Order of Battle.
For ease of use combat is resolved in snatches of action collectively called a Recounter,
which is assumed to cover a period of around 10 seconds. In Magonia, all combat movement
is assumed to be simultaneous - although actions are resolved in a sequential manner for ease
of resolution. Shooting attacks may target a moving character either just prior to moving, half
way through movement or as they terminate moving during a Recounter.

Prior to combat the GM should grade adversaries as follows:

V Vulnerable represents individuals who represent minor obstacles and enemies


that pose a low risk to the PCs
I Important - significant adversaries, but not pivotal to the adventure - they
pose a moderate risk to PCs .
P Personas; represents all characters with some significant to game and
therefore pose a significant risk to the PCs.
All creatures greater than Large size are automatically deemed to be P+ Grade
C These represent player characters or the major G.M controlled heroes/anti heroes
in the game setting. In either instance they possess an F point pool.
Obviously, such characters pose the highest danger to the player characters

0: Surprise!
In some combats it is possible for one party to become aware of an opposing group without
being noticed themselves! To determine who actually attains surprise, the highest D rating
associated with each party is matched in a TUOR table test when within melee or shooting
combat range. A Sore TUOR Table result indicates the player party is somehow surprised for
2 Recounters! A Fail score indicates neither side acquires tactical advantage. A Win equates
to them gaining a tactical advantage lasting 3 Recounters against V grade adversaries, 2
Recounters against I grade opponents and 1 Recounter in regard to P and C grade
enemies. A HERO result doubles the above-cited periods of surprise. The party so advantaged
can move and attack (as per the Order Of Battle) but the surprised party can do nothing in
response even move - until surprise ends, but nonetheless retain the ability to defend
themselves. Player characters caught in a surprise situation can buy their way out of it by
spending 1F, or 2F in regard to a HERO surprise effect but only in regard to V grade
adversaries.

86
Otherwise, combat proceeds as follows:
1: Pre-move missile attack snatch:
Prior to movement, any character equipped with a ready missile weapon may attack any
target they wish, in order of their D. A tie indicates both characters act at the same time.

Player characters are assumed have readied their bows and weapons prior to combat if facing
V and I grade adversaries However, if confronting P and C grade characters,
weapons must be readied as per the Order Of Battle!

2: Movement or Action snatch:


All Characters and adversaries now move to the extent they wish, upto their maximum
possible move, or they can perform or continue to perform an action.

The latter includes:

Continue static melee (actually resolved in the next snatch).


Wait for something to happen
Disengage from melee
Prepare weapon for attack.
Perform action/skill
Clean Weapon (Expanded rule - see page 96).
Commence spell casting or use of magical item
Any character equipped with a ready missile weapon may attack (in order of D).
A character who moves and is somehow blocked by another character stops moving
and is considered to have entered static melee. All actions and counteractions are
resolved in Snatch 3, below.

3: Resolve melee combat snatch:

This is conducted as follows:

Determine attack order:


Characters with the highest D goes first. If a tie between a monster/game persona and
a PC, PCs act first (or allow the other party to do so) otherwise both act
simultaneously.

A readied missile weapon not used in either of the prior two snatches may attack
before a melee weapon in order of all missile weapon users D attribute. If two PCs
have the same D rating, attacks are deemed to be simultaneous.

In regard to melee weapons, an attacker can only hit a target within reach. Each melee
weapon within this system is given a Reach Factor equating the number of arms
lengths a weapon can reach to and attack. For the purposes of this system, 1 Reach
equals a distance of around 2 feet.

After Reaching 3 switch back to 1 and repeat until combat is resolved!

87
7.2
7.20: Easy Combat Resolution:
Resolution:
This system is intended for ease of play, especially for those new to this game. Those looking
for more advanced options should consider the Expanded combat resolution described
below. Easy combat hitting and damage is resolved as follows:

Attacker attempts to injure target; resolved through making a Chevauchee roll:

Chevauchee roll:
Attacker assaults target with an Attack equalling Melee or Shoot skill PLUS
B-physical bonus
Less:

Defenders Defence equalling Melee or Shield Skill PLUS B-Physical bonus


Parrying attempts suffer from a -20 penalty (but no penalty if using a shield).
Shoot class attacks can only be blocked with the shield skill!
V grade adversaries suffer a -50 reduction to skill vs. C grade characters.
Further adjust by any relevant factor cited on the next two pages!

While in melee, a character may make one attack on a single adversary within reach for every
+50 points he or she has in Melee (or +20 if attacking with a weapon in each hand):

Modifiers:
The following tactical options can be used while in melee combat:
(These factors are applied to the Chevauchee roll only):

The following situational modifiers may come into play:


Attacking from targets Rear = Halve targets defence factor
Charging (paced running speed) = Halve Melee Skill +10 to damage.
Charging (frantic running speed) = Quarter Melee Skill but +20 to damage,
Charging (mounts) Double damage bonus;-10 to Effect rolls.
Attacking from prone = -50 to melee.

Modifiers for shooting rolls:


Range:
Close (half base range) +50 to Shoot Skill
Medium (base range) No adjustment
Far (double base range -50
Distant (3x base range) -100
Isolated (4x base range) -200
Extreme (x5 base range) -400
Remote (6x base range) -600
Cover:
Mist. Smoke or long grass: -50
50% solid cover -100
75% solid cover -200 .

No Shield = -20 to Defence, cannot block Shoot attacks.


Shield = Can block Shoot attacks if equipped with a medium shield or larger
add shield bonus (if any)

88
Attacks are resolved on the standard TUOR table and have the following outcomes:

Chevauchee Result:

Sore Consult combat table; roll 1d100 and equate roll to matching combat ERROR result
(alternatively, halve D and combat skills for 1 Recounter).

Fail Attacker fails to injure target!

Win Consult combat table; roll 1d100 matching attackers WF (weapons WF plus B
Physical score) with targets Armour (Hardness+ Armour score). Attacking
V grade adversary = +50 to attack value. Equate roll to matching WND column
result. Effect of F in mitigating wnd class injuries:
Spending 1F reduces a +1 Wnd point to a Bash.

Hero Consult combat table; roll 1d100 matching attackers WF (weapons WF plus B
Physical score) with targets Armour (defenders Hardness+ Armour score).
V Grade adversary = +50 to attack value. Equate roll to EFFECT column result.

Injury Rolls are made adding +20 to roll (although Killed results are unadjusted and
stand as rolled). However, if Hero Chevauchee roll is half the cited Hero total a
Grievous Effect - double the chances for a Kill result for V and I Grade adversaries (i.e.
a Kill occurs on a roll of 01-21 on the 0 TUOR column). Also, add 0 to wound roll
for all Grade characters!

Using F to mitigate EFFECT class injuries:


Spending 2F totally mitigates chance of effect (but take +1 Wnd) ; 4F if a Grievous Effect
Alternatively, the player may risk a roll on the Effect table.
Lose /1F on A Gash result (Mitigate to a Bash)
Lose 1F on a Injur result (Mitigate to a Bash)
Lose 2F on a Severe result (Mitigated to a Gash effect) Victim rendered unconscious if
original roll was a Grievous effect
Lose 4F on a Kill result or opt to permanently lose 1F (and take a Gash result and +1 Wnd).
Victim rendered unconscious if original roll was a Grievous effect!

Wnds in the Easy system:


Following the lost of all Mercy Points (MPs) - if any - characters suffer the following action
penalties (applied to all TUOR rolls) and other effects;

Wnds: Penality to all actions:


0 (All MPs lost) = -10 (no other effects).
-1 = -20 (no other effects).
-2 = -50 (no other effects).
-3 = -100 (no other effects).
-4 = -200 (no other effects).
-5 = Roll S -50 Difficulty; Hero = can carry on fighting (-200 penalty);
Win = Fall unconscious; revive in 10 Recounters time (-200
penalty); Fail = Die of wounds; revival possible with natural healing
(vs. Difficulty of 80; -10 per 2 Recounters following death).
Sore = Die of wounds, no chance of revival via Healing skill.
-6 or more = Roll again as -5, but add +50 to Difficulty, for each additional
wnd received thereafter.

89
Some optional rules and considerations:

Option - Follow up attacks:


When fighting a V or I grade adversary, a character can upgrade any effect class injury to a K
(Kill) result by simply opting to attack the target again. This uses up all the characters melee
attacks on that particular Recounter even through no actual further rolls are made. P+ grade
characters are immune to this option; they must be attacked as normal to inflict additional injury!

Option - Grappling and Disarming attacks:

In some circumstances an attackr may prefer to either disarm of grapple their foes rather than inflict
a physical injure. Under either of these two situations a Chevauchee roll equals:

Sore: Grapple: You fall down and are stunned for 1 Recounter.
Disarm possibly stabbed by own weapon: suffer a +50 attack

Miss: Grapple: The target eludes your grasp


Disarm Fail at disarming target

Win: Grapple: You restrain the target this Recounter. If desired roll for damage
(x2 punch) this Recounter.
Disarm You lock the characters weapon this Recounter they cannot attack or parry!
Hero: Grapple: You hold the target in a firm grip attack continues into the next Recounter:
Disarm The targets weapon flies into the air, landing a short distance away!

For follow up grapples use the following results:

Sore: The target slips from your grasp


Fail: You continue to restrain the target this Recounter
Win: You may wrestle the target to the ground and hold it there for a number of Recounters
equal to your M, unless victim breaks lock (a win result or better next Recounter but with
a penalty of -20 to their attack). If desired roll for damage (x2 punch) per Recounter.
Hero: As above but defender suffers a -40 penalty, doubling any inflicted wnd damage.

Option Limbloss. Some G.Ms may


wish to allow for the possibility of
individuals losing limbs, etc. due to
Severe injuries in the Easy Combat
system. If so, the victims player attempt
an Adjust roll of S-80 when so afflicted.

Result:

Hero: Downgrade to an INJUR result

Win; wounded as listed.

Fail; - lose extremity of players choice

Sore; lose limb OR extremity of


attackers choice!

90
Easy combat Duo-TUOR attack/damage table:
Base Result HERO WIN FAIL SORE
Chevauchee: Effect Wound Miss Error
Error Trip+Drop Drop+pick Drop Break
Wnd: +2 Wnd +1 Wnd Bash Graze
EFFECT <Killed> <Severe> <Injur> <Gashed>
100d roll HERO WIN FAIL SORE
+350 or more 01-45 99 00 V
+300 01-40 98 99 V
+250 01-35 97 98 100 (/)
+ 200 01-30 96 97 100 (/)
+ 150 01-25 95 96 100 (/)
+ 120 01-21 93 94 99 (/)
+ 100 01-20 91 93 99 (/)
+ 90 01-19 90 91 99 (/)
+ 80 01-18 85 86 99 (/)
+ 70 01-17 80 81 98 (/)
+ 60 01-16 75 76 98 (x)
+ 50 01-15 70 71 98 (x)
+ 40 01-14 65 66 97 (x)
+ 30 01-13 60 61 97 (x)
+ 20 01-12 55 56 96 (x)
+ 10 01-11 52 53 96 (x x)
0 (10) 01-10 50 51 95 (x x)
-10 01-09 48 49 95 (x x)
-20 01-08 45 46 94 (x x)
-30 01-07 40 41 94 (x x)
-40 01-06 35 36 93 (x x)
-50 01-05 (-) 30 31 93 (x x)
-60 01-04 (-) 25 26 92 (x x)
-70 01-03 (-) 20 21 92 (x x)
-80 01-02 (-) 15 16 91 (x x)
-90 01-02 (-) 14 15 91 (x x)
-100 01-02 (- -) 13 14 90 (x x)
-120 01-02 (- -) 12 13 90 (x x)
-150 01-02 ( - -) 11 12 89 (x x)
-200 01 (- -) 10 11 88 (x x)
-250 01 (- -) 08 09 87 (x x)
-300 01( - -) 06 07 86 (x x x)
-350 or lower 01 (- - -) 05 06 85 (x x x)
Kill results stand regardless of whether a positive modifier places them out of cited K result range!

91
EASY COMBAT
COMBAT RESULTS:
Effect Result
Break: The weapon currently in use breaks in combat (or on the next attack)

Trip & Drop: Character falls to floor, dropping weapon out of reach.
Stunned for 1 Recounter; one snatch to rise from prone
Move action + 1 snatch needed to retrieve it may be
Blocked by any opposing foe!

Drop & Pick: Character drops weapon within reach. One snatch
needed to pick it up; may defend while doing so!

Drop: Drop weapon out of reach; Move action + 1 snatch needed to


retrieve it may be blocked by any opposing foe!

Graze Recoil back 2 feet; -10 D next Recounter - but no other effect!

Bash Stagger back 2 feet. D and skills for 1 turn; no other effect.

Wnd(n) Take cited quantity in Wnd damage.


Target also Bashed; stagger back 2 feet. D and skills for 1 turn.
- A character naturally heals HD/30 non-effect related WNDs per day.

<Effect!> Roll again on wound table; take equivalent Effect injury!

<Gashed > Take +1 Wnd damage plus a Bash result and also +1 Wnd per 5
Recounters due to bleeding. To staunch bleeding naturally, use Healer
skill vs. a Difficulty of 40.

<INJUR> Halve D and MOVE. Stunned 1 Recounter.


Take +1 Wnd. This damage naturally heals after 1 week -1 day per 20
Hardness. Target is UNCONSCIOUS for 20 Recounters if a Grievous grade
Effect (avoid by spending 1F)

<SEVERE> Take +2 Wnds, plus +1wnd per 2 Recounters due to bleeding. To


attempt natural healing use Healer vs. 80 Difficulty
Halve D and MOVE. Stunned for 5 Recounters.
Wnd damage heals naturally at the rate of 1 Wnd per 14 days
less 1 day per 20 Hardness. Target is UNCONSCIOUS for
10 Recounters if a Grievous Effect (avoid by spending 2F)

<KILLED> Victim is killed outright the higher the roll, the more gory the
demise! A Low result indicates a near-instantaneous death (in less than 1
Recounter), a higher roll death within 3 Recounters,

92
An example
example of Easy Combat:
Combat:

Anne o the Cleeveer is wandering down a long, dark street in the town of Dhodd, seeking the
mystic-chauntress Catkrinn for some sage advice. Two men step from out of the shadows with
swords drawn. The G.M and Annes player roll for surprise .. and both fail! As no surprise was
achieved by both sides, Anne quickly becomes aware of them and draws her battle axe - the G.M
ruling she has enough time to do this prior to combat and doesnt have to spend a snatch doing
so!.

Anne is the fastest with 20 D vs. the attackers 5 D and so goes first. Both men are dressed in leather
armour and carry shortswords. Anne wears a light chainmail shirt (hidden under her clothes) and
welds her iconic battleaxe, Cleeveer!

Anne moves towards the two men and strikes, dividing her attack between the two attackers (who
are denoted as P grade adversaries)! Literally, for luck she spends 1 F point to raise her attack total
from 50 to 100. Splitting it between both foemen she attacks them with a skill of 50 each. They
defend with a punier shortsword skill of 30. Anne therefore attacks both foemen at +20 (while they
attack her at a skill of -20 ).

Rolling to penetrate a sum Hardness factor of +40 (armour+Hardness) vs. her WF of +60 (weapon
(+40)+B-physical score (+20)) her character rolls on the +20 column. A roll of 35 indicates Anne
inflicts a +1 Wnd. He staggers slightly, but remains conscious. Both assailants attack Anne one rolls
72 and misses, the other rolls 26 and hits. But Annes chainmail shirt (just) turns this into a Bash
result (68) she staggers back 2 feet but isnt wounded.

On the next Recounter, Anne rushes towards the attacks and focuses all her skill on one (the person
she lightly wounded) its the last roll she can make with the +50 F roll boost (her attack value
equalling: 100-30: +70 (-70) in this instance. She rolls a 05 an Effect injury! Being under half the
Hero rating for +70 the subsequent Effect injury roll is unadjusted and the chance of a Kill is
doubled! Anne rolls 02 resulting in a very gory instant kill against that target who thus slumps to
the floor, dead, being unable to mitigate it due to lacking F-points! Crazed with grief and rage the
other attacker rolls to hit Anne and gets a 01 an Effect class injury! Anne opts to spend 2 F points
the attack being mitigated to a +1 Wnd.

Anne attacks again - and rolls to hit with her unadjusted skill of 60 (vs. 30 = +30/-30). Unfortunately
Anne rolls a SORE result of 100 resulting in her rolling on the Error row of the Easy Combat table
(using her current attack skill of +60). She rolls a Drop and Pick result while she drops her
battleaxe she can easily pick it up by spending one Snatch doing so next Recounter and can
defend, but not attack. Being unable to attack, the GM rules that the attacker strikes first while Anne
picks up her axe! Which he does and misses with a roll of 88 on the -30 column! On the next
Recounter things are even Stevens for both sides! Annes character - wishing to end the fight
quickly - burns 1F for a +100 bonus (50+100=+150 -+30 =+120/-120!). Despite somehow both missing
each other on the subsequent Recounter, Anne gets another Effect roll on the next a 03 score!
Again, the Hero total for the +120 TUOR table is doubled (21 becomes 42 for the purposes of this
roll). Anne scores another Kill result (29) representing an effective if not instant kill. The other
attacker rolls to the floor as oblivion overwhelms him. Anne, hearing the cries of the Dhodd town
guard just manages to escape them (her Creep skill of 40 vs. the guards Creep skill of 20 (+20/-20)
and rolling a 38!)

93
7.3
7.30 - Expanded Combat Options:
Options:
The Expanded combat system provides more detail to combat in the form of additional options - many
of which can easily be incorporated into the Easy system (if desired). More significantly, it features a
more detailed (but also more complex) Expanded Combat Results table. Otherwise, all previously
described combat resolution sequences, modifier, methods and rules stand unless overtly superseded
an Expanded combat option:
.
Combat Manoeuvres
The Expanded system allows characters to adopt a basic attack mode, giving them modifiers
to their Chevauchee roll (totals assumes character has acquired no Adeptness in them).

Surprised! = No stance possible: +20 to be hit!


On Guard! = Neutral mode: no modifiers
Nach = +40 Defence, but -40 to Attack.
Bind = Half skill: may push opponent back 3 feet
on a Win result. +20 to Attack next recounter.
Wraith Guard = +40 Attack but -40 to Defence Factor
Death Blow = Halve skill in regard to attack and defence,
But add +10 to WF and -10 to Effect
Injury Table rolls.
Riposte = + 40 Attack but one roll only on this Recounter.
Lunge = Weapons with dual option attacks may
inflict SP damage: but -20 to any Defence skill.
Dual Weapon Attack = One attack every +50 of melee skill -20 main
hand, -50 off hand, no penalty if ambidexterous
Parrying Daggers only -20 off hand penalty

These can be improved through the Adeptness rule (see Page 43)

Mounts modifier:
+ size modifier to Attack if moving at Frantic speed:
Medium = Cited Tall = x1.5 Large = x2 Huge = x3 Giant = x4 Titanic = x 5

Special Considerations:

Carefully Aimed Shoot attacks: A character attacking with a ranged and ready weapon may refrain
from shooting during one Snatch and make a single ranged attack on the next available one,
ignoring its accuracy penalty. Aiming for one Recounter allows the character to add the characters
Physical bonus +20 to their offensive total. The character may do nothing other than aim during their
inactive Recounter if disturbed or interrupted in that time they lose the attack bonus!

Detailed Melee vs. Shoot combat parrying rules: A melee weapon may parry a Shoot attack at half
normal value if the defender is aware of attack - assumed to be always the case when a P or C grade
character confronts a V and I grade adversary! However, a melee weapon has no defensive value
against unseen shooting attacks involving P and C grade adversaries namely rear attacks or by
someone in cover. Shields block observed shooting attacks at full value, or at half value vs. an
unseen frontal attack. They, however, have no protective value against an unseen rear attack.

Range Weakening: Halve WF in regard to wounding rolls for Shoot attacks made over x2 base
range, quarter it for x3 base range

94
-Add: Certain armours are effective in deflecting blows, due to thickness and design. The G.M may
wish to simulate this by allowing the D-Add bonus listed on the armour tables to be added to a
targets Defence factor in addition to the bonus granted to some shields. This option may be ignored.

Pushback: Attackers moving at paced running speed may attempt a pushback. Base pushback roll
equals M vs. the targets M. Divide M by 2 if Small, or multiply by x2, x3, x4 and x6 if Tall, Large,
Huge and Giant, respectively. Add two to multiplier if attacker is moving at frantic running speed (i.e.
x2 becomes a x4) A Win result indicates the target is pushed back 2 ft, while a Hero result either
pushes the target back 10 ft or overbalances them (halving their D skill for the next round and
inflicting +1 Wnd). A Sore result causes attacker to be pushed back 5ft!

Sword and Shield:


G.Ms may allow characters to defend with the average of their Melee and Shield skill (or Skinclad
and shield skill), plus any shield bonus. This is an optional rule as it adds a degree of complexity to
combat calculations.

Bruises:
Reduce D for purposes of striking order only by -5, per Wnd; this also includes loss of Mercy Points.

Bonus Grievous Effect:


On a Hero roll, the G.M may rule a target takes the following bonus injury, based on the weapon
type used, on a Grievous Effect roll only:
Sp: Subtract an additional -5 to Effect wound roll.
Wb: Target takes an additional +1 Wnd per 5 Recounters due to bleeding.
Ch: +20 WF vs. armour.

Aimed hits to the Head: An attacker may opt to attack the targets head for greater wound
effectiveness. In this instance apply a -40 penalty for melee and unarmed attacks and halve shoot skill.
If successful, the attacker adds a +60 bonus to WF and subtracts -10 to any resulting Effect class
wound roll! Any <Killed> result is automatically deemed to be a near-instantaneous kill! Any
helm (page 176) worn by the target reduces the WF bonus factor, but not the Effect roll bonus.

Pulling blows: A character may opt not to inflict an Effect class injury when scoring a Hero result. In
this instance the attack is resolved on the Wnds table.

Detailed Adversary Grading:


Whenever the rolled number of an attack equals half cited Hero range, subtract -20 to the
subsequent Effect wounding roll for V grade adversaries and -10 for I grade adversaries. The roll
for P+ grade adversaries is unadjusted. Also double chances for a Kill result for V, I and P grade
adversaries (i.e. a Kill occurs on a roll of 01-21 on the 0 TUOR column). Do not double for
attacks vs. C grade characters.

Attacks by FireArms & Gigantic+ sized creatures


Attacks by firearms and creatures with a M of 110+ sized creatures double the chance of a Hero
result! Add 0 to Effect on a Standard Hero result, and -10 to any Grievous Effect. Wnd results from
either source are resolved using the Wnds XT and Wnds + column of the expanded combat table.
Gigantic sized creatures may attack upto 4 human-sized targets without penalty; 8 targets in regard to
Titanic sized creatures!

Constricted Attack: Weapons attacking a target located at a distance equal to one less than the cited
weapons Reach value are subject to the constricted attack rule; namely, the attackers Melee skill is
halved. An attackers melee skill is quartered if attacking a target located at a distance equal to two
factors lower than weapons cited Reach factor. Late Medieval (and Pseudo Medieval) Warswords,
Bastard Swords and Greatswords are fitted with a Ricasso - a smooth section of blade just below the

95
hilt, allowing more control in constricted situations. In this instance, halve skill only when attacking a
target located at a distance less than twice the weapons cited Reach factor.

Steeled punches!
Using a gauntlet, steel helm or metal-armoured feet increases punch or chop WF by +20

Clean Weapon Action: Following any Effect class injury inflicting a Severe, Impale or
greater wound, a character must spend one snatch action cleaning the weapon used in that attack or
suffer a temporary -10 skill reduction when using it. Furthermore, sheathing or resting the weapon
without cleaning it results in a -10 temporary reaction penalty and requires a Difficulty 40 roll to ready
it for combat without complications. Similar Effect class injuries result in a further -5 skill reduction
until the weapon is cleaned; an act which removes all penalties.

Stuck Weapon: When using a weapon with a stabbing point (Sp), a double number result - 11,
22, 33,44,55, 66, 77, 88 and 99- associated with an Effect injury role indicates it has
become stuck in the victim! Attempting to extract it requires 1 Snatch and a Difficulty 30 roll (vs.
M) to remove. The attacker may spend 1F to free the weapon should the first or subsequent attempt to
remove it fails. The victim takes +1 Wnd, which are not reduced by armour and cannot be mitigated.
Furthermore, spending one F point also allows the impaling character to increase the initial Effect
injury by one grade if the victim is no more than one size class larger than the attacker. If so, this may
be mitigated by spending 6F! A Sore roll indicates the weapon was broken in the attempt to free it
(mitigated by spending 4F!) The attacker takes a -20 penalty due to sprain injuries; -10 to D until
healed, taking a week under normal circumstances.

Slashed! When using a wide bladed weapon (Wb), a double number result - 11, 22,
33,44,55, 66, 77, 88 and 99 - associated with an Effect injury roll indicates it has
inflicted a severe wound! The victim takes +1 wnd per 10 Recounters in bleeding (Difficulty 50 vs
Healing). If result occurs in relation to a Head Hit (see above), target is decapitated - resulting in
instant death - if the victim is no more than one size class larger than the attacker. If so, this can be
mitigated by spending 6F! A Sore roll indicates the weapon is broken (mitigated by spending 4F!).
The attacker takes a -10 penalty in sprain injuries; -10 to D until healed, taking 3 days under normal
circumstances.

Smashed!: When using a weapon with a weighted crushing head (Ch), a double number result -
11, 22, 33,44,55, 66, 77, 88 and 99 associated with an Effect injury roll also
aimed at the end indicates the victim has been automatically knocked unconscious for 10 Recounters,
less 1 per 10 S they possess; minimum duration 1 Recounter. This is mitigated by spending 4F! The
victim must be no more than one size class larger than the attacker, otherwise this result is ignored. A
Sore roll indicates the weapon is dropped just out of the attackers reach. The attacker also takes a
-10 penalty due to sprain injuries taking 2 weeks to heal under normal circumstances.

Emergency Survival rules:


The G.M may spare characters - especially those unable to expend F - from severe or fatal Effect
injuries by either subtracting 15 from a characters S score or 5 from S and adding a 1 point Bane of
the players choice the wound becomes a messy looking Injur result which looks fatal to a casual
observer. The character remains unconscious until it becomes safe for them to awaken. The G.M
also has the option to reduce other attributes in this manner if it could be justified as a combat injury.
Alternatively, the G.M can rule a nearby V or I grade character takes the damage through attempting
to shield the player character. The G.M should ideally choose someone who has some family or
emotional connection to the player character! Hence, this option costs the character 5 Growth points!

96
Locked F!
In some instances the G.M may decide that C grade characters cannot expend F to mitigate injuries
from certain opponents; usually notable C grade adversaries encountered during the climax of an
adventure scenario. The G.M may or may not choose to highlight this situation.!

Staying conscious and active for free


Characters potentially rendered unconscious may avoid this fate by winning a S (Stamina) roll vs. a
Difficulty of 60. Characters with a current F point rating of 0 can remain active when afflicted with
I or S grade injuries by expending -1F or -2F, respectively. However, the penalties are severe;
characters take an additional 1 wnd per 2 Recounter they remain active!
Taking Injuries:
The character may opt to take Effect injuries in some instances. If so, the character immediately
regains 1F previously expended in combat!

Option - Heroic Death:


A character who takes an S effect class wound or worse can opt for a Heroic Death. On stating this
choice to the GM, the characters F drops to zero. The character, however, continues to fight until
inflicted with either 3 severe injuries or two K Class effect injuries. Once either of those two
conditions is met the character dies within 1 Recounter. All attempts to heal the character naturally
automatically fail, while any attempt to use True Restoration or Intervention suffers an extra -40
Difficulty. If the resurrection attempt happens to succeeds, permanently reduce all Physical attributes
(including physical potential) by 10. If the character is not resurrected, the next character generated by
the player inherits a portion of the goods and wealth of the slain character (as the G.M deems
appropriate). Should the character (somehow) survive, they heal as per the standard rules.

97
Expanded Combat table results:
In the Expanded system, Wnd and effect class injuries are resolved by the same method
utilised in the Easy combat system, but by utilising the expanded Injury Table presented
below (and the additional combat wounding options presented above):

MISTAKE: As per the easy system method, but the Expanded table presents a wider
range of possible combat error results:

WNDS: As per the easy system. Following the lost of any Mercy Points (MPs) ) - if any
- characters suffer the following action penalties (applied to all TUOR rolls) and other effects;

Wnds: Penality to all actions:


0 (All MPs lost) = -10 (no other effects).
-1 = -20 (no other effects).
-2 = -50 (no other effects).
-3 = -100 (no other effects).
-4 = -200 (no other effects).
-5 = Roll S -50 Difficulty; Hero = can carry on fighting (-200 penalty);
Win = Fall unconscious; revive in 10 Recounters time (-200
penalty); Fail = Die of wounds; revival possible with natural healing
(vs. Difficulty of 80; -10 per 2 Recounters following death).
Sore = Die of wounds, no chance of revival via Healing skill.
-6 or more = Roll again as -5, but add +50 to Difficulty, for each additional
wnd received thereafter.

Each 1 Wnd received; Target also Bashed; stagger back 2 feet. Half D and skills
for 1 turn.

EFFECT: Again, resolved identically as per the Easy system, but a wider range of results
are represented on the Expanded Combat table Effects Column. In all three instances note
units die. If the units die shows an even number - 2, 4, 6, 8, 0 - use the cited even option of
the relevant result type. Likewise, if the units die shows an odd number - 1, 3, 6, 7 or 9 - use
the odd option of the relevant result type.

<Ghost!> (and variations):


Results defined as <Ghost!> are applied whenever the dice throws falls within the cited
range; apply the effect regardless of modifier.

A double number <Ghost!> result on the Chevauchee roll (namely 11,22,33,44,55,66,77,88


or 99) indicates the character may attempt another hit without penalty if roll falls within
Hero result range, push defender 5 feet in any (harmless!) direction if roll falls within
Win result range, or suffers a sprain on a Fail or Sore result (causing a -20 penalty).
Double results on wounding rolls 22,33,44,55,66,77,88 are <Ghost!>; treat as a Stuck,
smashed or slashed , depending on weapon used see above for effect. All SORE
results over 97 are also <Ghost!> results!

98
EXPANDED WOUND TABLE :
Chevauchee: Effect! Wnds Miss Sore
SORE Trip+stun odd Drop/stunned even Drop/Pushed even Break odd
Armour! even Confused! odd Drop+pick odd Hit even
Basic Weapons:
Wnds +2 +Stun odd +1 odd Bash odd 0 odd
Wnds + <Effect> even Bash even 0 even 0 even
irearms & Giants:
Wnds + <Effect> even +2 even +1 even Bash even
Wnds XT +3+stun odd Inj odd Bash odd 0 odd

<Effect> <Killed> <Severe> <Incap> <Gashed>


Kill odd Se odd Inj odd Bash odd
K:Mo/o even Sv/(AL) even In/ST even` Uncon even
+350 or more 01-45 99 00 V
+300 01-40 98 99 V
+250 01-35 97 98 100 (/)
+ 200 01-30 96 97 100 (/)
+ 150 01-25 95 96 100 (/)
+ 120 01-21 93 94 99 (/)
+ 100 01-20 91 93 99 (/)
+ 90 01-19 90 91 99 (/)
+ 80 01-18 85 86 99 (/)
+ 70 01-17 80 81 98 (/)
+ 60 01-16 75 76 98 (x)
+ 50 01-15 70 71 98 (x)
+ 40 01-14 65 66 97 (x)
+ 30 01-13 60 61 97 (x)
+ 20 01-12 55 56 96 (x)
+ 10 01-11 52 53 96 (x x)
0 (10) 01-10 50 51 95 (x x)
-10 01-09 48 49 95 (x x)
-20 01-08 45 46 94 (x x)
-30 01-07 40 41 94 (x x)
-40 01-06 35 36 93 (x x)
-50 01-05 (-) 30 31 93 (x x)
-60 01-04 (-) 25 26 92 (x x)
-70 01-03 (-) 20 21 92 (x x)
-80 01-02 (-) 15 16 91 (x x)
-90 01-02 (-) 14 15 91 (x x)
-100 01-02 (- -) 13 14 90 (x x)
-120 01-02 (- -) 12 13 90 (x x)
-150 01-02 ( - -) 11 12 89 (x x)
-200 01 (- -) 10 11 88 (x x)
-250 01 (- -) 08 09 87 (x x)
-300 01( - -) 06 07 86 (x x x)
-350 or lower 01 (- - -) 05 06 85 (x x x)
11,22,33,44,55,66,77,88 are <Ghost!> Sore results over 97 are <Ghost!>
Kill results are treated as <Ghost!> in regard to any positive table adjustment (they stand
regardless of whether modifier places them out of the cited K result range).

99
EXTENDED COMBAT SPECIAL CONDITIONS:

Effect Result
Armour!: A piece of the attackers armour falls off G.Ms choice
+10 bonus to be hit by attackers until fixed!

Break: The weapon currently in use breaks in combat (or will


do so the next time its used) Superior weapons are
immune to this effect, unless they are being used to
parry a weapon of better quality!

Confused!: Attacker loses concentration act as if Stunned


for one Recounter; no action possible other
than to defend themselves.

Drop & Pushed: Character drops weapon out of reach


and is pushed five feet in any direction by defender
(other than to cause the attacker to fall from a height,
etc.) Move action + 1 snatch needed to retrieve
weapon may be Blocked by any opposing foe!

Drop & Pick: Character drops weapon well within reach. One snatch
needed to pick it up; may defend while doing so!

Drop: Drop weapon out of reach; Move action + 1 snatch needed to


retrieve it may be blocked by any opposing foe!

Hit: Attacker inflicts a +50 hit on themselves; no defences


apply!

Trip & Drop: Character falls prone dropping weapon out of reach
Stunned for 1 recounter; one snatch to rise from prone
Move action + 1 snatch needed to retrieve it may be
Blocked by any opposing foe!

Trip & stun: Character trips up but maintains hold of weapon.

Graze: Recoil back 2 feet; -10 D next Recounter - but no other effect!

Bash Stagger back 2 feet. D, MV and skills for 1 turn; no other effect.

Wound Take cited quantity in Wnd damage.


Target also Bashed; stagger back 2 feet. D and skills for
1 turn each 1 Wnd received!
- A character naturally heals HD/30 non-effect related WNDs per day

Effect! Roll again on wound table; take equivalent Effect injury!

100
Effect Class Injuries in The Expanded Combat System:
The range and effect of Effect Class injuries are more extensive in the Expanded system:

<Gashed > Take +1 Wnd damage plus a Bash result and also +1 Wnd per 5
Recounters due to bleeding. To staunch bleeding naturally, use Healer
skill vs. a Difficulty of 40.

Uncon Unconsciousness: Target knocked unconscious. Each 5 Recounters, attempt to


make an S roll vs. 40 Difficulty to come round. If regain consciousness treat
as Stunned for 3 more Recounters, then return to normal.
Injurious
Inj Injurious hit: target suffers significant injury. +2 WNDS. Halve D and MV. Acquire
action penalty to all actions equal to weapons wnd value. Heals after
2 weeks -1 day per 20 S if treated by natural means.
In/St
Incap/St Standard Incapacitating Injury. Target is sore-stricken with injury. +3 WNDS.
Halve D and quarter MV. Take 10 wnds/Recounter via bleeding. Healing roll
opposes Difficulty of 20 (1 attempt/Recounter).Acquire penalty to all actions equal to
weapons wnd value and take wnd of the same value. Incapacitation fully heals
after 2 weeks less 1 day per 20 S if treated by natural means.
Se
Severe Severe: target is unconscious and requires medical attention, +1 WND and Take +1
WND per 2 Recounters via bleeding; Healing roll opposes Difficulty of 40 (1
attempt/Recounter). If subsequently healed, treat as having a penalty to all actions
equal to the weapons personal wnd value. Requires 1 month of rest 1 day per 10S
to heal by natural means.

S/AL Arm/Leg: targets arm, leg or extremity is severely damaged or target suffers a
severe head or body fracture (attackers choice).
All: +1 WND Take 1 WND per 2 Recounters due to severe bleeding. Healing roll
opposes Difficulty of 40 (1 attempt/ Recounter).
Limb/Extremity: Lost unless target permanently expends 1F. If loss avoided, limb
cannot be used until healed (takes 1 month 1 day per 10S via non magical means).
SEV Leg hits reduce MV to 1/4th value; prosthetic limbs may (at least) partially
mitigate this.
o Torso: +2 WNDS nothing lost but quarter D and quarter MV.
o Head: +3 WNDS; Unconscious Each 10 Recounters, attempt to
make an S roll vs. 80 Difficulty to come round: Halve D for 1 day on regaining
consciousness.
- Torso and Head natural healing times as above.

K:Mo/o Mortal Organ strike: Internal organ critically damaged or similar


Kill injury. Take +1 WND per Recounter. (Healer skill vs 80 Difficulty to counter this
injury naturally). Natural recovery requires 2 months bedrest less 1 day per 10S .

K Kill: Target is killed outright by a mighty blow attacker chooses: beheading,


Kill cleaving body strike, blow to heart, target gutted. No conventional remedial treatment
is possible only magical or extreme technomagical healing rectifies this!

101
Default Weapon Tables:
Melee Weapons:
Weapon WF M/D R Type C
Human bite -30 -10/-10 0 ch X
Human punch -50 -10/-10 0 ch X
Human kick/headbutt -40 -10/-10 0 ch X
Human chop -20 0/0 0 ch X
Dagger 20[30] -10/0 0 wb[sp] 5C
Club 30 0/0 1 ch 0
Short Sword 30[50] 0/0 0 wb[sp] 15C
Warsword 50 20/10 1 wb/sp 25C
Falchion 60 10/10 1 wb/sp 22C
Axe 30 10/10 1 Hwb 10C
BattleAxe 70 20/15 2 Hwb/sp 12C
Mace 50 10/10 1 Hch 8C
Hammer 40 20/10 1 Hch 10C
Quarterstaff 2 20/30 0/10 1 ch 0/1C
Spear 2 60 0/10 2 sp 1C
WarFlail 70 20/10 2 sp or ch 9C
Bastard Sword 1/2 70/80 10/10 2 wb/sp 30C
GreatSword 2 100 20/20 3 wb/sp 40C
Great Axe 2 90 20/20 3 Hwb 15C
War Maul 2 70 20/10 3 Hch 12C
Long Spear 1u/ 2 80/160 10/0 3 sp/sp charge! 3C
Lance 1u/2 100/200 20/20 3 sp/sp charge! 2C

RANGED WEAPONS:
Weapon AM WF ACC M/D Rng Type S ROF C
Dart 20 -50 10/10 8 sp 1 AS 2S
Knife 30 -60 0/10 4 sp 1 AS 6C
Hatchet 40 -50 15/15 8 wb 1 AS 10C
Spear 50 -40 10/0 10 sp 1 AS 1C
Sling 70 -60 10/15 100 sp 1 1/1 2C
Shortbow 60 -60 10/10 50 sp 1 AS 6C
Longbow 80 -50 15/20 70 sp 1 AS 12C
Yewbow 100 -40 20/30 80 sp 1 ! 16C
Elfbow 110 -20 10/10 100 sp 1 AS ?
Crossbow: 20 120 -20 10/10 80 sp 1 1/3 20C
Arquebus 40 150 -80 10/10 100 wb 1 1/6 30C

Composite bows: +20 rng + 20 WF and double cost. Yewbows cannot be so enhanced

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Armour Table (Late Medieval era):
Armour Hardness bonus: D-ADD Weight Action Penalty: Cost:
Padded +10 0 3lbs -10 1C
Leather +20 +10 2 lbs -5 2C
Ringed/boiled +30 +10 5 lbs -30 5C
Ringed and boiled +40 +20 10 lbs -10 12C
Metalled +50 +20 30 lbs -20 50C
Chain +60 +30 25 lbs -30 60C
Mail shirt +50 +20 12 lbs -20 30C
Breast Plate +80 +30 14 lbs -15 100C
Platemail +80 +40 50 lbs -30 500C
Field plate: +100 +50 60 lbs -20 1000C
Buff Coat +40 +20 4lbs -20 10C
Dragoon Armour: +100 +50 60lbs -30 400C
Full Dragoon Armour: +120 +60 80lbs -40 800C
Option: Action penalties can be circumvented by purchasing Armour Adeptness.

SHEILDS:
Type Bonus Weight Min M Cost
Bucklers
Wooden b -20 3lbs M 0+ 5C
Metal b -20 5lbs M 5+ 10C
Medium shield b 0 5 lbs M 10+ 10C
Round shield b +10 7 lbs M 15+ 15C
Kite Shield b +20 7 lbs M 20+ 20C
Tower shield b +50 20 lbs M 20+ 30C
b = Can be used in attempts to block frontal missile attacks.

Description of weapon aspects:


AM: Number used in lue of users B-physical modifier.
D-Add: Optional bonus to targets defence roll
WF: Measure of weapons effectiveness in combat,
M: Minimum M required to handle weapon. If lower, subtract triple the difference from
WF and Melee and Shooting combat rolls! Otherwise add B-Physical score to WF
/Charge Increase in WF when used on a charging mount.
D: Minimum D required to handle weapon. If lower, subtract triple the difference from
Melee and Shooting combat rolls!
R: Reach factor of weapon (Melee weapons only).
Rng: Range factor of Weapon (Shoot weapons only)
Shots: Ammunition capacity of weapon (usually 1)
ROF: Rate of Fire. Either AS (= as per rules), or in number of Recounters to ready.
C: Cost of weapons (usually in Crowns).
s: Made from Superior metal; will not break if used against a weapon composed of
normal or Best steel.
1 Can be used with 1 hand
1u: Can be used with 1 hand if couched, and if the user is mounted and using stirrups.
2: Weapon requires use of two hands.
h: A ranged weapon which only requires 1 hand to use.
Sp: Stabbing Point
Ch: Crushing head
Wb: Wide blade
H: Weapon can be used as a smashing tool without being damaged.
(+n E) Add this total to all Effect rolls simulates weapons with excellent penetration
but lower damaging capacity. Kill hits remain as originally rolled.

103
8.0 - The Adventuring Environment.
Environment.
Those who choose the path of an adventurer will face many obstacles, tests and hazards other
than combat. This chapter details these various challenges

8.10- Interpersonal relations:

8.11 - Recognition:
A Recognition (REC) roll is either made when a character proclaims their name or if someone
in the crowd happens to recognise them.

To randomly determine whether recognition occurs in either situation, the player or G.M
should make an Adjust REC roll on the TUOR table, using the following modifers:

-20 if the characters are within their home territory


-40 if the characters are just outside their home territory
-80 if the characters are a considerable distance from home territory
-160 if the characters are on another continent separated by a vast expanse of sea.
The G.M should rule the REC roll automatically fails if no other people from the
characters realm have previously visited this country!

Halve the cited adjustments levels if the character is wearing an individual personal heraldic
device or similar identifier. If the role is fairly marginal the G.M should delay
acknowledgement of the characters identity for a few game-days, to simulate word of their
presence eventually spreading to a receptive ear

A characters prior REC is ignored if the character assumes another name/identity in an area
they have never previously visited. This new identity will accumulate its own REC score if it
is maintained for a sufficient period of time. Add any REC increases based on Banes, Gifts,
skills or attributes if the identity is maintained for a month or more.

The above assumes the character is not recognised by those he or she lives in disguise with.
The G.M should initially roll REC-80 to determine whether the characters attempt to pass
themselves off as a different person succeeds. A recognition roll in regard to the characters
actual identity should be made whenever visitors from an area aware of the character come to
this particular area, vs. REC-100.

A Sore REC result indicates the character has being mistaken for someone else (usually a
person with a negative reputation). A Fail result equates to the character remaining
unrecognised. A Win indicates the character is recognised, unless disguised, while a Hero
REC means the character recognised even if disguised or going under a non de plume. Once
recognition occurs the characters innate reputation modifiers comes into play, as general
aspects of the characters background and prior behaviour become acknowledged and
influences the attitudes of the people around them.

8.12 Reaction:
Reaction rolls play an important part in Magonia. These usually occur whenever a character
attempts to interact with a backdrop persona. Use either characters full High/Low Social skill
or Oratory for social interactions (players choice) or Trader for commercial interactions.
Use Presence or Lovecraft (Workskill) for any seduction attempts. This rating is adjusted
104
positively by relevant Gifts or negatively by specific Banes, and may be further adjusted if
backdrop personas successfully make a REC roll in relation to the character! Other specific
ad hoc adjustments may also be made by the G.M or result from the players approach to
this particular interaction! The specific modifiers are as follows:
Relationship: Request Difficulty: Skill Adjust Modifier:
Were at war with them! Dealing with a very hostile party -200
They like us not! Almost Charity /very involved task -100
Significant Discount/ Involved - 80
Neutral relationship Average task or price 0
Friendly relationship Fairly easy going +20
Very Friendly relationship Easy task happy to pay top prices! +40
Close allies/kin Very easy task/well, whats money! +80
Seduction Attempts:
Backdrop persona likely to respond to seduction attempt +40
+/- any appearance modifiers
Backdrop persona unlikely to respond to seduction attempt -100
Reduce penalty by half Lovecraft skill
Backdrop persona shares a niche sexuality with character
(I.e. has same fetish, same relatively uncommon sexual orientation, etc.) +50
Character attempt to satisfy specific sexual needs if any! +50

A Sore result indicates the backdrop character is Hostile or offended by a players offer. A
Fail equates to a refusal of service or rejection of the characters offer. A Win indicates the
characters offer is accepted or they will be aided to a reasonable degree, while a Hero means
the character receives a friendly response or even acquires additional information, reduction
in price or other bonus. In regard to Seduction, add +100 to any future reaction roll if the
seduction attempt resulted in a HERO score; +50 for a WIN; -50 on a FAIL or -100 for a
SORE result. Subtract -100 from any reaction roll from anyone) towards anyone who forced
that person to have sexual relations with them; -200 if it involved anything likely to be
deemed especially deviant. This reaction applies to friends/ relatives aware of this crime.

8.20 Insanity:
While Magonia works under the assumption that game-setting characters consider monsters
and other fantastical sights normal, the G.M may decree that certain rare detrimental events
may potential threaten a characters mental stability. This could involve a character returning
to his home town and finding everyone dead (or be the only survivor of an especially brutal
massacre), encountering an especially powerful monster or being cruelly rejected by a loved
one. In such instances the G.M should make a TUOR table Adjust roll based on the
characters C (Composure) score vs. a Difficulty whose rating should reflect the severity of
the event in question. Some suggested modifiers are given below:

Situation Modifier
Traumatic Rejection -30
Personal loss -40
Only survivor of a massacre -50
Imprisoned and tortured -80
Come home and everyones dead -60
Seeing a powerful monster -20 to -100
Come home and everyones dead -80
and the bodies have been mutilated! -140
Direct contact with the source of all evil -200

105
A Sore result indicates the character either becomes catatonic or loses their memory and
acquires the Bestial Bane (players choice). A Fail indicates the character acquires the Fool
Bane. A Win means that while the character suffers an additional 20 Difficulty to all tasks
they are otherwise unaffected, while a Hero result equates to the character actually being
motivated by this setback (+10 bonus to all tasks for one month). In instances where a
detrimental effect occurs, the character may attempt a C roll every month to return to normal
(vs. half the original Difficulty modifier).

8.30 Optional Rule - Purity and Corruption:


Magonia characters usually start play uncorrupted by evil, with a Purity Score of +30. Priests serving
a good deity add 20% of their Piety to their Purity Score; while priests serving an evil god reduce
their Purity score by the same amount. Purity may be added to any B score for any ONE altruistic-
based act once every game hour. Negative Purity (Corruption) may be added to any B score to aid
any action likely to cause pain and/or anguish. However, each use of Corruption in this fashion adds
another -1 point to the characters Corruption total (or -2 to -5 for notably evil actions).

A character may become Corrupt either by willingly committing an evil deed or when tempted by a
baneful supernatural presence; an element which the G.M may arbitrarily utilise against a single
player character once per game session! Whatever the cause, the player must attempt a Purity roll
this score being pitted against a variable difficulty factor, determined as follows:

Situation Modifier
Minor evil act = -20 Difficulty
Major evil act = -40 Difficulty
Significant evil act = -60 Difficuly
Ghastly evil act = -12 Difficulty
Character justly Provoked = halve Difficulty
Temptation:
Minor temptation = 0 Difficulty
Major temptation = -20 Difficulty
Tempted by a Minion of Evil = additional -20 Difficulty
Tempted by powerful Evil being = additional -40 Difficulty
Physical manifestation = additional -40 Diffculty
Spiritual presence only = No adjustment.

For Acts:
A Sore result indicates the character loses 20 Purity, while a fail indicates the loss of 10 Purity points.
A Win indicates the character loses only 5 Purity, A Hero result the loss of only 1 Purity point. Halve
this figure for a Minor Act, Double this for a Ghastly Act.
For Temptations:
A Score result indicates the character must perform the act (being under GM control during that
period) and loses 10 Purity as a consequence! A Fail results in the character performing the act
(being under GM control during that period) and losing 5 Purity, unless the character spends 4 F
points to mitigate this effect. A Win effect allows the character to resist temptation, gaining 2 Purity
points. A Hero result also indicates the character resists temptation but gains 5 Purity

Each -10 of corruption results in the character gaining 1 Bane point. On gaining a Bane point roll 210;
a positive number results in the Bane point not being immediately applied to the character, while a
negative number indicates that the Bane point (and any others gained through Corruption but not yet
allotted to a Bane) being immediately applied to the character. The character is totally lost to the
player should it acquire 6 Banes through Corruption he or she thereafter being under G.M control.
Purity can be increased by +2 per Growth point allotted to this attribute.

106
8.40 - Opening obstacles and coping with traps:
Adventurers often have to face obstacles such as doors which they can circumvent either by
breaking it down, picking the lock or resorting to magic. Use the Difficulty guide below,
which can also represent trapped items. In the case of locked, trapped items the GM can
either assume the trap disarming and door opening attempt shares the same result or roll twice
to cover both situations.

Forcing A Door Picking Lock/circumventing trap Difficulty


Light wooden locked door Crude Latch/obvious trap 0
Heavy wooden locked door Lock/basic trap 20
Wooden, barred door Good Lock/trap 40
Iron door Secure Lock/excellent trap 80
Iron Reinforced door Masterpiece Lock/trap 200
Modern bank vault door Exceptional Lock/trap 300
(for comparison

TUOR Table results for door opening/trap disabling attempts

Sore = -20 to next attempt


+1 wnd inflicted on character
Trap goes off with +40 attack bonus
Fail = Door remains shut.
Bash inflicted on character
Trap is sprung with full effect!
Win = Door shudders try again
Halve Difficulty.
Bash inflicted on character
Or Trap circumvented and deactivated
Hero = Door swings open
Or trap circumvented and +20 to next trap attempt.

Magically barred doors can only be unbarred by magic. Failed Lock picking attempts do not
usually result in injury. Attempts to break down doors take 1 Recounter, while trap
circumvention takes 1 minute while lock-picking usually takes 4 minutes (double time for
exceptional locks).

Some sample traps:

Alarm Trap: Loud alarm begins to ring, summoning 1-3 creatures to the vicinity in
within the next 1d5 Recounters.
Pit trap: trap door opens resulting in a 40 ft fall onto WF +80 spikes
Ball trap: Big stone ball falls from ceiling (or rolls down corridor): Difficulty 100 to
avoid WF 200 (CH)!
Arrow Trap: 4 number 20 attack skill arrows unleashed: WF +60 (and often coated
with arrow frog venom).
Door/Sand trap: Solid metal door slams down behind and in front of character - the
corridor then starts to fill with sand, inflicting standard suffocation damage on all
characters within 5 minutes.

107
Using Fortune to avoid traps:
If the character succeeds in making a D or I roll (characters choice) vs. half the traps
Difficulty level, they may spend 2 F to avoid its effects. This usually involves any
Fortunate characters beating a hasty retreat by fleeing the area and not returning to the area
for at least 10 minutes or more - given it is still accessible afterwards. If they fail to make this
roll they can also avoid the effect by permanently sacrificing 4F (!) and then fleeing the area.
Alternatively they can face down the trap, coping with the situation however it unfolds.
Obviously, traps should be used sparingly in Magonia.

Walls and similar sheer surfaces represent another obstacle often faced by adventures. Unless
equal in thickness to a stone wall, a cavern or cave wall is impossible to circumvent by
damaging; requiring the Sapper skill and a lot of time to successfully dig a sufficiently deep
breech, possibly aided by other substances such as Black Powder, given it exists in the game-
setting. Generally, only H class weapons can damage wood, stone or earth features. Using
swords against a stone surface will probably break it (quadruple Sore chance) and inflict only
10% of their usual damage.

Wall Damage values Wood Earth Stone Wall


(2 inches thick) (20 inches) (8 inches)
HD 100 HD 200 HD 500
Hole 1 5 10
Breech 2 10 20
Large Breech 4 20 40
Demolish 5 ft wide area 10 50 60
(causes whole of damaged wall to fall down).

Adjust for thicker and thinner walls. Armour value equals half walls thickness (where
relevant).

8.21- Siege Weapons:


The best way to demolish walls is by attacking them with Siege Engines! As their name
suggests they are only utilised in formal siege situations and are hence rare, specialist devices.
These massive, slow weapons require the Engineer skill to build and maintain them and Shoot
(Siege Engine) skill to fire them; with large teams of strong warriors needed to load them.
They break on a Sore result, requiring repair which takes anything from an hour to several
days. They can also be used against packed formations of living beings; increasing Difficulty
by 80, but multiplying WF x2 and multiplying the chance of a Hero result by x10; other than
ballistas applying damage to all targets within a 3ft area of effect (G.Ms call). Ballistas
affect 2d10 targets along its path losing -10 WF per target attacked.
Weapon ERA WF ACC M/C Rng S ROF C
Catapult Bronze Age 100/x3 -20 6/6 40 1 1/3 6,000C
Ram Bronze Age 200/x1 0 4/12 n/a 1 1/1 2,000C
Ballista Bronze Age 100/x2 +10 5/6 140 1 1/3 4,000C
Weapon ERA WF/WM ACC M/C Rng S ROF C
Onager Iron Age 200/x4 -20 6/6 50 1 1/4 8,000C
Mangonel Early Med+ 300/x5 -40 12/10 60 1 1/4 8,000C
Trebuchet Early Med+ 500/x10 XT +20 40/20 160 1 1/3 10,000C
Bombard Late Med 1000/x10 XT -20 8/12 80 1 1/60 20,000C
Effect Injuries; further multiply wnds inflicted as follows
Injur: x2 wnds Severe: x5 Kill x10 wnds

108
8.50 Environmental Hazards:
Falling injuries: Falling automatically inflicts an Effect class hit if the character falls more than S
feet (upto a maximum of 40 feet); otherwise a fall inflicts damage as any other attack. A falls Attack
and WF Value equals the distance fallen in feet /2 (upto 1400 feet (+700)); adjusted as follows:

Armour; subtract armour


Victim falls on to spikes: +100
Divide attack value by 10 if victims fall is broken by a deep pool of liquid
Hard surface +40
Roll for one attack per 200 ft fallen, using the Easy combat table.

8.51 - Mitigating Falls:


Expending 1 F point for every 50 feet fallen reduces the fall to an Inj Effect injury (and results in
sufficient Wnd loss to render the character unconscious)! The characters current F value is reduced to
0- with his or her pool of F points prmanently reduced by 2 when mitigating a fall of than 200 feet or
greater!

8.52 - Fire:
A standard fire inflicts 1 wnd per Recounter. Following initial exposure make a Matched TUOR table
roll to determine whether the fire exposure ends or continues to burn, equating to the closest
substance to that cited below,

Substance Column
Stone Usually no chance of spread
Naked living creature -20
Vegetation 0
Paper +10
Dressed living creature +20
Tinder dry vegetation +80
Wood +60
Covered in flammable oil +200
Adjust as follows:
Wet -80 Dry 0, Lava stream +200 (- fire has no chance of going out until lava stream retreats or
cools down)!

A Sore result equates to no further spread; halve any previously inflicted damage.
A Fail result indicates the fire does not spread. If falling near a lava stream characters fall is
somehow arrested; take 1 wnd in falling damage, +1 wnd per Recounter due to smoke, gas and heat
exposure. This ceases after 1 full Recounter of movement away from locus.
A Win result results in a further 1 Wnd per Recounter for 2 Recounters unless extinguished (a
Difficulty 40 task) x2 if covered flammable fuel; +4(!) per Recounter if exposed to lava stream
assumes only modest exposure!)
A Hero result results in +1 wnd of damage being inflicted for 5 Recounters unless extinguished (a
Difficulty 60 task). In regard to lava streams, character is assumed to be reduced to ashes within
seconds instant death!
The lava stream depicted above is assumed to be a modest trickle, represented in a somewhat
cinematic fashion! In reality, most laval flows produce toxic gasses and intense heat hence even
modest proximity of anything from 200-10 feet inflicts +1 wnd per Recounter!

8.53 Battlefield Exhaustion:


This is an optional rule as it entails further record keeping. G.Ms wishing to account for battlefield
exhaustion should assume a character has an Endurance score equal to (Hardness/10)x2 Characters
can only sustain combat without resting for a period equal to this value in Recounters. Double this if
only wearing a partial suit of armour; halve this value if fighting in full armour on a hot day. Fully

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resting for 1 Recounter (or drinking a pint of cold fluid) restores 2 Endurance factors. Once
Endurance has been exceeded, apply the following global penalties:

1st Recounter over = -20


2nd Recounter over = -50
3rd Recounter over = -100
4th Recounter over = -200
5th Recounter over = Roll S -40 Difficulty; Hero can carry on fighting one more
Recounter (at -100 penalty; Win fall down to the ground, conscious
but exhausted (treat as being stunned for two Recounters); Fail fall
unconscious for 5 minutes; Sore drop dead of exhaustion (Healing
roll vs. 50 Difficulty to revive or use healing magic (1 attempt only).
8.60 Poisons and diseases
Magonia uses the same method to resolve the baneful effects of poisons, disease and similar
effects that a character may be exposed to during play.

The potency of a given Poison, Disease or similar agent - generically called an Element is
represented by a Strength Factor, equalling its attack factor on the TUOR Table.

As the effect of poisons, diseases and comparable misfortunes are rarely instantaneous, all
elements have an Onset attribute; reflecting the length of time its first effects initially show
themselves. When this interval occurs the characters Stamina attempts to resist its effects
(reflected by pitching the Elements Strength Factor against the affected characters S score
on the TUOR Table).

The consequences of this initial exposure are as follows:

Sore: Character highly vulnerable to Element; +2 Wnds


Double effects and halve Period intervals!

Fail: Character become influenced by Element; +1 Wnd


Suffer other effects and is subject to further Period attacks.

Win: The character resists Element. He or she takes only a single


+1 Wnd; Period of element effectively reduced to 0 !

Hero: The character is resistant to this particular Element. He or she


suffers no adverse effects in fact they are totally immune to
any future exposure to this element.

As both poisons and diseases affect their victims over a period of time, Characters receiving
Sore and Lose results from the above table are subject to further attacks by that element. The
number and interval of these attacks equal the elements Period. Once the cited Period has
elapsed, that particular element is considered spent and has no further effect. Attribute loss
unless otherwise stated is recovered at the rate of 1 point per 10 minutes.

Infection risk: Characters become subject to sickness when actively exposed to a carrier
during the course of a game. Apply the following modifiers to initial infection roll:

Passing through an area affected with a given sickness: -20


Direct contact with a carrier/carrier agent : Base roll

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Close contact with a carrier : +40
Consumed infected agent : +80
Some example diseases:

Rabies
Strength Factor +80
Onset 1 day
Period 1 attack per 3 hours
Effects Element remains active until
Hero result occurs.
I reduced to -20 while infected.
Plague
Strength Factor +60
Onset 2 days
Period 1 attack per 5 hours. 10 attacks in total.
Effects: Cosmetic: swellings under armpits
and discolouration (P reduced to -40 while infected)!
Sweating Sickness
Strength Factor +50
Onset 6 hours
Period 1 attack per 2 hours; 10 attacks in total.
Effects: M reduced to -40 while infected.

Smallpox
Strength Factor +40
Onset 6 hours
Period 1 attack per 6 hours; 10 attacks in total.
Effects M reduced to -40 while infected.
Cosmetic: pox swellings (-10 to all interaction rolls)
Dysentery
Strength Factor +40
Onset 4 hours
Period 1 attack per 6 hours; 6 attacks in total.
Effects -40 to P while infected, +40 bonus to detect
Character via scent.
Influenza
Strength Factor +30
Onset 1 day
Period 3 hours
Effects 1 attack per 3 hours; continues until a
Win or Hero effect occurs.
M and S halved while infected
(P reduced to -40 while infected)!
Leprosy
Strength Factor +20
Onset 1 week
Period Monthly.
Effects Lose -1 MP (until all have been lost) and 10% of S , D, and
-20% Presence. After losing half D reduce move by 50%.
Disfigurement is permanent even if the leprosy is cured

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Some Example Poisons (and similar Elements):
Cyanide
Strength Factor +60; Triple Wnd loss.
Onset 1 hour
Period 1 attack every minute; six attacks in total.
Effects halve M & A.

Serpent venom
Strength Factor -10 to +40; Triple Wnd loss.
Onset 1 hour
Period 1 attack every 5 minutes; six attacks in total.
Effects halve M & A.

Fantasy Blade venom


Strength Factor +40 ; Standard cited Wnd loss.
Onset instant (subject to a successful weapon attack
Period 1 attack every 2 Recounters; five attacks in total.
Effects halve M & A.

Frogskin toxin
Strength Factor +60; Triple Wnd loss.
Onset Delivered by a dart, etc. 1 Recounter
Drunk 10 Recounters
Period 1 attack every Recounter; six attacks in total.
Effects A Fail result indicates paralysis for
200 minutes S score
A Sore result indicates death within 4
Minutes (counter with Healing vs. toxins Strength factor)

Alcohol Binge
Strength Factor Cumulative +5 (small beer) to +20 (strong spirits) per drink
Onset 10 minutes after consumption
+20 bonus to resist if eating at the same time as drinking
Period one attack after each drink consumed within
A three hour period without respite!
Effects Each wnd; Lose inhibitions (-20 penalty in regard to keeping secrets)
Recover 1 wnd per half hour of abstinence.

8.61 - Other Mundane Threats.


The same procedures as outlined above for poison and sickness rules are also used to resolve
other mundane baleful effects.

Starvation and Dehydration:


Valid for Those going without any food for more than 2 days
And/or without water for more than 1 day.
(or without water for 4 hours if wearing full armour on a very hot day).
Strength Factor +20 per Onset period lapsed.
Period per 4 hours Dehydration; Per 8 hours starvation

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Effects: As per standard table character recovers
+1 wnd/per hour after receiving an
adequate supply of food and water,

Wound infection:
Valid for Attacks by any suspect dirty weapon (G.Ms choice)
Or wounds being dressed in dirty conditions.
Strength Factor = +30 per wnd inflicted that day by specific infected weapon(s)
+50 for every Effect injury inflicted.
Onset 1 day
Period Continuous until an HERO result is rolled.
Effects M reduced to -40

Choke Holds:
Strength Factor = Attackers M score (or +10, whatever is highest).
Onset Instant ; Triple Wnd loss.
Period Instant
Effects characters move is reduced to 0 and no actions are possible other than
attempts to break the choke hold! If hold is broken lost Wnd points
return at a rate of 1 Wnd per minute.

Smoke/Water inhalation:
Valid for Smoke inhalation: all those within an unventilated smoke-filled room
Water: In water sufficiently deep to cut off air supply and an active roll
fails, indicating drowning.
Strength Factor +40
Onset 1 Recounter
Period Per recounter exposed to element
Effects Continuous until character has a free supply of untainted air.
Recovers at the rate of 1 wnd per minute once able to breathe
untained air

Aging:
Valid for: All characters over the age of 30
Strength Factor Years lived -20.
Onset After reaching age 40
Period Check Yearly on characters birthday
(every 6 months for characters aged 60,
Every month for characters aged 70.
Effects -2 from S, D and M -2 from I after Age 60
Over 60: double point Over 70: quadruple point loss.
Character dies of old age if S reaches -61 lower, or if M equals -81
or lower or D, I, C & P equals -81 or lower.
Enduring = triple these figures based on race
Immortal = not applicable.

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8.62: Supernatural Attacks:Hostile supernatural effects use the same rules as for poison
and sickness, with the following specific strengths and specific effects:

Chill Touch/bite:
Valid for All targets no more than Reach 1 from attacker
Strength Factor = Attackers M or S score.
Onset Instant
Period Instant
Effects Characters move is reduced to 0 and
No actions are possible for 200 minutes affected characters
S score.
Gaze attacks:

Avoiding Gaze attacks


Characters can attempt to avoid being subject to a gaze attack by rolling on the TUOR table.
Characters who the GM rules cannot see the monster are not affected - unless they approach
the monster!

Those within its possible sphere of effect must roll on the TUOR table, commencing on the -
20 column. Characters receive a +20 avoid bonus on the TUOR Table per 1 Fortune point
expended.
Sore: You look deep into the monsters eyes! Take 10 wnds!
Lose: You look at monster and are hence subject to its gaze; take 5 wnds!
Win: You avoid the monsters gaze for 2 Recounters!
Hero: You avoid the monsters gaze and have incidentally found
A way to attack the creature without being subject to its baneful effects!

Gaze of Death
Strength Factor Creatures highest attribute (or +50).
Onset Instant character must be directly looking at creature.
(see below).
Period Per Recounter
Effects As above

Medusas Glance
Strength Factor Creatures I or P score
Onset Instant character must be directly looking at creature.
(see below). Ignore cited wnd effects
Period Per Recounter
Effects Fail or lower = character turned to stone. Character is
Considered to have the Unaging Gift while petrified
The character is also immune to the effects of all elements
Character has a temporary armour factor
equal to 500 and multiply Wnds by x5 while in stone form.
Win = avoids Gaze HERO = Spending 2 fortune points results in the
character somehow turning the monsters gaze back on itself, turning it
to stone!

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Necrotic Touch:
Valid for All targets no more than Reach 1 from attacker
Strength Factor Creatures highest attribute vs victims S
Onset Instant
Period Instant.
Effects As per sickness/poison table (Per touch).

Touch of Decay:
Valid for All targets no more than Reach 1 from attacker
Strength Factor Creatures highest attribute.
Onset Instant
Period 1 attack per Recounter
Effects Continues until a WIN result is rolled;
As per sickness/poison table. Victim can only suffer from
the effects of one touch at a time.

Vampire Attack:
Valid for Any targets no more than Reach 1 from attacker
Strength Factor Hypnotism skill of 60 vs C to hold character fast in gaze
Onset 2 Recounters.
Period Per 2 Recounters
Effects Continues until vampire finishes feeding.
Suffers wnds as per sickness/poison table.

8.70: Option - Prior Experience:


As a background - and ideally pre game - option, the GM can rule that the characters may
acquire adventuring experience. Under this rule, the GM permits the players to roll for 1 to
10 years of prior character experience. This is resolved via the TUOR BMatch roll: the
precise column used based on the degree of risk their character is subjected to during a
simulated year of adventuring:

Cautious: +50 column = halve all rewards and penalties


Normal risk : 0 column = cited levels of rewards and penalties
Brave: -50 column = double all rewards and penalties

TUOR die throw is then made to resolve a years simulated adventuring activities:

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Sore You go on an adventure but are severely wounded and laid up for a long period!
Subtract 10 points from physical attributes (any order) and a prominent scar
Subtract 100 crowns from wealth
Gain 1 Bane or Two Enemies
Gain 15 Growth

Fail A very quiet year


Gain 30 Growth
Gain 10 crowns for every skill over 60+

Win A reasonably active year


Gain 1 enemy
Gain 40 crowns for every skill over 40+.
Gain 1 Friend
Retain 1 magic item; 1d5 point value
Gain 50 Growth

Hero A very busy and successful year


Gain 2 friends
Gain 1 Gift
Gain 100 crowns +20 points of highest rated skill.
Retain 1 magic item; 1d10 point value
Gain 70 Growth.

This is based of the assumption of 1 Growth for every 200 accumulated Difficulty with
significant periods allotted for rest, relaxation and seasonal variations in activity.

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Make u own magic item(s):

Magic items are constructed by allocating the magic item points awarded above to various
options:
Magical Item Point Cost:
Point Cost Effect:
1 A +10 bonus (skill, ability, protection or attack).
1 Item comes in form of a potion (2 doses).
2 Implanted spell
1 +20 Wizardry Store
1 A Superior item costing 20 crowns.
1 2 Stress Factor Stress Dump (non-reusable).
1 Item value of 10 Crowns.
1 Item comes in form of weapon or armour

Characters from highly magical game-settings may choose from all eight options, while those
featuring more rarefied magic may only select italicised elements. Points may be retained
over several years to buy a more powerful item - if the GM so permits.

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9.00 Wizardry:
Wizardry:
9.10 - General Spell Casting rules:
rules:
Magic is an actuality in Magonia manifesting in many exotic forms! Temporary magical
effects - termed spells have a base Scale (power) which can be increased as desired. Spells
usually have an Adjust difficulty of 10 per Scale factor evoked.

9.11: Spell Stress


Wizards irregularly acquire magical fatigue termed Spell Stress when attempting
evocations of power. Due to the chaotic nature of magic this process is both fickle and
unpredictable! Spell stress levels are gained (and sometimes even promptly lost) as follows:

On a HERO result = Lose one Spell Stress level.


Any throw featuring a double number or containing the number
9 = Increase Spell Stress Level by one
SORE = Result increases Spell Stress level by two
Spell Stress levels (and their associated aural colours) are as follows:

Stress/Aura level Stress Factor.


X Indigo = Normal factor.
1: Yellow = -20
2: Orange = -50
3: Red = -100
4: Brown = -150
5: Grey = -200
0: Black = Roll S -50 Difficulty; Hero Stress factor reduced to Grey; Win
character conscious but exhausted; cannot cast spells for 1 hour. Fail fall
unconscious for 1 hour. Sore drop dead of exhaustion Healing roll vs. a 50
difficulty to revive or use healing magic (1 attempt only).

A new Spell Stress factor is applied as a penalty for the next spell evoked. More experienced
wizards lose levels of Spell Stress quicker than less adept, as described on Spell Stress
Recovery table below:

STRESS FACTOR PENALTY:

Wizardry skill Spell Stress recovery time:


0-20 = Double cited time.
21-50 = Base (cited) time.
51-100 = Lose one level of spell stress every 30 minutes.
101-150 = Lose one level of spell stress every 20 minutes.
151-200 = Lose one level of spell stress every 10 minutes.
201+ = Lose one level of spell stress every 5 minutes.
Level of spell stress loss is doubled if the caster is meditating or sleeping.

Recording Spell Stress levels:


Spell stress levels can be represented by a 10 sided dice; hence the cited numbers on the Spell
Stress level table. Turn die face up on matching number to represent current Spell Stress

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level. Alternatively, Spell Stress may be represented by a coloured token identical to the aural
hue matching the characters current Spell Stress penalty. Or use the counters in Appendix 8

Spell Stress and Auras:


Spell Stress factors and emotional states manifest as a distinctive aural hue. Various magical
detection abilities (notably the View Aura spell) can see these distinctive factors (see pp130).

9.12: Spells Classification.


Please note the two following general rules in regard to the majority of spells:

Unless otherwise stated, Class A spells have a duration of 1 Recounter, and


Class B spells have a base duration of 10 minutes. In regard to Class A
spells, duration can be extended by 10 minutes for an extra 10 Difficulty. Spells
with unique duration factors are defined as Special (or Class S) duration is
as stated within spell description.

Unless otherwise stated spells have a base range in yards equal to the casters
Wizardry score; this can be doubled by increasing Difficulty by +10 this
Difficulty modifier being doubled for each doubling of distance!

9.13: Fixed Spells vs. Bespoke effects:


In some settings wizards are able to attempt any spell at will! In this instance players of
characters with wizardry may usually choose any spell effect desired from the spell list.
G.Ms may rule that fixed spells dont exist hence there is no requirement to learn new
spells. Alternatively, both fixed and bespoke spells may co-exist. Bespoke spells are subject
to a Bespoke Modifier (BM), a factor ignored by those knowing the ability as a fixed spell!

9.14: Learning spells:


Learning a new fixed spell costs 4 Growth and 30 days Characters I (minimum 2 days).

9:15: More permanent effects.


A character can cast any spell marked with an > symbol in its description with an infinite
duration by casting it at double normal total Scale. The spell in question must either be cast
onto a fixed feature such as a wall, floor, door, etc, or a portable object. The spell is
extinguished should that feature or object ever be destroyed. The spells potency equals the
casters Wizardry plus a factor equal to the amount of extra Difficulty used to boost the
spells innate Wizardry rating! The spell may be snuffed out at will by the caster - but the
spell must be recast at full cost if the wizard wishes to renew the enchantment. Extending
magical effects in this manner permanently reduces the characters Wizardry score by the
spells sum Scale and Difficulty level/2. This depreciation can eventually be recovered by
allocating future Growth points to Wizardry. Alternatively, add +100 to Scale to avoid this
loss. Spells marked with a @ symbol can be used by non-Wizards.

9.16: Wizardry Stores and Spell Stress Dumps:


In many instances G.Ms may rule that specific rare substance that either soak ups Spell Stress levels
(i.e. acts as a Spell Stress Dump) or adds to a casters Wizardry (i.e. acts as Wizardry Store); The
value of a Wizardry store is 100 crowns for +5 Wizardry; 100 crowns for an item soaking up 5 Spell
Stress levels). The specific substances are defined by the G.M to fit their game setting. They often
take the forms of rare gemstones or similar, although other substances are possible; i.e. ground dragon
bone-dust or even rare plants and herbs! In some instances its capacity may be pre-set; in other
instances an item may simply possess the ability to retain a specific level of Wizardry. In the latter

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case, a Wizard can automatically charge a Wizardry-Store up to its storage capacity (taking 1 minute
per point of Wizardry placed in the substance/item); the Wizardry channelled into it being effectively
doubled! The Wizard, however, permanently loses the Wizardry used! He or she may, fortunately,
add the Wizardry Store item to their Wizardry, providing the Wizardry Store item is within 1 ft of the
Wizard. The most common Spell Stress Dumps burn out after absorbing their full capacity of Spell
Stress levels. However, a few rare examples (costing x5 normal price) lose Spell Stress levels at a rate
of 1 Stress level per 20 minutes of game-time. Dual Wizardry stores/self-purging Stress Dumps exist
costing x20 cited values! A magical item containing a Wizardry Store allows non- @ type items to
be used by non-wizards

9.17: Spell Enabler


In some settings, a rare substance (a Spell Enabler) may be required to enable the casting of spells to
begin with! This substance is usually destroyed during the casting process; in others it must be
retained and worn by the Wizard. If the substance or item is lost or unavailable, the ability to cast
spells is lost! Usually, the Wizards innate Wizardry is utilised to empower the spell thereafter but
G.Ms can rule the item or substance is a Wizardry Store and can only cast spells at a power equal to
the Wizardry allocated. These items usually store an unlimited level of Wizardry, which can be
increased as the character gains points in Wizardry. These items will usually be a self-purging Spell
Stress Dump as well or they may simply dump their Spell Stress on the character!

9.18: Option - Evil spells:


The G.M can rule that the following spells are inherently evil and evoking automatically constitutes
an Evil Act: All necromancy spells, Ban Good, Control, Corrupt, Element Control (decay), Petrify,
Weapon of Cold and Summon Evil Servitor.

9:19: Spells & Adeptness:


A player may opt for their character to become an Adept in a known spell; acquiring a +2 bonus for
each 1 point of Growth (and 1 week of game time) allocated to a particular incantation. For a learned
spell, Adeptness may be raised to a rating of +200. Due to its chaotic nature it is not possible to
acquire Adeptness in Bespoke casting. Where Realms of magic exists, a character may gain up to
+100 Spell Adeptness in their favoured Realm or in General Magic; this effects all spells in their
Realm but is learned in steps of +1 at double normal cost. Spell Adeptness does not stack use the
highest Adeptness rating only in instances where they clash.

9:20: Option - Ritual Spaces:


Characters may create a ritual space to facilitate Wizardry evocation. This takes about half an hour
and involves a permanent expenditure of Wizardry. Each 10 Wizardry expended results in a +20
bonus to evoke magic within the ritual space. This lasts until the space itself is destroyed. Attempting
to move it to another location dispels the enhancement bonus.

9:21: Projectile and concussive force spells:


A spell that assaults a target through concussive and/or thermal energy do not involve physical energy
travelling through the intervening space, but a mystical discharge occurring between caster and
target. Spell range is only required to enable the enchantment to reach its target no distance or
aiming need be considered. Attack roll equals Wizardry less (Scale+ targets D). Add any shield
factor +10 to target roll and/or 1/3rd cover value. If a successful hit results, roll for damage.

9:22: Mitigating Spells:


Physical damage caused by spells are mitigated as standard combat injuries. Characters may attempt
to mitigate a successful spell that controls a characters mind, actions or body by making a TUOR
throw; involving a characters best mental +best physical attribute vs. total Scale+Difficulty of spell.
A SORE result indicates the character fails to shake off the spell; a FAIL result that the spell suddenly
ends at a time to suit the G.M! The character shakes off the spell in 3 Recounters on a WIN result; or
only after one Snatch on a HERO roll.

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9.20 - Spell List:
Astral Leap > Area Only A -80
Travel 500 yards a heartbeat without physical motion! Base Scale is 20 increased by a further
20 per x2 yards travelled. The person shifted by this spell appears in the desired location on
the next Recounters first time snatch.
0 500 yds 20 1000 yds 40 2000 yds 60 4000 yd
80 8000 yds 100 16000 yds 120 32000 yds 140 64000
160 128000 yds 180 258000 yds 200 516,000 yds

Astral Shift > Item only S -50


This spell allows a target to pass through solid matter. Base Scale equals 20 + inches of
thickness in inches over 1 inch. The target may pass through this amount of matter per
Recounter for 10 Recounters. The recipient cannot manipulate objects while in this shifted
state. If the spell elapses before the subject has passed through an extent of solid matter, he or
she remains stuck within a small cavity with around 30 minutes of air; if the area is too thin to
hold anyone the person (or their limb) is merely ejected to nearest viable open space.
20 1 inch 30 10 inches 60 40 inches
100 80 inches 120 100 inches 140 120 inches
160 140 180 200 180 inches 220 200 inches

Avaelon Mist > B 0


Conjures up a magical mist covering an area of 20x20 feet per 20 Scale. Enemies have -10
per 10 Difficulty to navigate out of it, to find caster and any allies within 10 feet of them.
Caster and allies within 10 feet of caster are innately guided out of the magic mist.
20 20x20 ft/-10 40 40x40 ft/-20 60 60x60 feet/-30
100 80x80 ft/-40 120 100x100 ft/-50 140 120x120 ft/-60
160 140x140 ft/-70 180 160x160 ft/-80 200 180x180 ft/-90

Ban good/evil > Area only @ S -20


Casting this spell bans a good or evil person from approaching within 20 feet of caster;
equalling a Scale of 10 per 20 points of the banned individuals I or C (whatever is highest).
The effect lasts for 2 minutes, boosted by a further 2 minutes for an additional 5 Difficulty.
The banned character may attempt to break through the ban once every 2 minutes.

Be Gone! > Item only @ A -20


*This spell if successful - allows a wizard to cancel out or dispel the following spells:
Avaelon Mist, Beast Control, Cloak, Control, Dream-Vision, Far Sense, Fearweave, Eclipse,
Element Control, Element Control, Guise, Glories Arm, Illusion, Open/Lock, Invisibility, Lost
Wisdom, Lux Petrify and Sorceries Sleep. The base Difficulty to dispel the above
enchantments equals the original spells casting level (default 80).

Beast Control > Item Only @ B -20


Control the reactions of a specific beast. This may be any creature providing it has some
degree of consciousness. Base Scale equals the animals I score x2; (x3 for negative I scores!)
Suggestions must consist of basic, two to four word commands and uttered within their range
of hearing. Each time a target performs an action against their will, the GM rolls to resist
performing the action vs. the targets Presence skill.

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Blessing B 0
This Spell attempts to bend fate in order to boost a specific endeavour. A Blessing is initiated
by the Wizard focusing on a likely future situation (such as a meeting) they would like to
favourably alter, along with one person likely to be one of its protagonists. The Blessing is
then attempted the casters Wizardry pitted against a Difficulty of 40 to 200 (G.Ms
judgement based on the situation). If successfully cast, the individual representing the
Blessings focus gains double the bonus from F expenditure (once only), may spend 2 F
points to induce a favourable serendipitous event or gain a +40 bonus for three actions
relating to the situation. If the event never comes about in the first place (or the person who
was the focus of the blessing never attends it), this particular Blessing immediately dissipates.

Break Curse > @ (item) S -20


This spell is used to help dispell any curse inflicted on a character. The Spells Scale level
equals half that of the curse (default value equals the effected characters I or C score x2). If
the casting is a failure, the wizard may attempt to break the curse again after 24 hours has
elapsed. A Sore result indicates the curse has passed from the original recipient onto the
person attempting to break the spell!

Cloak > Item only @ B 0


Makes all objects in a 2 ft cubed area difficult to spot. This equates to a -10 penalty to spot
per Scale for 5 minutes. Area of coverage can be extended by 2 feet per 10 additional
Difficulty. This spell is broken if anyone within the area carries out any significant movement
or act (such as any form of attack).
20 -20/2ft3 30 -20/4ft3 60 -40/6ft3 80 -50/6ft3
100 -60/8ft3 120 -80/10ft3 140 -100/12ft3 160 -110/14ft3
180 -120/16ft3 200 -130/18ft3

Control > Item only S -20


Allows a wizard to control the actions of a sentient being; Scale equals the targets
Composure or Intellect x2 (whatever is higher). A +10 bonus to control costs an extra 10
Difficulty. Each attempt to influence the enchanted character by the wizard requires a roll on
the TUOR table. The spell lasts until control is broken or 10 minutes has elapsed; the spell
has no effect at all if the caster cannot talk the targets language! The wizard may cast an
enhanced form of Control by pitting his or her Wizardry against the targets Compose or
Intellect (targets choice). This allows the wizard to lay a gisa against the victim the
victim cannot spend F points on any action other than in relation to 1 goal specifically
designated by the caster. Once this act has been carried out, the spell lapses. Alternatively, the
wizard may permanently control the character, the bewitched character being unable to break
the spell unless a Remove Curse spell is cast. Casting either enhanced forms of Control
permanently costs the caster 5 attribute points or 2 F points. If target rolls a SORE result to
resist this spell they are also afflicted with amnesia; recovery involves a TUOR throw using
the characters highest Mental attribute vs. casters Wizardry, tested once per game week.

Corrupt > Item only A 0


This spell rapidly ages an inanimate object to the extent it becomes brittle and useless. The
Scale to corrupt an object depends on its material and condition:
State: Composition:
Freshly made 20 Soft Organic 5
Used, but intact 15 Hard Organic 10
Worn 10 Pottery/Ceramic 10
Chipped with some flaws 5 Soft metal/mineral 15
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Very hard metal/mineral 30 Hard metal/mineral 20
Aim to break on first use = base rating. - to crumble to dust = +40 Difficulty
.
Dream-Vision > S +20
This spell allows the caster to explore the realm of dreams to seek clues and answers to a
specific puzzle. It is evoked prior to the caster retiring to bed and has a base Scale of 60.
During sleep various images and fragmentary words will be experienced by the caster relating
to their request the extent of which depends totally on the G.M! A wizard needs at least 4
hours sleep for this spell to have any chance of success. Gods often use a version of this spell
to communicate with their favoured humans.

Eclipse >@ B 0
This spell evokes an area of pitch blackness equal to an unlit, underground room. Torches lit
in this area will luminate it as they would any other similar darkened area. Base Scale is 10
which results to a 10 minute darkening covering a zone of 2ft cubed.
20 20mins/4ft3 50 30 mins/4ft3 80 40 mins/8ft3
100 50 mins/10ft3 120 60 mins/12m3 140 60 mins/14m3
160 60 mins/18ft3 180 60 mins/22ft3 200 60/24ft3

Element Control > B -20


This spell allows the caster basic control of one of the classic four elements Air, Earth, Fire
and Water. The spell governing each particular element must be learned separately. The spell
permits a wizard to manipulate the specific element covered by the spell in either of 4 ways:

Create Summon 5 feet cube of this element from relevant elemental plane
Destroy Totally vaporise a 5 feet cube section of this element
Shield Protect a 5 feet cube area - by default focused on caster -
from incursion by that element.
Purify Remove toxins and other impurities from a 5 feet cube section of
element.
Shape Move and shape 5 square cube of element

Scale is significantly governed by the element the wizard is attempting to modify:


Air Earth Fire Water
Shape 5 20 5 10
Create 5 30 10 15
Deflect 10 30 20 20
Destroy 10 30 10 20
Purify 10 30 n/a 20
The spells area of effect can be extended by increasing Difficulty by 10 per additional 10
square feet area affected.
Option: Alternative Elements:
Some game settings may feature other types of elemental matter. As with the other elemental spells they must
also be learned separately. Some example alternative elements are given below:
Decay: Any organic matter which has been dead/inert for at least a week and is capable of organic putrefaction.
Ice: All types of frozen liquid.
Stone: Any earthy matter which cannot be broken apart by a spade.
Wood: This element covers the sphere of trees and all other forms of plant-life possessing rigid branches

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Decay Ice Stone Wood
Create 20 10 30 10
Destroy 30 10 40 15
Shape 20 5 40 10
Deflect 20 20 40 15
Purify x 10 30 15

Far Senses > Item Only @ B


This spell allows the caster to see or hear distant things in great detail - as if only standing 2
feet away from an object or person the caster focuses on. Base Scale is 5, with an additional 5
Scale per 1 mile of distance and/or +5 Difficult per 1 inch of matter standing in front of the
viewing/listening target. Duration is 5 minutes, extendable by 5 minutes per 2 Scale.
20 2miles/2 inches 40 4miles/4 inches - 60 6miles/6 inches
80 8miles/8 inches 100 10 miles/10 inches 120 12 miles/12 inches
140 14miles/14 inches 160 16miles/16 inches 180 18miles/18 inches etc

Fearweave > +10


The Difficulty level of spell is pitted against all the C score of all characters within a 2 ft
radius of caster. Radius of effect can be extended by a further 2 ft for an extra 10 Difficulty.
Any character who fails the C roll moves away from character at running speed (or cowers in
a corner) for 1 minute duration can be extended by +1 minute for an extra 10 Difficulty.
20 10/2ft3 40 30/2ft3 - 60 40/4ft3
80 60/4ft3 100 80/4ft 120 80/6ft3
140 100/6ft3 160 120/6ft 180 120/8ft 200 120/8ft

Fix Special (> Magic Item) A -40


This spell is capable of repairing a broken inanimate object when successfully evoked. Scale
level to fix a broken object depends on material and condition of object:
Cracked/discoloured surface 20 Soft Organic 5
Fractured (but not broken into bits): 40 Hard Organic 20
Broken into two or more bits 50 Pottery/Ceramic 20
Broken into more than three bits 80 Soft metal/mineral 30
Shattered: 100 Hard metal/mineral 50
Burnt to a crisp 200 Very hard metal/mineral 60

The above factors are accumulative whenever it would be logical for them to be so.
If successfully cast the mend is permanent and returns the object to its original condition with
no marks or fracture points.

Fly > magical item note weight factor! @ B -50


This spell allows a character to fly at x6 normal movement speed (which also equals
climbing/descent speed per Recounter), for 5 minutes. Scale equals 20% characters weight in
pounds (including carried/worn items). +20 Scale for an extra +5 minutes of flight. It can also
be cast upon another character upto 20 feet away from evoker, for extra +20 Scale. For half
value, character can move (at walking pace) along a normally impassable surface, such as a
swamp, sinking sand, a narrow ledge or water with no danger of sinking, falling or
comparable hazard or, alternatively, walk vertically up and down a wall!
Flight support (5 minutes; can support following mass):
30 160 lbs 40 200 lbs 60 300 lbs 80 400 lbs
100 500 lbs 120 600 lbs 140 700 lbs 160 800 lbs
180 900 lbs 200 1000 lbs

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Fireseed > Item Only A -50
This spell launches a 10 WF, 10 range attack vs. one target (for 10 Scale), taking the form of
a reddish ball of superheated air. The spells offensive factor can be increased by +10 per
Scale. Attack factor equals the casters or items Wizardry. Firestorm is a variation of the
above spell, which applies its damage factor to a 5 feet cube diameter area although damage
declines by 10 per 1 feet the target is from the firestorms epicentre, as chosen by the wizard.
Base Scale starts at 30 for this variant. Add 30 Scale per additional 5 ft cubed area of effect.
FireSeed:
10 10 40 40 60 60 100 100
120 120 150 150 180 180 200 200
FireStorm: Increase area of effect by 5 ft cubed +1 Step:
30 10 60 30 90 50 120 60
150 80 180 75 220 90 250 100

Guise > Item only @ S 0


This spell allows the caster or a person selected by the caster to change their appearance. The
transformation itself takes 1 Recounter. Any mode of appearance can be selected, providing it
is within the species norm of the recipient. While height can be altered to a degree, all
physical statistics remain the same. It has a base Scale of 10, increased as follows:
Significant change in height 20 Apparent significant change in weight 20
Change in voice 20 Change in facial appearance 20
Appearance changed to that of an actual person
(who caster must have seen prior to casting spell) 40
Sex Change 20

Glories Arm >Item Only A -20


This spell allows a wizard to move and manipulate objects from a distance. A base Scale of
20, it creates an invisible phantom limb with a reach of 10 feet, M of 10 and D of 10. Each of
these factors can be increased by 20 for an additional Difficulty of 10
20 10ft/M10 D10 50 40ft /M10 D10 80 80ft /M20 D20 100 100ft/M10 D10
10ft/M 50 D 50 10ft/M 80 D80 10ft/M100 D100
120 100ft M30/D30 140 130ft/M20 D20 160 160ft/M10 D10 200 200ft/M10 D10

Glories Blast >Item Only A -40


This spell enables its caster to remotely repel objects and people. For a base Scale of 20, it
creates a smiting force with an M equal to its scale with a reach of 10 feet. +10 scale to
increase reach by 20ft. No fine manipulation of objects is possible with this spell - the caster
using 1/3rd their Wizardry ability to hit targets.

Heal > Item Only A 0


This spell - when successfully cast - instantly cures a quantity of wnds equal to Scale/20
Curing a Uncon result Effect requires a 20 Scale spell, while an Injur Effect requires a 40
Scale spell. Curing a Severe Effect injury requires a 60 Scale spell. Restoring a limb lost via a
very recent Sever Effect Class injury requires an 80 Scale spell. Rasing someone very
recently slain via this spell requires a 100 Scale spell, with an additional 10 Difficulty per 5
minutes the person has been dead for; +50 if death involved a notable degree of mutilation.

Heroes Mirror >Item only @ B 0


This 100 Scale spell can, for every 20 points of Melee/Shoot skill the recipient possesses:
Boost a users Melee skill by +20 or Shoot skill by +10
Or Boosts their weapons WF by +10

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These values can be doubled if the spell is cast at a Scale of 200. This spell is often a popular
basis for magic weapons, as its bonuses increase with the experience of its welder.
Melee/shoot WF: Melee/shoot WF: Melee/shoot WF:
20 +20/+10 or +10 40 +40/+20 or +20 80 +80/+40 or +40
100 +100/+50 or +50

Illusion > B 0
This spell creates false and misleading images visible to all capable of seeing the area it has
been cast upon. The Scale of an illusion depends on its complexity:
Sound,smell or sensation : +10 for each. Single illusionary figure/object: +10
Objects within illusion:+10 per figure Realistic aspect:+20 per object in illusion.
Per 5 ft area covered : +10
Some Example Illusions: Simple illusion (noise,1 object): 10 scale.
Ghost like illusion (walking around 20 ft area):30 Scale Illusion of a living person:
50 scale All elements in one illusion featuring 3 figures (within a 5ft area): 100 Scale
Full scale battle: (30 ft area), fight between 10 people: 300 Scale.

Invisibility > Item Only B -40


Target is rendered invisible for 10 minutes. Base Scale is 40. Feetprints and other physical
traces can be suppressed for a further 20 Difficulty, and sound from the target by an
additional 20 Difficulty. A variation of this spell can also reveal any invisible entity near the
caster. For this, Scale is 20 plus an additional 20 Difficulty per 5 feet cubed area. Formerly
invisible targets within range of this spell can be discerned thereafter.

Iron Skin > Item Only (armour, clothing or shield) @ B -20


For each 20 Scale the caster or recipient acquires a +10 Defence Roll bonus lasting for 5
minutes. However, this protection is reduced by -20 per effect class hit the Ironskinned target
subsequently receives (whether mitigated or not).
20: +10 40: +20 60: +30 80: +40 100: +50

Lightning Item only@ A -50


Launches a WF +10, Range 20 attack vs. one target (for 20 Scale), taking the form of a
brilliant whitish-blue bolt of electrified air. The spells offensive factor can be increased by
+10 per 10 Difficulty. The spell inflicts double damage if cast during stormy or overcast
conditions, but range is also halved. +20 to WF if spell is used on anyone wearing metal
armour. The Forked Lightning variation allows the bolts damage factor to be divided
among as many targets as desired. Base Difficulty starts at 80 (for a +40 bolt) for this
variant!
40(80) +30 80(160) +0 140(240) +120 180 (320) +160
220(400) +200 (Fork lightning in brackets).

Lost Wisdom Special @ S +10


With a base Difficulty of 100, this provides the caster with a general knowledge of its history,
manufacture and the significant events it has been involved in. Each specific facet of
knowledge takes 1 Recounter to absorb (i.e. 1 Recounter for its history, another for its
manufacture and a third Recounter for its life story). Each Scale of this spell reduces
difficulty by 20. Other factors that may be ascertained include the items precise weight and
general composition (each additional factor taking 1 Recounter). Casting this spell over a
document written in a foreign language allows the caster to read it as if it were written in their
native tongue; this requires an additional Difficulty of 10 per page of document to be
translated.

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Lux (> ) >@ B +20
This spell casts a soft white light over the area of effect, sufficient to read by. The focus of
this lumination can be any object carried by the caster. The spells base Scale of 10 which
equates to a luminance lighting an area around 2ft in diameter. Both duration and radius can
be increased for an extra 10 Difficulty.

Mastery of Sun and Ice >@ S +20


Invaluable to all those who travel to harsh realms, Mastery of Sun and Ice grants to one
person only for a Base Scale of 20 a +20 resistance bonus to either heat (but not fire), cold
or mortal weakness (hunger and thirst). This bonus may be boosted by an extra +20 for an
extra 10 Difficulty.

Magic Circle Special 1 S -100


This spell protects against intrusion by both the Unliving and Servitors. Its base protection
factor (pitted against a given creatures Presence score) is half casters Arcane skill+Spell
Scale. It takes around 5 minutes to draw a magic circle; this protects against any relevant
creature who encounters it during the spells duration, provided the spell is correctly cast. The
entity may attempt to break through this protection once; if they fail, they cannot come within
2 feet of the circle until the following sunrise it may attempt to breech the circle again,
thereafter.

Magic Staff Special S -80


This spell enables a wizard to create a magic staff. The spell focus must be crafted and
prepared by the wizard who intends to use it, as the staff only works for its maker. Creating
the staff takes around 2 weeks and 10 crowns in various materials and arcane ingredients.
Once completed the wizard then enchants the staff by casting the spell, involving a base
Difficulty of 200. A Fail result induces a permanent loss of 1F by the caster, while a Sore
result indicates the additional permanent loss of 10 attribute points along with the staffs
destruction. A Win result or better enchants it successfully; soaking up 5 levels of Spell Stress
(purged at the rate of 1 point of spell stress per hour). A Hero result also adds +10 to the
casters Wizardry skill which remains with the caster until the staff is lost or destroyed.

Mindspeech > Item Only @ B 0


The caster can communicate with 1 person upto 10 miles away per 10 Scale for 1 minute;
extendable by a further 1 minute or 10 miles for an additional 10 Scale. The spell creates a
reciprocal link between caster and target - the recipient being able to reply to the questions
transmitted by the caster. Mindspeech transcends all language barriers, but animals only
respond by transmitting back emotions and sensations the quality depending on their I
score. Attempts to communicate with animals should be limited to simple 2-3 word
instructions, or less if the creature has only basic awareness. Mindspeech is only possible
between living beings with a brain not on the Unliving, plants or similar lifeforms.
20 20 miles/+1 minutes 40 40 miles/+3 minutes 60 60 miles/+6 minutes
80 80 miles/+8 minutes 100 100 miles/+10 minutes etc.

Mystic Vault > S -40


This spell allows the caster to hide an object within an astral dimension and retrieve it when
and where desired. The spells base Scale is 50 + 10 per 1 lb of object weight. The spell must
be recast to retrieve a given object but can be cast again to hide another object without
affecting any prior hidden objects. If left unbroken, the spell eventually terminates on the
casters death.

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Open/Lock > Door or similar portal only/Items @ A 0
If successfully cast, this spell can instantly open a barred door Match scale with portals
Difficulty rating to open (see pp 95-96).. A door can be magically locked by the reverse of
this spell. A magically locked door cannot be open or broken down by normal means (unless
the walls around it are removed!) Opening a magically-locked door involves the Wizard
casting a Be Gone! Spell. In this instance, Scale required equals the Scale allocated to the
Lock spell. However, the wizard who originally cast the Lock spell may open and close the
portal as normal; or - for an extra 20 Difficulty - allow entry to anyone who utters a password
(upto 8 words in length).

Petrify > Item Only A -50


This spell gives the caster the ability to turn targets to stone. Petrify has a base Scale equal to
the targets S ability rating, adjusted by the targets general size class as follows; Tiny: -40 ,
Very Small: -20 Small -10, Medium 0, Tall +10, Large +20, Huge: +40, Giant: +80 and
Titanic: +120. The creature so transformed does not age, require sustenance and is totally
immune to poison and sickness. They also have a wnds value equal to x5 their original rating
and +500 armour. On the casters death all his or her petrified victims that remain sufficiently
intact revert back to life. Attempts to dispel Petrify do so against a Difficulty factor equal to
half its original power level, or quarter that if the victim has been petrified for more than 20
years. This spell is more often encountered as the innate ability of certain monsters, who
halve the Difficulty and Scale factors cited here.

Retribution: > NA +10


The Retribution spell is an incantation of last resort or to natural justice; it may only be cast
against someone who has truly wronged the caster or who causes their death the
enchantment automatically failing if this is not the case. Retribution has a Scale equal to half
the victims I or S score (the victim choosing the higher of these two attributes). It also
involves the caster permanently sacrificing 10 attribute points or 4 F points. The caster may
choose either of two effects if this spell is successfully cast;

1: If the caster breaks a ban defined by the caster (i.e. never use your sword in combat
again!), the victim is unable to spend F points to mitigate danger he or she faces (if they
have F points) for upto 1 hour after they last broke the injunction. If they dont possess F,
apply a +40 bonus to all wounding and effect rolls made against them during the same period.

2: The victim suffers a -60 penalty to six actions and any associated occurrences associated
with a TUOR table roll - after which time the Retribution is dispelled.

Retribution may be broken by Break Curse or by appealing to the characters guardian deity;
the latter involving 1 weeks stay at one of the deities temples and a contribution of 20
crowns, the latter which may be waived by the temple priests.

Sorceries Sleep > Item only A +20


This spell sends any living creature into a deep, magical sleep. Scale starts at 10, vs S of
target of each person within a 5 feet cube up to 40 feet away from the caster. Double range or
scale for an extra 20 Scale. If successful all within the area fall into a deep sleep with a base
duration of 10 minutes. They cannot be roused except through casting a Be Gone! Spell or by
inflicting an injury on anyone affected by the spell - the latter immediately breaking the
enchantment!

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Spirit Weapon > Weapon only @ S +10
The Spirit Weapon spell renders a weapon capable of wounding spirits and similar etheric
creatures. A weapon must be pre-selected and rendered a conduit of this spell by coating it in
silver (costing 5C per 1lb of weapons weight to do so). The wizard then casts the Spirit
Weapon spell upon it Scale equalling the weapons wound factor+20. A Fail results creates
an ineffectual weapon, rated as WF 10 vs. spirits, while a Sore result destroys it. A Win
result creates a weapon with a spirit WF equal to its physical wound factor; a HERO result
increases this by +30 in relation to spirits and similar beings only. Spirit weapons cannot
inflict Effect class injuries on spirits, due to the incorporeal nature of these entities!

Smite > Weapon only @ A 0


The Smite spell increases WF by +10 per 10 Scale; this effect endures for a number of strikes
equal to the casters Wizardry/10.

Swiftfeet >Item only @ B 0


Casters base speed - or that of anyone the caster targets this spell at is increased by a rate
equal to half the spells Scale. If the target chooses to run, their speed equals their enhanced
rate times the selected running speed factor.

Superaction >Item only @ S 0


Each 10 Scale gives the spells recipient a +10 bonus in any attribute or skill for six attempts,
after which time it expires.

Summon Goodly Servitor > S -50


The Summon Goodly Servitor spell provides a means for Wizards to summon Good Servitors
and (hopefully) persuade them to perform one task. Scale equals 5 for each 20 points that
particular entity possesses in its highest attribute. A Sore result indicates the casters magical
abilities are blocked by divine powers equating to the caster being unable to use Wizardry
or Piety for 1 game-day! A Fail result summons the Servitor but the entity immediately
attacks the caster! The entity returns from whence they came after 10 Recounters of combat,
regardless of outcome (unless slain before that time). A Win or Hero result indicates the
Servitor is potentially receptive to the summoner. The caster must then address the Servitor
with the reason why they have been evoked! If the Servitor (G.M!) believes this to be a
worthwhile cause it will aid the caster, otherwise it instantly returns to its place or origin.
Alternatively, they may also ask that other conditions be met before agreeing to help. Any
additional attempt to cast this spell incurs an additional Difficulty of 100 in relation to this
incantation only (reduced by -10 per 2 hours after the Summon Goodly Servitor spell was
attempted. Once the Servitor has performed its allotted task which may take any degree of
time - it returns to its place of origin.

Throw > Missile/ Thrown Weapon only @ A -20


Throws a 1 lb object at a target with a WF equal to +10 and Range of 8 for +10 Scale, with
the chance to hit based on the casters shoot skill. Damage and range may be boosted by a
further +10 or by 2 Range for an additional 10 Scale. Per l lb of mass double WF but double
Scale (and halve range) for each 1 lb over 1 lb.
Damage:
10 = +10 20 = +20 40 = +40 60 = +60 80 = +80 100 = +100
Range:
8 12 16 20 24 28

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Truthsayer Cannot be made permanent A -20
This spell taps into the casters subconscious to provide an answer to a single question for a
Base Difficulty of 80 less -10 per Scale evoked. / The answer only imparts the most basic of
answers - usually to the extent of right way or wrong way, trapped or safe and yes
or no. If the spell is cast within an hour of being previously evoked add +50 to Difficulty.

True Restoration > Item Only S -100


When successfully cast this spell brings a slain character back from the dead. Base Difficulty
is 100, increased by 20 per day the person has been dead for. A Sore result indicates the
slain persons soul doesnt return to the living realm. A Fail result results in no restoration,
although a further attempt to raise the character can be made after 12 hours have elapsed (for
a further +10 Difficulty). On a Win result the individual rises from the dead with all the
injuries that directly lead to their death being restored but with only 5 WEnd - although all
WEnd points are restored in the instance of a Hero result! Successfully evoking this spell
subtracts 10 from the casters attributes (players choice).

View Aura: > Item Only @ B +20


The View Aura spell enables the caster to see auras. These are the usually invisible
manifestations of life-force and magical energy. When rendered visible (either by magic or
other talents) they appear as a diffuse glow around the edges of people, entities and enchanted
objects. The aspect of an aura indicates personal energy levels, magical abilities, general
levels of health and emotional states. Non- wizards are surrounded by a deep blue shimmer,
while those of unliving creatures are black or grey. Wizards have an indigo hue, with hints of
their favoured realm of choice (and/or adapted spells) showing within it. Saints and Latents
radiate the same hue as a Wizard; although a Saints aura manifests as a distinctive circular
halo around their heads, while Latents are seemingly cocooned in a rotating helix of energy.
Powerful supernatural beings radiate golden rays or gouts of flame depending on whether
they are good or evil entities, respectively. Auras also reflect emotional states; namely calm if
happy and content, stormy if upset, writhing with dotted snake like patterns if lying,
flashing with transient lightning bolts if contemplating violence and highly discordant if the
individual is insane. Other similar emotional states have their own distinctive aural patterns,
as decreed by the G.M. Base scale is +10 per person scanned for their aural pattern. Clarity
of an aura scan is indicated by TUOR result quality A HERO roll providing more insight
than a WIN, while a SORE result indicates a misleading reading!

Wand of Wonder Special S -100


This spell enables a wizard to create a magic wand (a tubular shaped piece of wood, one inch
in diameter by 1 feet long). Creating a wand takes around 3 days and requires 2 crowns in
various materials and arcane ingredients. Once completed, the wizard may then proceed to
enchant the wand by casting Wand of Wonder vs. a base Difficulty of 200. A Sore result
induces the permanent loss of 10 Wizardry by the caster, while a Fail results causes the
temporary loss of 20 Wizardry which returns at the rate for 1 point of Wizardry per day. A
Win result or better allows the wizard to impress one spell (or spell effect) within the
wand, plus a quantity of Wizardry equal to the casters current rating in that attribute. Each
time the wand is used, subtract 10 from the Wizardry quotient within the wand. Any
generated spell stress result reduces the wands Wizardry rating to 0! A Hero result either
doubles the stored Wizardry or allows the wand to store two spells. A Wizard can add his
Wizardry total to that stored within it (in regard to the stored spell only), while a non-wizard
can use the wand and the stored spell via the Wizardry contained within it.

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Weather Control. > Item Only B -50
This spell induces alterations in local weather conditions, as selected by the caster. Spell
Difficulty varies depending on the extent of weather alteration required, compared with the
current (in game!) weather conditions and/or regional environment:
Example Effects: Scale
Extreme seasonal/regional weather = 20
Focusing sunlight in one area to make a blinding
ray of light from direction of sun = 40
-40 vision penalty to those facing sun at time.
Summoning cloud on a clear sunny day = 40
Rain during a drought (or in a desert) = 100
Clear sky during the rainy season = 100
Dissipating rain during the rainy season = 100
Evoking a tempest = 200
Coverage: 10 Scale per 50 feet diameter area as measured from casters position.
5 Scale per 10 minutes of altered weather.

Weapon of Fire and Cold. > Weapon Only @ B 0


Allows a metal weapon to burn with a magical flame or emit a fearsome damaging chill.

A Fiery weapon inflicts an extra +10 WF damage per 20 Scale, doubled vs. creatures
magically associated with cold or ice. This extra WF is ignored in relation to creatures
magically associated with fire (such as Dragons and Salamanders).

A Cold weapon inflicts an extra +1 Wnd per 40 Scale - doubled vs. creatures
magically associated with fire. Cold weapon Wnds heal within an hour; although a
person killed by such damage remains dead! Cold weapons do no Cold-based damage
to creatures magically associated with ice or cold. Some G.Ms may consider the
casting of a Cold weapon spell to be an Evil act, depending on game background.
Fiery Weapon WF):
20: +10 80 +40 120 +60 160 +80 200 +100
COLD WEAPON (Wnds):
40: +1 80 +2 120 +3 160 +4 200 +5

Necromantic Spells
Necromantic spells involve the manipulation of spell energy strongly aspected with death,
either to harm another human at a distance or to interfere with the natural course of life.
Because of this, many wizards refuse to utilise such spells. The GM is therefore advised to
rule that - in most instances - casting a necromantic enchantment is an Evil Act. Players
should also be aware that the GM can rule casting necromantic spells have other detrimental
effects specifically defined for the setting in question - which they may or may not openly
disclose to the players!

Curse > NA +10


Often directed at an individual who has somehow slighted the caster, this spell has a base
Scale equal to the victims I or S score x2 (the victim choosing the higher of these two
attributes). The spells chance of success can be boosted by 10 per 5 Difficulty. If
successfully cast, the cursed individual is either unable either spend F points to mitigate the
first danger he or she faces (if they have F points) or suffers a -60 penalty to three rolls
associated with them (G.Ms choice). Once either of these two conditions lapses the curse
ends. If the caster chooses to pit his or Wizardry against triple the victims I or S score
(victims choice) the cursed individual- if the spell is successfully cast is either unable to

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spend F points to mitigate dangers he or she faces (if they have F points) or suffers a -60
penalty to all actions and associated occurrences. Casting this enhanced form of Curse spell
costs the caster 2 attribute points or the permanent sacrifice of 1 F point. This spell may be
broken by Break Curse or by appealing to the characters guardian deity; the latter involving
1 weeks stay at one of the deities temples and a contribution of 20 crowns, the latter which
may be waived by the temple priests.

Disease > Item only S -40


This spell evokes a sickness which subsequently spreads through natural means of
transmission. Base Scale for this spell is 80, adjusted by the disease selected:
Plague +60
Sweating Sickness +50
Smallpox +40
Dysentery +40
Influenza +30
See Page 110-115 for full game details of various diseases.
Each +10 Scale reduces Difficulty by -10.
The first instances of contagion appear a day after the spell has been cast. Casting this spell is
an evil act and also involves the caster losing 5 character points or 2 F.

Deathly Discourse. > NS -60


Temporarily raises the spiritual essence of 1 dead person. The spells base Difficulty equals
50 plus 10 per 50 years the person has been dead for. Each Scale of this spell reduces
Difficulty by -10. The Spirit is raised for a period equal to 1 minute per 10 points of Wizardry
possessed by the evoker. The dead person will usually protest at being raised from the dead in
this manner, but will answer all questions put to it within the limits of the dead persons
original knowledge base. The raised spirit of an evil person may respond with a lie!

Gory restoration > NA -50


This spell is capable of reanimating a corpse, transforming it into a near-mindless drone.
This spell has a base Difficulty of 30, adjusted by:
Corpse now mostly bones : +40 Difficulty Corpse mostly intact: +10 Difficulty
Evoking
Difficulty is reduced by -10 per 10 Scale placed in casting this evocation. The necromancer
also permanently loses 1 attribute point per body animated. A corpse in a skeletal state is
raised as a Bonekin, while a fairly intact corpses become Dragr. For an additional +100
Difficulty a skeleton can be reanimated as a BoneWraith, while more preserved corpses
assume the attributes of Revenants. On animation, the corpse retains its current state of decay
and may be given one simple command of upto 10 words, which it will thereafter carry out to
the best of its limited mental ability. Bonewraiths and Revenants dont suffer from this
limitation. Corpses animated by Gory restoration have @ Stamina (see pages 226-228) and
are usually restricted to the general area they were raised. Cremated or fragmentary remains
cannot be reanimated!

Revenant-Return > NS -80


This spell may be either cast on a slain or living person; the latter which can include the
caster. This spell has a base Difficulty of 160. Casting this spell upon someone who was (or
is) innately or generally good causes it to fail automatically. Each +10 Scale reduces
difficulty by -10. If successfully cast the person is transformed into a Revenant. While
biologically inert and unable to heal naturally, a revenant acquires the unaging gift. Each

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attribute is reduced by a factor of -10, but gains +40 Hardness. The affected character also
acquires the Unnatural Reek and Evil Being banes. The Revenant loses 1 Presence per 10
years they continue to exist. On reaching -10 Presence they assume a skeletal aspect and
can no longer easily interact with the living. On reaching -100 Presence the Revenant
becomes a Wraith. Changing into this state gives the former Revenant +20 D, +10 S, -10 M
and the Wingless Flight and Immune to Normal Weapons Gifts. They also acquire the
Toxic Light Bane and take double damage from fire and light based attacks. They are also
vulnerable to Spirit Weapons.

Wraith > NA -50


Turns a dead person into a Wraith. This spell has a base Difficulty of 100, increased by 5
Difficulty per hour the person has been dead. Each +10 Scale reduces difficulty by -10. The
spell automatically fails if cast upon someone who was innately or generally good. If
successfully evoked, the caster permanently loses 5 attribute points -or 2 points for an
unsuccessful attempt. If successfully raised, the Wraith version of the slain individual
acquires +20 D, +10 S, -20 M and the Wingless Flight and Immune to Normal Weapons
Gifts. They also acquire the Toxic Light Bane and take double damage from fire and light
based attacks. They are also vulnerable to Spirit Weapons. A Wraith so raised in this manner
acts as the characters ally for 1 request; the wraith then departs - but will not hurt the
character who raised them if they meet again in the future.

Summoning > S -50


The Summoning spell provides a means for necromancers to summon evil Servitors and
(hopefully) enslave to them to their will. The spells Scale to summon them equals 10 for
each 20 points that particular entity possesses in its highest attribute. A Sore result indicates
the creature does indeed appear but attacks the caster! A Fail result indicates the spell has
failed. A Win or Hero result indicates the creature appears before the summoner. Another
roll utilising the casters highest mental attribute vs. half the creatures highest mental
attribute is required to ensnare it (arcane words of power having weakened the defences of
these otherwise formidable creatures). Thereafter, it will perform one task. This has its cost,
as the caster loses 1 attribute point for every 20 M possessed by the summoned creature. Once
the creature has performed its allotted task which may take any degree of time - it returns to
whence it came. Any additional attempt to cast this spell incurs an additional Difficulty of
100 in relation to this incantation only (reduced by -10 per 2 hours after the Summon Goodly
Servitor spell was attempted. Once the Servitor has performed its allotted task which may
take any degree of time - it returns to its place of origin.

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Option: Realms of Magic
In some setting, spells/magical effects are grouped into realms of related effects. While many
permutations are possible, Magonia (for now!) presents six realms of magic. The first (General Magic)
is know to all wizards. The next four realms consist of spells aspected strongly towards either one of
the four ancient elements; namely Air, Earth, Fire and Water. The last is the dark art of Necromancy!

There are several ways they may be applied in play the G.M should choose one of the following:
1: Each Elemental Realm can be mastered by any wizard; but they must master 6 Realm
abilities before moving onto the next!
2: Only one elemental Realm may be mastered (and/or can be bespoke cast) by a wizard.
3: While a wizard can learn various Realms, only one elemental Realm can
benefit from adeptness bonuses (and/or can be bespoke cast).
In options 2 and 3 the wizard is deemed to be aspected towards a specific element
this will be obvious when using magical detection upon them!

The various Realms comprise of the following spell-groups. They manifest all as per the
standard wizardry rules, but some spells may manifest in ways reflecting their realm:

General Magic (known to all): (20)


Ban good/evil Be Gone! Break Curse Blessing Control
Dream-Vision Glories Arm IronSkin Invisibility Open/Lock
Magic Circle Magic Staff Mindspeech Retribution Superaction
Summon Servitor Throw Truthsayer Wand of Wonder View Aura

Realm of Air (12)


Astral Leap Astral Shift Avaelon Mist
Cloak Element Control (Air) Fly
Glories Blast Illusion Lightning
Swiftfeet Mystic Vault (focused on Air) Weather Control

Realm of Earth (12)


Astral Shift Beast Control Corrupt (manifests as exposure to elements)
Element Control (Earth only) Fix Heal Lost Wisdom Petrify
Mystic Vault (Earth) Mystic Vault (focused on Earth) True Restoration

Realm of Fire (12)


Astral Shift(enters from nearest fire within range) Astral Shift (pass through fire only)
Corrupt (manifests as fire) Element Control (fire only)
Fearweave (visions of fire!) Fireseed
Fix (involves a manifestation of binding fire only possible on non-flammable objects)
Heroes Mirror (manifests as a flame around weapon) Lux
Mystic Vault (Must create fire to retrieve) Mastery of Sun (not Cold)! Weapon of Fire

Realm of Water (12)


Astral Leap (from bodies of water within range of spell) Astral Pass (through water can breath!)
Corrupt (object slowly dissolves into liquid or crumbles to dust casters choice)
Control (water creatures only) Fly (Walk on water only)
Fearweave (Illusion of large wave) Glories Blast (as Blast of water)`
Element Control (Water only) Master of Ice (no fire) Mystic Vault (in water)
Mastery of Ice (not fire) Weather Control

Realm of Necromancy (13)


Curse Guise Fearweave Disease
Deathly Discourse Gory restoration Lost Wisdom Revenant Wraith
Summoning Sorceries Sleep Spirit Weapon True Restoration

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. 10.00
.00: Manifestations of Piety
In the Magonia RPG characters possessing a positive Piety rating are capable of supernatural
acts through the goodwill of their gods. This chapter outlines the rules governing the various
uses and definition of Piety within the game.

10.10: Some General Terms associated with the Piety attribute:

Agent a Saint who worships and serves only one God. They can only evoke spells within
the sphere of their god, but gain more spells than a Pantheist; namely 1 spell for every +20 of
Piety they acquire. Unlike Pantheists, agents can meddle in the plans of other gods within the
pantheon without losing any spells or piety.

Evil God - a god who opposes the pantheon of gods held sacred by the players culture. In
actually most evil gods are not usually evil in the manner humans understand the term,
but are merely rebellious and independently-minded.

Dark Lord - an evil god representing the embodiment of negativity and unhallowed
darkness. They are notorious for their cruelty, spite, tyranny and lust for power. Dark Lords
are usually in a position of inferiority in relation to other deities; a situation they abhor and
attempt to reverse by plotting dominion over the world. The worshippers of a Dark Lord hope
- through pleasing them by extending their power that they will become significant figures
within his dominion.

Saint an individual who possesses Piety attribute higher than -10. A Saint can be good, evil
or neutral and be for order, chaos or balance. In most game worlds there is likely to be a deity
embodying the characters ideals.

Option Evil Saints.


If characters are uncomfortable with calling evil characters Saints the term Adept,
Minion or Emissary may be used instead (or another term selected by the G.M).

Pantheon A collective of gods and goddesses who more or less work together for mutual
benefit.

Pantheist A Saint who honours all the Gods of his cultures pantheon and as such gains
more or less total freedom in their selection of spells, of which he or she gets one for every
+30 of Piety acquired. Pantheists must honour all the gods honoured by his culture (other
than his cultures evil gods who, while technically a part of the pantheon lie outside of it).
Saints generated are assumed to be Pantheist by default unless otherwise stated.

10.11 - How Piety works:

Piety based actions:


In regard to a full description of the spell abilities cited below, the reader is referred to pp 121
134. of the Wizardry section. In regard to Saints, deem all references to Wizardry to relate
to (and hence use in its stead) the Piety attribute.

135
Acts based on Piety do not suffer from magical stress but - for ease - use the same Spell
Stress mechanism, reflecting divine reluctance to aid characters continuously requesting
assistance from their patron God/ pantheon! If G.Ms feel players are asking for divine aid
too often, they are free to raise that characters Spell Stress level up by one factor or more.
Saints do not suffer any adverse effects on reaching Black stress level; they are simply
unable to request further divine aid. However, all Spell Stress recovery times are tripled in
regard to Saints! Furthermore, a request for aid can be automatically refused by the GM
deems them contrary to the deities wishes. Requests may also be automatically refused if the
character falls to observe the strictures of their faith or refuses to intervene in situations that
could potentially weaken the influence of their patron god.

For an act directly and markedly benefiting the characters patron deity the GM should grant
a temporary +10 to +40 piety bonus for that particular action only!

10.20 Abilities:
Characters possessing a Piety score can (in addition to having access to some spells) can
perform the following three special actions:

10.21 Augury:
Both Agents and Pantheists may perform Augury. This represents a Saint using his Piety to
divine the likely course of future events. As with Intervention, frivolous requests are
automatically refused- and results in an additional +20 penalty which remains until the Saint
atones with 1 hour of constant prayer.

The act of casting and interpreting an Augury takes 4 Recounters. A WIN result indicates a
yes/no or answer with a similar simplicity (fitting the syntax of the original question) A
HERO result provides a more detailed answer usually along the line of a cryptic riddle or
sentence that pops into the Saint head.

A FAIL result indicates the augury attempt is unclear and provides no insight into the issue
concerned. A SORE augury casting means that the Saint misreads the answer and makes the
wrong or inappropriate choice!

GM note: obviously, a game mechanic allowing players to perceive the game worlds
future is potentially difficult to handle! It is advised wherever possible that the answer
dictates the actual flow of subsequent in-game events until the prediction is fulfilled. In some
circumstances the answers will be obvious and should be guided by the GMs desires. In
other instances, it might result in the GM having to revise a portion of his or her scenario -
hopefully only to a minor extent! GMs should take into account the impact of Augury when
designing adventures. The G.M can also rule that very specific events essential to game
integrity cannot be ascertained via Augury attempts to do so automatically fail or require a
mitigating factor involving a perilous quest...

Forms of Augury:
The means by which an Augury is cast is diverse historical cultures have been associated
with many methods of divination. Magonia makes the default assumption that the character
casts a series of objects onto the ground (i.e. small sacred tokens/stones inscribed with runes);
the pattern by which they fall indicating the likely cause of future events to those with
sufficient mystical skill. G.Ms can and maybe should - change this assumption to fit their
game setting.

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Augury Difficulty level:
An attempt to use Augury involves a Saints matching his or her Piety against a Difficulty
level calculated as follows:

Simple Yes-No question 20


A more detailed answer 40
Specific question 80
Utilised 3 hours 20 Difficulty
previously (reduced by 5 Difficulty per hour following last use
Of any Piety related ability other than Exorcism.
Asking the same question Automatically produces same result as prior roll.
Gain +20 Difficulty!

10.22 - Exorcism and Rebuking:


Both Agents and Pantheists may perform Exorcism a ritual where a Saint evokes the name
of a good deity, along with various actions and short prayers to cleanse a person or place of
evil spiritual influences.

The game mechanics for Exorcism involves the Piety rating of a Saint being matched with the
Wizardry, Piety, Composure, Intellect or Presence of a Spirit (the highest of these attributes
being selected). Performing this action takes 3 Recounters. A Hero result causes the spirit to
instantly depart, never to return. A Win causes the opposed essence its attributes halved for 6
hours, returning to full Strength after this time. Three Win results causes the spirit to depart!
A Fail result involves has no effect but inflicts 1 Wnd on the exorcist. A Sore result
causes the Exorcist to become possessed by the evil spirit for 20 Recounters; after which time
control must be re-exerted by the spirit (requiring a Win result or better). Three successful
possession roll indicates the spirit remains in the Saints body (requiring an exorcism itself
from another Saint!).

Some spiritually evil creatures revenants, vampires, wraiths and similar can be rebuked.
This involves the Saint producing a holy symbol and ordering the creature to depart. This is
resolved as per an exorcism but takes only 1 Recounter to carry out. A HERO result causes
the creature to be rebuked i.e. to back away from the Saint and be unable to approach within
10 feet of them her for 10 Recounters. The evil creature also takes Wnds equal to the Piety
level of the rebuking Saint/25. A WIN causes the creature to be rebuked, as above. A FAIL
indicates the rebuking attempt had no effect on the creature. Any further attempts suffer a
extra 20 Difficulty. A SORE result indicates the Saint character cannot rebuke this particular
evil entity. Revenants and Skeletons cannot be rebuked; while unpleasant and distasteful to
most people they are not spiritually evil in themselves. Finally, the use of Exorcism does not
affect any other Piety based skills and doesnt result in an increase in base Difficulty.

10.23 Intervention:
Both Agents and Pantheists may request divine intervention. This involves a Saint requesting
a specific deity to deliver them from danger. Frivolous requests are automatically refused and
result in an additional +30 penalty which remains until the Saint atones with 1 hour of
constant prayer. Intervention can be requested while the Saint performs other actions and if
successful - occurs within several Recounters after the request is made (GMs fait). If a
request for divine intervention is answered (requiring a Win result or better), the answering
deity removes the characters from danger or at least those characters whose behaviour the

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deity approves of; the GM is free to leave some characters in peril! If the result was a Win
result, the intervention will be fairly mild and not involve overt magical or supernatural
aspects. A HERO result indicates the deity intervenes in an overtly supernatural way. By way
of example, suppose the characters are trapped by a charging horde of monsters. Intervention
relating to a WIN result involves one of the characters noticing a hidden trap door covering a
tunnel that could lead the party to safety. A HERO result - on the other hand - indicates that
the deity teleports them away to safety in an instant.

A FAIL result indicates that the deity does not answer this particular request for aid. A
SORE result equates to not only a refusal for aid, but a -10 reduction in the Saints Piety (or -
20 in instances where the intervention request is deemed frivolous by the G.M). Piety can be
lowered to no less than 5 by these means if indeed this low and a SORE result is rolled, the
GM should instead rule that the characters next skill or attribute roll is an automatic FAIL
(or the next two rolls in relation to frivolous request for aid).

Divine Intervention involves pitting the Saints Piety vs. a Difficulty of 10 plus the
additional modifiers:

Extent of Request :
Minor +20
Notable +50
Major +100
Earthshaking +200

Repeat requests:
+50 per request made within 3 hours of a successful Intervention.

10.2
10.20: Saints and Spells:
In addition to the above abilities, Saints are also granted a limited number of spells by their patron god
(or pantheon), the quantity being based on the Saints Piety score. Bespoke casting is not permitted
for Saint characters; the spells chosen being iconic representations of a Deities power. While Agents
gain more spells their selection is limited to the sphere covered by their particular deity. Pantheists can
select any spell from their cultures pantheon; this being (by default) all the Gods listed below other
than those from an evil god/goddess. When a Pantheist chooses a spell they must state from which
particular God/Goddess they have requested the spell from. If that particular deity is subsequently
angered by the characters actions they can retaliate by withdrawing that spell until some degree of
atonement has been made. Specific Gods are associated with a Gift; a bonus towards an attribute or
skill associated with their sphere of influence. Pantheists may choose one such gift from any god
within their pantheon, while an Agent gets double the cited Gift bonus.

Pantheists gain 1 spell for every 50 of piety they acquire, while Agents get 1 spell for every 25 Piety
they accumulate. These spells become immediately available to the Saint following being successfully
granted it by the Deity (i.e. the GM decides, based on the characters past actions if they are worthy
and then immediately grants (or withholds) the spell. Withheld spells may be subsequently granted
once the character has demonstrated sufficient respect for the god in question in future games. Spell
casting ability equals the Saints Piety score. Each evocation of a spell or a Piety-related ability
increases the Difficulty of any subsequent use of all these abilities by 20. This penalty is reduced by
10 per hour the character either abstains from evoking a spell or attempting to use Augury or
Intervention.

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For ease of play, the writer provides below a list of generic (unnamed!) gods, along with an associated
spell list reflecting their sphere of influence. The GM is recommended to give these gods specific
names based on his or her game setting and make other changes to fit their fantasy universe (such as
removing/amalgamating gods and spell list, etc). If this results in the character acquiring a spell they
already have, the Saint is free to select another spell providing it does not conflict with the gods
aspect.

Option - Monotheism
In some game worlds only one true god exists (or, rather, is culturally acknowledged). To depict such
settings, allow Saints to have potential access to the spells encompassed by the
Agriculture/Nature/Earth God, Artificer God, Bardic God, Healing God, Ruler God, Sea God
and Storm God. In many Monotheist cultures the One God is usually opposed by a powerful Evil
figure (not always a God in the strictest sense of the world, but effectively so). Saints who choose to
follow that evil figure instead may access spells from Evil God lists: Dark Lord, Disease God (evil),
Moon Goddess, Necromancy God and Thieves God.

Option: Divine Hallmark:


The players of Monotheistic Saints may choose one spell as being among the most representational
of their Deity; resulting in a +5 bonus for each 2 points of Growth (and 1 week of game time)
allocated to a particular power. Adeptness may be raised up to a rating of +300.

Option - Ancient Saints:


Some game settings feature deified past Saints are virtually worshipped as gods in their own right. If
so, a Saint character may become the Agent for one specific Ancient Saint who must not be at odds
with the characters patron god(s)! For promoting the Ancient Saints interests and concerns, the
character Saint is allowed two extra spells; one when reaching Piety 50-150, another when attaining
Piety 151+. The spells must reflect the nature and disposition of that particular Ancient Saint. These
spells become no longer available if the character somehow transgresses the good nature of their
divine patron. The Ancient Saints rule works particularly well with the Monotheism option.

10. 70 - Relics:
A Relic is an item containing the preserved essence of one divine spell or ability. Relics are often
formed from the remains of dead Saints the ability being a residual effect of their divine favour. The
Piety rating of such an item equals half that of the Saint who originated it
Relics can also be created by living Saints. It involves 1 day of intensive prayer ending up with an
appeal for divine favour. Roll the Saints Piety vs. a Difficulty level of 120.

Sore: Divine powers are displeased with your hubris! Permanently reduce characters Piety by 40.
Fail: The artefact is empowered but will only work once, at a time best suiting the gods after
which it crumbles to dust. Select ability as per a Win result l the Saint permanently loses 30
Piety.
Win: The artefact is empowered equal to a Piety half that of the Saint involved in making it
This device can be used to cast one spell, evoke an Augury Exorcism or Intervention -
the Saints player choosing one of these options. Saint permanently loses 20 Piety.
Hero: The artefact is empowered! It can be used to cast either 1 spell, evoke an augury, exorcism or
summon divine intervention! Furthermore, the Saint also only permanently loses 10 Piety.

Relics represent a tool by which the gods can aid mankind (or to perform work for their own
devices) As such they cannot be directly used to block their aims or intentions; the artefact will
automatically fail to work in such instances - or give a false result to fool its possessors if that better
serves the Gods needs.

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11. 80 - List of Generic Gods:

Agriculture/Nature/Earth God: Gift: Heal 1 wnd per 12 hours.


Astral Shift, Ban Evil, Beast Control, Blessing, Break Curse, Cloak, Control or Dream Vision, Element Control
(Earth), Fix, Heal, Lost Wisdom, Petrify, True Restoration, Truthsayer, Smite, Swiftfeet, Superaction, View
Aura, Weather Control.

Artificer God: Gift: +20 to attempts to make any object.


Astral Shift, Blessing, Element Control (all), Fix, Fly, Guise, Glories Arm, Lost Wisdom, Lux, Magic Staff,
Mindspeech, Spirit Weapon, Smite, Superaction, Throw, Truthsayer, True Restoration, View Aura, Weapon of
Fire or Cold.

Bardic God: Gift: +20 to Performance and Play Instrument


Avaelon Mist, Ban good/evil, Beast Control, Break Curse, Be gone!, Blessing, Cloak, Control, Dream Vision,
Farsenses, Fearweave, Guise, Heal, Retribution, Illusion, Lost Wisdom, Mindspeech, Superaction, Truthsayer.

Dark Lord (evil): Gift: +20 to influence others


Ban good, Be Gone!, Curse, Cloak, Control, Corrupt, Disease, Dream Vision, Eclipse, Element Control (fire and
decay), Farsense, Invisibility, Iron Skin, Fearweave, Fly, Fireseed or Lightning, Petrify,Guise, Glories Arm,
Illusion, Mindspeech, Spirit Weapon, Smite, Superaction, Throw, Wraith, Weapon of Fire and Cold, Weather
Control.
N.B: Using any spell acquired from a Dark Lord results in the loss of 1 point of Composure; on reaching 0
Composure the Dark Lord attempts to dominate the character via a Control Spell (cast with a Piety level of
600)!, at a time to suit the Dark Lords purpose!

Death/Underworld God (usually evil): Gift: +20 bonus to cast necromancy spells
Avaelon Mist, Ban good/evil, Curse, Break Curse, Cloak, Control, Dream Vision, Eclipse, Fearweave, Illusion,
Lost Wisdom, Mindspeech, Petrify, Spirit Weapon, Truthsayer. Necromantic: Deathly Discourse, Gory
Restoration, Wraith, Summon.

Disease God (evil): Gift: +20 bonus to resist disease


Avaelon Mist, Beast Control (rats and other vermin only), Curse, Cloak, Corrupt, Control, Disease, Far Vision,
Invisibility, Fearweave, Guise, Illusion, Mindspeech, Open/Lock, Throw.

Healing God: Gift: +20 to Healing skill


Astral Shift, Ban evil, Be Gone!, Beast Control, Break Curse, Blessing, Cloak, Farsense, Fearweave, Iron Skin,
Fix, Heal, Lux, Magic Staff (stores only Fix, Heal and True Restoration spells) Mindspeech, Superaction,
Truthsayer, True Restoration, View Aura.

Love God: Gift +20 bonus for seduction attempts


Break Curse, Be Gone, Blessing, Control, Dream Vision or Farsenses, Invisibility, Fix, Guise, Glories Arm,
Heal, Illusion, Lost Wisdom, Mindspeech, Open/Lock, Swiftfeet, Superaction, Truthsayer, True Restoration,

Moon (usually a) Goddess: Gift: +20 C, M, I or P (when the moon is visible!)


Astral Shift, Avaelon Mist, Be Gone!, Blessing, Cloak, Control, Dream Vision, Eclipse, Invisibility, Fearweave,
Fly, Guise, Illusion, Lost Wisdom, Lux, Petrify, Mindspeech, Retribution, View Aura, Weapon of Cold

Necromancy God (evil): Gift: automatically resurrected when slain as per True Restoration once only.
Break Curse, Curse, Disease, Deathly Discourse, Gory restoration, Revenant, Wraith, Astral Shift, Avaelon
Mist, Cloak, Corrupt, Disease, Eclipse, Element Control (Fire, Earth and Decay), Farsenses, Invisibility,
Fearweave, Fly, Guise, Illusion, Lost Wisdom, Mindspeek, Spirit Weapon, Smite, Throw, Truthsayer.
N.B: Using any spell acquired from a Necromancy God results in the loss of 1 attribute point; should any
attribute fall to -5 by these means character sickens and dies the next day and rises as a Wraith on midnight!

Ruler God: Gift: +20 to any influence based skill.


Ban good/evil, Beast Control, Be Gone!, Break Curse, Blessing, Control, Dream Vision, Element Control (all),
Glories Arm, Farsense, Lightning, Iron Skin, Fearweave, Fix, Fly, Lost Wisdom, Mindspeech, Open/Lock,
Retribution, Superaction, Smite, Summon Goodly Servitor, Throw, Truthsayer.

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Sea God: Gift: +20 to use any form of boat and for Active skill when swimming
Astral Leap, Astral Shift, Beast Control (sea creatures only), Blessing, Cloak, Control, Element Control
(Water), Farsenses, Fearweave, Fly, Illusion, Lost Wisdom, Mindspeech, Swiftfeet (in water only), Smite
(manifests as a wave), Superaction, Summon Goodly Servitor, Truthsayer, Weather Control.

Sky God: Gift: +20 to Climb skill


Astral Leap, Astral Shift, Avaelon Mist, Break Curse, Blessing, Cloak, Dream Vision, Eclipse, Element Control
(air), Glories Arm, Farsenses, Fly, Illusion, Lightning or Fireseed, Lost Wisdom, Lux, Mindspeech, Summon
Goodly Servitor, Superaction, Throw, View Aura.

Sun God: Gift: +20 M or I (daylight hours only!)


Astral Leap, Astral Shift, Ban Evil, Blessing, Element Control (Fire), Farsense, Fly, Fireseed, Heal, Lost
Wisdom, Lux, Mindspeech, Open/Lock, Superaction, Summon Goodly Servitor, Truthsayer, View Aura,
Weapon of Fire.

Storm God: Gift: +20 to Active skill


Astral Leap, Avaelon Mist, Blessing, Control, Eclipse, Element Control (Air and Fire), Farsenses, Fearweave,
Fix, Fly, Fireseed or Lightning, Lux, Smite, Summon Goodly Servitor, Superaction, Throw, View Aura,
Weapon of Fire/Cold, Weather Control.

Thieves God: Gift: +20 to any thieving related skill


Astral Leap, Astral Shift, Avaelon Mist, Be Gone!, Blessing, Cloak, Eclipse, Farsense, Invisibility, Fly, Guise,
Glories Arm, Illusion, Lost Wisdom, Lux, Open/Lock, Swiftfeet, Superaction, Truthsayer ,View Aura,

Trader God: Gift +20 to any commerce related skills.


Astral Shift, Blessing, Cloak, Control, Farsenses, Invisibility, Fix, Fly, Guise, Glories Arm, Illusion, Lost
Wisdom, Lux, Mindspeech, Open/Lock, Retribution, Swiftfeet, Superaction, Truthsayer, View Aura,

War God: Gift: +20 to Melee skill and know +1 Weapon type
Avaelon Mist, Be Gone!, Blessing, Break Curse, Cloak, Dream Vision, Farsenses, Invisibility, Iron Skin,
Fearweave, Fix, Heal, Spirit Weapon, Smite, Swiftfeet, Summon or Summon Goodly Servitor, Superaction,
Throw, Weapon of Fire or Cold.

Aspect Gods:
Aspect Gods are deities who stand for a fundamental human principle (Law, Order, Chaos, etc), in addition to
controlling one sphere of influence. This option is only available to Agents. To create an Aspect God select one
sphere of influence (as detailed above) and add the relevant abilities detailed reflecting the Gods aspect. If this
results in the deity acquiring a spell it already has, the Agent-Saint is free to select another spell providing it
does not conflict with the gods aspect.

God of Balance:
Any one sphere plus: Ban good and evil, Break Curse, Truthsayer.

God of Chaos:
Any one sphere plus: Curse, Illusion, Ban Law, Guise.

God of Evil:
Any one sphere plus: Curse, Ban good, Control, Fearweave.

God of Good:
Any one sphere plus: Ban evil, Be Gone!, Break Curse, Heal

God of Law:
Any one sphere plus: Far Vision, Ban Chaos, Lost Wisdom, Truthsayer

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11.00 LATENCY
LATENCY
11.10 Description:
Latency may be utilised in a number of ways from acting as a holding attribute through to
representing psychic powers. Hence, a G.M can rule that Latency equates to one of the
following;

Option 1: Latency does not exist:


As a consequence, no points may be allocated to Latency and no abilities or options described
in this chapter are valid!

Option 2: Latency only equals Latent Ability:


In some games Wizardry or Piety could be deemed a rare gift, with prospective Wizards or
Saints having to embark on a quest to discover a teacher. Once a teacher has been found, the
characters Latency points can be distributed to Wizardry or Piety by spending two game-
months at a place the GM deems suitable for acquiring either ability. Earthers may start play
possessing this particular class of Latency.

Option 3: Latents are Cunning Ones:


The G.M may treat Latents as representing Cunning Ones practitioners of so-called low
magic. Cunning ones start with one of the following abilities: Augury, Blessing, Break
Curse, Beast Control, Charms, Channelling, Dream-Vision, Locate, Retribution, Magic
Circle, Summon, Summon Goodly Servitor and View Aura. The character may learn an
additional ability for each additional 30 points of Latency acquired over their initial rating of
20 Latency. Augury is as per the Piety ability (but uses Latency instead of Piety). Locate is a
variation of Augury, but can only be used to find objects and people rather than foretelling the
future. Magic Circle, Summon and Summon Goodly Servitor are identical to the Wizardry
spells described in the Wizardry section; but summoned entities have a +40 bonus to resist
attempts by Cunning Ones to dominate them. Charms give a Cunning One the ability to brew
one of the following Elixirs without requiring the usual Alchemy prerequisites, or create a
charm or fetish with the same effects/limitations: Banish Demons, Witch Bottle, Ghost
Bottle, Beauty Elixir, Love Potion, Panacea, Poison Cure and Death Elixir. The potion,
charm or fetish takes two days to make (costing 2d10 Schillings in materials); the Cunning
One may charge what they wish! The above elixirs/charms must be learned via the Point
Familiarity Option rules; they only start play with knowledge of one or more of these if they
are pre-selected. The remaining abilities are as described in the list of Latency Talents cited
in this section. Earthers may start play possessing this class of Latency!

Option 4: Latents are psychics:


Alternatively, the G.M may treat Latency as representing a characters psychic ability. Under
this option, the character gains access to one psychic talent (as described below) for each 25
points of Latency they possess.

Psychic Latency (along with the abilities of Cunning Ones) possibly represents the earliest
form of magic; seemingly confirmed by the fact that Latency abilities (hereafter termed
talents) closely resemble Wizardry spells. Characters therefore cannot have active Latency
in addition to Wizardry. In most respects talents follow the same rules and have the same
limitations as magic; although the characters Latency trait is used in place of Wizardry.
Latency Talents have several significant differences to Wizard spells. The first is that the

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evoked Scale of Latency powers cannot exceed twice the characters Latency attribute.
Secondly, they cannot be made permanent and (other than the limited potions/charms of the
Cunning Ones) cannot be incorporated into magic items. There are also fewer Latency talents,
which are also significantly weaker than their Wizardry (and Piety) based counterparts.
Furthermore, most Latency talents only affect the Latent who possess them. Unlike Wizardry
or Piety, Earthers can start play with Psionic Latency but may only initially have
Channelling, Control, Corrupt, Dream Vision, Glories Arm, Fearweave, Lost Wisdom,
Smite, Superaction, View Aura and Truthsayer.

While Latency doesnt usually involve magic items, the G.M should decide whether
Wizardry Stores and Stress Dumps also work for Latents, whether they require different
varieties oriented towards Latency (that traditionally take the forms of exotic crystals) or
decree that Latency cannot be boosted by this means.

Another important difference is that all Latency powers are fixed; NO bespoke evoking of
Latency based powers is possible. All desired abilities must be pre-selected!

Latency Power options.


Latency may be powered as follows:

1: Latency use generates Spell Stress, all as per the Wizardry rules (but using Latency
instead of Wizardry in all instances).
2: It works by consuming Latency; each 5 Latency provides 50 Latency ability points. Each
100 Latency points evoked results in one level of Spell Stress. These points are usually
recovered at the rate of 5 Latency per recovery period (as per wizards, but using Latency
instead of Wizardry) However, burned Latency is permanently lost on a Sore role!
3: As 2, but focused on another aspect- such as Physical attributes (1 attribute point equals
50 Latency), Fortune (1F equals 50 Latency) or Wnds (1 Wnd equalling 100 Latency). These
points are usually returned at the rate of 1 point (attributes and F) or 1 wnd per recovery
period. A burned factor (or 1 Wnd point) is permanently lost on a Sore role!
4: Latency use causes metabolic aging: 1 week of precipitated aging generating 50 Latency.
This aging cannot be reversed, even by magical means.
- Other options may be introduced by the GM as and when he or she conceives them!

Latency Stress stores may exist (identical in form to those detailed in the Wizardry section,
but representing Latency.

In most instances Latency has a range equal to the characters Latency in yards (unless
otherwise stated). In most cases, duration is usually characters Latency in minutes
although the Talent manifestation can be dismissed at will.

Latency & Adeptness:


A player may opt for their character to become an Adept in a psychic Latent ability. This
results a +2 bonus for each 1 point of Growth (and 2 weeks of game time) in that particular
ability. Adeptness may be honed up to a rating of +200. However, such a character may only
possess 6 Latent abilities; one Adept-blessed, two at normal Latency and two more
manifesting at half Latency!

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11.20 - Latency talents:
Astral Leap
Travel great distances in a heartbeat without physical motion. Base Difficulty is 30 (to travel Latency x10 yards)
increased by a further 10 per 500 yards travelled. The person shifted by this Talent appears in the desired
location on the next Recounters first time snatch.

Astral reach.
This Talent allows a target to pass (or pass their arm) through solid matter. Base Difficulty equals 10 +
substances thickness in inches. The target may pass through this thickness of matter for 1 Recounter. The
recipient cannot manipulate objects while in this shifted state. If the object is too thick to allow passage the
attempt to pass through the barrier automatically fails!

Beast Control X
Controls the reactions of a specific beast. This may be any creature providing it has some degree of
consciousness. Base Difficulty equals the animals I score; negative scores equalling a tripling of Difficulty.
Suggestions must consist of basic, two to four word commands and uttered within their range of hearing. Each
time a target performs an action against their will, the GM rolls to resist performing the action vs. the targets
Presence skill.

Blessing
This Talent attempts to bend fate in order to boost a specific endeavour. A Blessing is initiated by the Latent
focusing on a likely future situation (such as a meeting) which they would like to favourably alter; while also
focusing on a person likely to be one of its protagonists. The Blessing is then attempted the casters Latency
less a Difficulty of 40 to 80 (G.Ms judgement based on the situation itself). If successfully cast, the individual
representing the Blessings focus gains double the bonus from F expenditure (once only), may spend 2 F points
to induce a favourable serendipitous event or gain a +40 bonus for three actions relating to the situation. If the
event never comes about in the first place (or the person who was the focus of the blessing never attends it), this
particular Blessing immediately dissipates.

Binding Invisible SX
Summons a strong force capable of holding people or objects (such as doors) in a rigid grip. Each +10 difficulty
summons a binding strength equal to 20M. Anyone attempting to break away (or open) an object or person
bound with Binding Invisible must make an M roll vs the M rating of the binding, once per Recounter. This spell
can be made permanent on inanimate objects only (such as door) it is voided by the Binding being overcome
or by the object being destroyed (Binding Invisible granting no special protective bonuses).

Break Curse
This talent is used to disrupt any curse inflicted on a character. The Talents Difficulty level equals half that of
the curse (default value the characters I or C score). If the casting is a failure, the Latent may attempt to break
the curse again after 24 hours has elapsed. If successful, the Latent gains +2 attribute points (+5 on a Hero
result). A Sore result indicates the curse has passed from the original recipient onto the person attempting to
break the talent!

Channelling
Temporarily channels the spiritual essence of a dead person. This ability has a base Difficulty equals 30 plus 5
per 100 years the person has been dead for. The spirit speaks through the Latent evoking this ability. The spirit-
essence is raised for a period equal to 30 seconds minute per 10 points of Latency possessed by the evoking
Latent. The dead person will usually complain over being raised from the dead in this manner, but will answer
all questions put to it, within the limits of the dead persons original knowledge base. The raised spirits of evil
people often respond with lies! Alternatively, a Latent may wish to open their mind to any spirit-essence wishing
to speak to them; base difficultly equals 20 in this instance but the G.M has full control over what manifests
through the Latent! This ability is only possible in worlds where some form of afterlife occurs (which could of
course be technomagical in nature!).

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Control
Allows a Latent to control the actions (but not the thoughts) of a sentient being; Difficulty level of talent equals
the targets Composure or Intellect, whatever is highest. A +10 bonus to control costs an extra 20 Difficulty.
Each attempt to influence the enchanted character by the Latent requires a roll on the TUOR table. The talent
lasts until control is broken or 10 minutes has elapsed; the talent has no effect at all if the Latent cannot talk the
targets language!

Corrupt X
This talent rapidly ages an inanimate object to the extent that it becomes brittle and useless. Difficulty level to
corrupt an object depends on its material and condition:
State: Composition:
Freshly made 50 Soft Organic 10
Used, but intact 40 Hard Organic 20
Worn 20 Pottery/Ceramic 30
Chipped with some flaws 10 Soft metal/mineral 40
Hard metal/mineral 50
Very hard metal/mineral 80
Aim to break on first use = base Difficulty.
Or = to crumble to dust following casting = extra 40 Difficulty.
Halve Difficulty if the Latent only wishes to bend the object (although the object must be composed of an object
that could be bent, such as a metal spoon.). Using this talent does not result in the loss of Latency.

Dream-Vision
This talent is evoked prior to the Latent retiring to bed and has a base Difficulty of 40. During sleep the Latent
focuses on a problem; in response various images and fragmentary words will be experienced by the Latent the
extent of which depends totally on the G.M! Nonetheless, whatever the content, it should be generally related to
the Latents original request! A Latent needs at least 4 hours sleep for this talent to have any chance of success.

Fearweave
The evoker choosing to evoke this ability selects a Difficulty level for this Talent which (if the ability is
successfully activated) is subsequently pitted against the C score of all characters within a 2 ft radius of the
Latent. Radius of effect can be extended by a further 2 ft for an extra 20 Difficulty. Any character who fails the
C roll moves away from character at running speed (or cowers in a corner) for 1 minute duration can be
extended by a further minute for an extra 20 Difficulty.

Fix XS
This ability is capable of repairing broken objects when successfully evoked. Difficulty level to fix a broken
object depends on material and condition of object:
Intact (for fusing objects) 40
Fixing and fusing objects +40
Cracked/discoloured surface 10 Soft Organic 10
Fractured (but not broken into bits): 20 Hard Organic 20
Broken into two or more bits 30 Pottery/Ceramic 30
Broken into more than three bits 50 Soft metal/mineral 40
Shattered: 80 Hard metal/mineral 50
Burnt to a crisp 120 Very hard metal/mineral 80
The above factors are accumulative whenever it would be logical for them to be so. If successfully cast the mend
is permanent and returns the object fully to its original condition with no weak fracture points. Using this
talent does not result in the loss of Latency. This spell may also be used to permanently fuse or link two intact
inanimate objects together, using the above modifiers.

Fly
This talent allows a character to fly at x3 normal movement speed (which also equals the latents
climbing/descent speed per Recounter). Difficulty level equals 20% characters weight in pounds (default value
of 60), plus 25% of the mass of all items carried by character. It can also be cast upon another character upto 20
feet away from the evoker, for an extra 10 Difficulty. For half the above values, the character can move (at
walking pace) along a normally impassable surface, such as a swamp, sinking sand, a narrow ledge or water
with no danger of sinking, falling or comparable hazard or, alternatively, walk vertically up and down a wall!

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Glories Arm
This talent allows a Latent to move and manipulate objects from a distance. For a base Difficulty of 30, it creates
an invisible phantom limb with a reach of 10 feet, M of 10 and D of 10. Each of these factors can be increased
by 20 for an additional Difficulty of 20

Glories Blast
This talent enables its evoker to remotely repel objects and people. For a base difficulty of 10, it creates a
smiting force with an M of 20 and a reach of 5 feet. Each of these factors can be increased by 10 for an
additional Difficulty of 10. No fine manipulation of objects is possible with this spell - the caster using their D
score to hit targets.

Heal
This spell - when successfully cast - instantly cures a quantity of wnds equal to Scale/40 Curing a Uncon result
Effect requires a 40 Scale spell, while an Injur Effect requires a 80 Scale spell. Curing a Severe Effect injury
requires a 120 Scale spell. Restoring a limb lost via a very recent Sever Effect Class injury requires an 160
Scale spell. Rasing someone very recently slain via this spell requires a 200 Scale spell, with an additional 20
Difficulty per 5 minutes the person has been dead for; +50 if death involved a notable degree of mutilation.

Invisibility
Target is rendered invisible for 10 minutes. Base Difficulty is 30. Sound and other incidental effects (such as
feetprints) cannot be suppressed. A variation of this ability can also reveal any invisible entity near the Latent.
Base Difficulty is 20 plus an additional 30 Difficulty per 5 feet diameter of range. Formally invisible targets
within the range of the talent thereafter appear as distinctive

Lost Wisdom
Requiring a base Difficulty of 20, this provides the Latent with a general knowledge if its history, manufacture
and the significant events it has been involved in. Each specific facet of knowledge takes 1 Recounter to absorb
(i.e. 1 Recounter for its history, another for its manufacture and a third Recounter for its life story). Other
factors that may be ascertained include the items precise weight and general composition (each additional factor
taking 1 Recounter). Casting this talent over a document written in a foreign language allows the Latent to read
it as if it were written in their native tongue; this requires a Difficulty of 10 per page of document to be
translated.

Mindspeech
The Latent can communicate with 1 person upto 25 miles away per 10 Difficulty for 1 minute; extendable by a
further 1 minute for an additional 10 Difficulty. The recipient can reply to questions by the Evoker. Mindspeech
transcends all language barriers, but animals only respond by transmitting back emotions and sensations the
quality depending on their I score. Attempts to communicate with animals should be limited to simple 2-3 word
instructions, or less if the creature has only basic awareness. Mindspeech is only possible between living beings
with a brain it will not work on the unliving, plants or similar lifeforms.

Retribution:
Retribution has a Difficulty level equal to half the victims I or S score (the victim choosing the higher of these
two attributes). It also involves the caster permanently sacrificing 5 attribute points or 2 F points. The victim
suffers a -80 penalty to three actions and any associated occurrences associated with a TUOR table roll - after
which time the Retribution is dispelled. Retribution may be broken by Break Curse or by appealing to the
characters guardian deity; the latter involving 1 weeks stay at one of the deities temples and a contribution of
20 crowns, the latter which may be waived by the temple priests.

Smite
The Smite talent increase WF by +10 per +5 Difficulty the effect endures for a number of strikes equal to
Latency/20.

Swiftfeet
The Latentss base speed is increased by a factor equal to half this talents evoked Difficulty.

Superaction
Each 10 Difficulty provides a +20 bonus to any ability or skill. This talent covers three attempts at any action,
after which time it expires.

146
Throw
Propels an object at a target with a damage rating equal to +10/+5 per 10 Difficulty and range of 5, with the
chance to hit based on the Latents shoot skill.

Truthsayer
This talent taps into the Latents superconsiousness to provide an answer to a single question. Base Difficulty is
50. The answer to such a question only imparts the most basic of answers; usually to the extent of right way or
wrong way, trapped or safe or yes or no.

View Aura:
The View Aura talent is generally as per Wizardry spell, but can only discern whether someone is a mundane,
possesses an active etheric ability, is innately magical or is unliving. The Latency Aura ability can however
detect emotional states; calm if happy and content, stormy if upset, writhing with snakes if lying, flashing
with lightning bolts if contemplating violence or highly discordant for insane individuals. Base difficulty is
+20 per person scanned. Clarity of an aura scan is indicated by TUOR result quality A HERO roll providing
insight, a Sore result indicating a misleading reading!

Weather Control.
This talent induces alterations in (very) local weather conditions, as selected by the Latent. Talent Difficulty
varies depending on the extent of weather alteration required, compared with the current (in game!) weather
conditions/environment:
Example Effects: Difficulty
Extreme seasonal/regional weather = 20
Focusing sunlight in one area to make a blinding
ray of light from direction of sun = 40
-40 vision penalty to those facing sun at time.
Summoning cloud on a clear sunny day = 60
Rain during a drought (or in a desert) = 80
Clear sky during the rainy season = 40
Dissipating rain during the rainy season = 40
Evoking a tempest = 80
Coverage: 10 Difficulty per 20 feet diameter area as measured from the Latents position.
10 Difficulty per 5 minutes of desired weather

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12.00 ALCHEMY:
LCHEMY:
Alchemy is the art of accessing the innate magic within matter through chemical means. It
requires the Alchemy skill to use, modest degrees of Latency and/or Wizardry plus special
equipment costing 100 crowns plus 500 crowns worth of various rare herbs and minerals.

A Formulary is also required namely a book containing the instructions for one (ideally
more) of the effects listed below. Unlike spells, Alchemical formulas are available for
purchase in larger towns and cities; although they can be very expensive to acquire by these
means! Adventuring may uncover such formula for free. Learning a new formula costs 5
*Growth and takes 30 days I (minimum 2 days). Wizardry or Piety is not required to
practice Alchemy, although this skill greatly complements the magical arts and is hence
popular with both Wizards and Saints.

Unless otherwise stated, alchemical products - usually termed elixirs come in the form of a
clear liquid, in a quantity sufficient for one dose for an average-sized human. No dice roll is
required by the drinker to access the elixirs stated effect, unless its a poison or similar
harmful substance. Additionally, a few alchemical processes involve various acts of demi-
mechanical construction, which are described separately below. A few of these processes
require a perquisite understanding of related formulas and artefact construction before they
can be utilised. Attempts to make the alchemical formulas listed below have the following
outcomes:

Sore: The elixir explodes; inflicting a +100 attack within a 10 ft area (-10 per 10ft from
explosion epicentre usually the alchemist!). Alchemical workroom is wrecked, requiring
1000C to replace broken items and repair room. All experiments and elixirs within room are
lost. Characters within explosion area may mitigate damage to a 4 point Wnd by spending 3F
or permanently losing 1F.

Fail: The elixir formulation process appears to have succeeded but just produces an inert
potion with no effect.
Win: A functional dose of the desired elixir is made.
Hero: The alchemist may choose the following beneficial effect.
1: Two doses are created.
2: The elixir has double the effect and duration
3: An unknown elixir is formulated; alchemist may incidentally learn a new formula as per the learning rules.

Black Powder, Base to Gold, Death Elixir or Magic Fire cannot be accidentally discovered
via option 3!

Alchemical formulas have three general statistics, just below the formulas name; its
commercial cost, time required to create one dose and the cost of its constituents. The latter
two may sometimes vary if certain ingredients are in short supply.

12.20 - Formulas
Acid Key
Formula Cost 200C 2 days 5C
Pouring this acid into a lock gives a permanent 100 bonus to open it; but its usage is obvious
(Difficulty of -20)

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Attribute Empowerment
Formula Cost 200C 1 day 5C
This elixir adds +40 to one specific attribute for 1 hour.

Alkahest
Formula Cost 5,000C 2 weeks 500C
Prerequisites Acid Key, Make Wizard Gem.
This fabled formula creates a liquid that can dissolve any substance other than a specially
prepared vessel formed from a Wizard gem. One dose burns a 10x10x10 inch hole in any
substance (other than a Wizard Gem) within 1 Recounter. If splashed on a living person
(Range 1) it inflicts the equivalent of 1d10 Wnds within 1 Recounter. Attempts to resurrect an
Alkahest exposure victim suffer an additional 60 Difficulty.

Beauty Elixir
Formula Cost 400C 1 week 20C
The Beauty Elixir increases P by +80 for 1 day

Banish Demons.
Formula Cost 100C 1 day 1C
Allows drinker to make a further C roll with a bonus of +100 to shake off possession by a
spirit or demon (this dispossession being opposed by the demon/spirits C score). Unlike
Exorcism the first Win or Hero attempt drives the demon or spirit from the characters body.
A Sore result has no special effect in this instance.

Black Powder
Formula Cost Special 1 day 1C
This formula creates a small keg worth of gunpowder (suitable for 50 Gunne or Pistole shots).
Alternatively, it can be used to create a significant +500 WF explosion within a 20 foot area,
less -40 per 1 ft from blast epicentre. This formula may be a state secret, unavailable at any
price or costing 500C to 1000 C if actually available. It is usually available in Late
Medieval setting, costing anything from 1 100C.

Breathe Water
Formula Cost 200C 1 day 5C
Allows the drinker to breathe unhindered when submerged in water for upto 1 day.

Breathe Earth
Formula Cost 300C 1 day 8C
Allows the drinker to continue breathing when immersed in soil for upto 1 day.

Physical, Mental or Soul enhancement


Formula Cost 300 C 3 day 5C
This Elixir adds a +40 to all skills falling within either the Physical, Mental or Soul groups,
for 1 hour. Each group requires its own specific formula.

Claws of the Tiger


Formula Cost 500 C 1 days 20C
Causes the drinker to grow large, prominent claws, suitable for hand-to-hand fighting, with
weapon statistic equating to 30/20 Claws remain/ for one day (reducing D for purposes of
manual dexterity by -40).

149
Death Elixir
Formula Cost 200C 1 day 10C
Creates a very potent magical poison with the following attributes:
Strength Factor +100 (triple Wnd loss)
Onset 10 Recounters
Period 1 attack every Recounter; 4 attacks in total.
Effects A Sore result indicates death within 4
minutes (counter with healing skill or Poison elixir vs 80 Difficulty)

Empower Wizard Gem


Formula Cost 400C 1 day 5C, plus cost of gem.
An optional formula, which some G.Ms may require as the means by which suitably rare
gems are transformed into Wizard Gems, at the cost of 5C per 10 wizardry it can store.

Hate Potion
Formula Cost 200C 1 day 5C
The drinker requires a roll of C vs. Difficulty 100 to resist despising the first person they see.
Lasts for 1 month.

Healing Potion
Formula Cost 500C 1 day 3C
This Elixir instantly heals 5 Wnds or one Effect class injury.

Heroes Elixir
Formula Cost Special 1 week 20C
Adds +50 to M, +20 to D and +50 to the drinkers Melee skill for three hours.

Love Potion
Formula Cost 200C 1 day 10C
Requires a roll of C vs. Difficulty 100 to avoid the drinker falling in love with the first
person they see of the sex they prefer as sexual partners; lasts for 1 month.

Magical Renewal
Formula Cost 500C 2 days 2C
This Elixir instantly purges upto 60 Spell Stress when drunk.

Magic Fire
Formula Cost = special 4 days 3C
Creates a ferociously burning liquid gel that inflicts 60 dmg per Recounter; burns for 10
minutes, even in water. This elixir is usually a state secret, unavailable at any price.

Make Wizardry Store


Formula Cost 1000C 3 weeks 200C
This preparation transforms an otherwise inert substance into a Wizardry Store Takes 1 day
and 50C in various rare substances to acquire the capacity to store 10 Wizardry. If only a
single use item cost is only 5C per 10 Wizardry

150
Panacea
Formula Cost 200C 2 days 1C
This Elixir gives a +120 S bonus to resist and recover from any sickness; lasts for 1 week.

Poison Cure Elixir


Formula Cost 400C 1 day 15C
This Elixir boosts S by +120 in regard to resisting poison. Lasts for three hours.

Sharpen Senses
Formula Cost 500C 2 days 1C
Provides a bonus of 80 for any roll associated with hearing and vision, or 40 in regard to
smell and taste.

Sleeping Elixir
Formula Cost 100C 1 day 2C
Drinker must roll S vrs 100 or fall into a coma-like sleep, from which they cannot be awoken
for 8 hours.

Spade Claws
Formula Cost 500C 1 day 10C
The individual who drinks this potion grows thick badger like claws (useful for digging
through soil). Claws remain for one day (reducing D for purposes of manual dexterity by -
20). Their combat statistics equate to 20/10

Spell Reagent
Formula Cost 400C 3 days 100C
Provides an elixir medium for wizards to cast suitable spells in, at base spell casting cost.
Reagent (and spell) keeps indefinitely if stored in a sealed jar. The elixir must either be drunk
or smashed onto the floor to activate the spell.

Withstand Cold or Heat


Formula Cost 100C 1 day 1C
Allows the drinker to totally ignore the effects of extreme heat or cold for 1 day; to them the
temperature is akin to that of a mild summers day!

Withstand Fire
Formula cost 200C 1 day 1C
Totally protects the drinker (but not his worn possessions!) from the affects of flame for 30
minutes. Does not provide oxygen vital in some fiery environments.

Youth Elixir
Formula Cost 1000C 1 day 100C
This elixir, once drunk decreases the drinkers biological age to 30. But once taken, however,
new doses must be taken each month else the user returns to their chronological age plus 2
years for every six months they have been taking the Youth Elixir . If this results in the
drinker exceeding their species maximum lifespan, the user dies - the elixir user crumbles to
dust if the rapid aging equals a total of 100 years of more!

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12.30 - MAGICAL ARTIFACING:
The following special items can also be created via the Alchemy skill:

Base to Gold
Formula cost 50,000C+ 1 week, 1C
This process transforms 1 lb of any base substance (optionally only certain metals such as lead) into gold with a
value of 4C. Most formulas create gold that only lasts a week or month before crumbling to powder. But a few
are rumoured to actually work This formula is often a highly prized secret, unavailable for any price.

Build Artificial Eye or Ear


Formula cost 2000C 2 weeks, 5000C
Creates a functional replacement for a lost eye or ear. Slightly inferior to the real thing; -10 to sense rolls
associated with the organ replaced by this device. Any damage to the eye or ear requires repair by a
knowledgeable alchemist, costing 20% to 100% cost of the original limb. This takes 1 full day of work to
evaluate damage and repair.

Build Athanor.
Formula cost 20,000C 1 month 20,000C
The Athanor is a special mini-furnace capable of magically producing a variable, constant heat (along with
other, more subtle properties). This device is highly treasured by Alchemists as it can either halve the required
ingredient costs for formulas or the time required to brew an elixir - the Alchemist deciding which on
commencing the manufacturing process .

Build Superior Artificial Eye or Ear


Formula cost 20,000C 3 weeks, 50,000C
Prerequisite: Build Artificial Eye or Ear
Creates a superior artificial eye or ear. An Eye has +40 vision bonus, while an ear has a +50 hearing bonus. Any
damage to the eye or ear requires repair by a knowledgeable alchemist, costing 50% to 200% cost of the original
limb. This takes 1 full day of work to evaluate damage and repair.

Build Artificial Limb


Formula cost 5000C 1 month:
10,000C for a leg or arm, 8000C for a hand, 5000C for a feet.
Creates a functional replacement for a lost arm, leg, hand or feet. Arms and Legs have a -10 D penalty apiece,
but artificial arms have +10 M, while two legs triple running speed. Any incidental damage to an artificial limb
can only be repaired by an alchemist, costing 20% to 100% cost of the original limb. This requires 1 full day of
work to evaluate damage and repair.

Build Truthseeker/Oracle
Formula cost 50,000C 6 months:
The Truthseeker/Oracle takes the form of a large book-sized device capable of answering questions relating to
the present tense - albeit in a cryptic fashion. The user may ask the device one question every six hours; the
answer indicated by a dial pointing to one of 24 symbols enscribed upon it. The user may attempt to decipher the
subsequent answer with an I roll; or seek out a specialised Soul skill the Truthseeker Reader; an ability
which is exceedingly rare and should only be acquired through play.

Build Goluu
Formula cost 20,000C 1-3 months Cost: Special.
This formula provides the instructions to build a Goluu, an artificial human servitor. The initial process taking
1 month and costing 10,000C - creates a Goluu with the following attributes: M:0 D:-20 S:0 I:-40 C:-80
P:-100 Each attribute point over these initial values cost 1C and adds 1 hour to construction time. Skills may
also be added, costing 1C and 1 hour per +2 bonus. Once the builder is happy with the Goluu, they may
activate it with an alchemy roll, vrs a Difficulty of 100. The following outcomes are possible:
Sore: The Goluu appears to work as designed, but is possessed by an evil spirit who cannot be controlled by the
builder!
Fail: Fails to come to life. Goluu must be rebuilt from scratch!
Win: Comes alive and functions as designed.
Hero: Comes alive and functions as designed - but add an extra 60 points to attributes. It is also sentient (with
at least an I score of 0) but is fortunately well-disposed towards its builder.

152
Build Wise Head
Formula cost 20,000C 1-2 months Cost: Special.
This formula provides the instructions to build a Wise Head, an artificial oracle. The initial process taking 1
month and costing 10,000C - creates a Wise Head the following initial attributes: I:-20 C:-20 P:-60
Each attribute point over these initial values cost 1C and adds 1 hour to construction time. Skills may also be
added, costing 1C and 1 hour per +2 bonus.
Once the builder is happy with their Wise Head, they may activate it with an alchemy roll, vs. a Difficulty of 80.
The following outcomes are possible:
Sore: The head appears to work as designed, but is possessed by an evil spirit who cannot be controlled by the
builder!
Fail: Fails to come to life. The Wise Head must be rebuilt from scratch!
Win: Comes alive and functions as designed.
Hero: Comes alive and functions as designed - but add an extra 50 points to attributes and +20 to two skills It
is also sentient (with at least an I score of +10) but is fortunately well disposed towards its builder.

Ghost Bottle.
Formula Cost 10C 1 day 5C
Banish Ghosts takes the form of a glass bottle filled with various mystical elements. Any ghost within 200
metres of a ghost bottle is subject to a Exorcism (pp 137 ) equal to half the makers Alchemy skill. A HERO
roll traps the ghost within the bottle; a Win stops the ghost from manifesting that day!

Heal scarring
Formula cost 5000C 1 week +1 day 2000C
This particular elixir is capable of healing any degree of scarring. The process involves the character being
totally immersed for a day within the elixir (a process which also renders the character unconscious for 30 hours.
At the end of the process, all scarring is removed, reducing any negative reaction modifiers associated with this
disfigurement to 0.

Witch Bottle.
Formula Cost 50C 1 day 10C
Banish Witches takes the form of a glass bottle filled with specially coated bent needles. It forces anyone with
the Wizardry attribute to make a roll of Wizardry vs a Difficulty equal to half the makers Alchemy skill. A
SORE roll indicates the Wizard must stay upto 100 metres away from the bottle; 20 metres in the case of a FAIL
result. The wizard may make one roll per game hour to overcome this ban.

Philosophers Stone
Formula cost = Special 1 Month 20, 000C
Perquisites - Base To Gold, Wizard Gem.
The Philosophers Stone is a highly specialised form of Wizard Gem capable of transforming any base metal it
touches into gold. The magical stone created by this process weighs about 2lbs and has the ability to transform a
quantity of base metal into an equal quantity of gold. Unlike the by-product of most Base to Gold formulas, the
gold created by a Philosophers Stone retains its transmuted state permanently. Other types of Philosophers
Stones are capable of transforming steel into Elite or Starmetal objects. The method of a creating
Philosophers Stone is a closely-guarded secret, known only to a few (very wealthy!) individuals and is usually
not for sale at any price.

Unicorn Horn
Formula Cost 600C 1 month 1000C
Perquisites - Panacea.
A Unicorn horn (usual value around 500C-1000C when bough commercially), is after being steeped in an
infusion of rare minerals for 1 month is capable of totally neutralising any poison it is exposed upto 20d times.
The neutralising effect can be renewed thereafter by an alchemist, a process which takes 3 days and costs 20C.

A final note on Alchemy.


The above formulas reflect only the most common elixirs and artifice formularies available. G.Ms should feel
free to create additional elixirs to suit the need of their game.

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13.00 Rules of Magic:
While magic is a supernatural force, it has distinctive attributes and possesses significant
restrictions. Hence, in Magonia, a GM selects a number of special in-game limitations
relating to Wizardry here termed rules of magic. The GM decides how many such rules
his or her setting is associated with, reflecting the status of magic within it. In general, a
setting featuring powerful magic has fewer limitations than one with weaker magic. It
should be noted, however, that not all of these rules limit the scope of magic to any
significant degree. In general, a limitation level of 4-8 is recommended for most settings. The
value for each rule is shown in brackets to the right of the limitations name. Options
marked with a hash symbol are also relevant to Saints.

Aging wizardry (2) #


Character biologically ages 1 day per 50 Scale evoked.

Banned Wizardry (2) #


The practice of Wizardry is illegal, often punishable by death or other means. Saints and miracles
connected with the dominating pantheon or God are permitted. Saints evoking deities outside the
official pantheon are treated the same way as Wizards. If a legal Saints power is used to cause
harm, they may have to legally justify their actions, and are in danger of being executed if they
cannot!

Bespoke Magic only (1)


Formal spells do not exist in this setting only bespoke casting is possible.

Banned Religion (2) #


Religion (or at least Divine magic) has been banned by the State Saints caught evoking such
abilities may be indefinitely imprisoned, mutilated or executed.

Banned Psionics (2)


The use of Psionics has been banned by the State Latents/Talents caught evoking psionic
abilities may be indefinitely imprisoned, mutilated or executed.

Component wizardry (1)


Spells require a wizard to hold specific substances and elements in their hand while casting;
which are magically consumed whether the spell is a failure or a success. This should be of
reasonable cost and availability.

Chaos! (1)
Base Scale rating for spells alters randomly every hour! Each game hour roll a 1d10 and
adjust as follows; 1-2: x3, 3-4: x2, 4-7:Base 8-9: divide by 2, 10: divide by 4 .

Confounded Component wizardry (1) #


- Magical actions require the sacrificing of a rare and expensive element (anything from 10
Schilings to 10 Crowns per spell/effect)!

154
Corrupting Magic (2) #
Every 400 Scale of magic evoked causes the character to lose -1 Purity. This only happens to
Saints if they worship evil gods!

Difficult Wizardry (2)


All spells have an additional Difficulty of 20 to 100 (as determined by G.M) in addition to the
usual factors.

Earth Magic (1) #


Magic in this setting does work on Earth it represents a lost or secret art, hence its apparent
non-existence.

Earthed Magic (2) #


While magic can be directed towards Earth from the game setting (under certain
circumstances) spells do not work when actually cast in our world!

Evil Source (4) #


Wizards must take the Fight Good bane (and ideally an evil patron deity) to evoke effects.
Character has a Purity level of 0. In some instances the characters patron deity whether
selected by the player or not - may cause an automatic spell failure when spells are used to
enable a good act.

Fetish Based (1) #


A spell casting character can only evoke effects with the aid of an enchanted object. In the
case of Wizards this is often a staff (created by the Create Magic Staff spell). Saints require a
relic - which must either be found or requested from a temple.

High Magic Setting (1) #


This setting is highly magical. Wizardry starts at a default value of -10 and Scale factors for
all spells are halved. Spell Stress only occurs on a double number roll. But, add +2% to the
cited chance for a Sore result; while magic is powerful it is also harder to control!

Holy Source (1) #


A spell casting character must take the Do No Evil advantages (and ideally a good patron
deity) to evoke magical/divine effects. Add +10 to Purity. The characters patron deity
whether selected by the player or not - may cause an automatic spell failure when spells are
used to enable an evil act.

If it harms none.. (2) #


Magic can only be used for tasks deemed beneficial to society. Any spell which causes harm
is deemed Sorcery and banned. The use of such spells may be punished in accordance to
the harm they have caused or be automatically punished by death! It is also equally illegal
for Wizards to teach or learn harming spells.

Item based wizardry only (2)


Spells can only be cast through enchanted items (made as per the standard rules). Alchemy
may also exist - the GM may wish to remove formulas that could unbalance the setting.

155
Ley Lines (1) #
Mystical lines of force traverse the landscape, linking areas of magical and/or religious
significance. These sites are in alignment with other similar areas making them easy to find.
Anyone disrupting the flow of a Ley Line is struck with a 200 power Retribution spell. The
Hubs of this Ley Line network are usually Places of Power

Mark of the Gifted: (1) #


Those capable of evoking magical effects have a distinctive physical mark which becomes
more prominent when a spell is cast.

Metal Affects Wizardry (1)


Every 2lbs of metal carried by the character adds +10 Difficulty to Spell evocation attempts.

No Magical Alchemy (2)


The Alchemy skill can only produce the following elixirs: Acid Key, Black Powder, Death
Elixir, Healing Potion (heals only 1 Wnd/day), Heroes Elixir (giving only 1/2 its cited
bonus), Magic Fire, and Anti-Poison Elixir and Panacea (which only gives only 1/3rd its
cited bonus). Alchemists are also unable to build any technomagical artefacts.

No Wizards in this world... (3) #


There is no active Wizardry attribute only Saints may evoke spells via Piety.

No Wizardry Stores (1)


Wizardry Stores do not exist in this particular setting.

Latency equals Potential Wizardry or Piety (1)


Latency, while useless on its own can be trained and become the basis for either Wizardry
or Piety. In this instance ignore the Psionic Latency rules given in Section 11.00.

Latency equals Psychic Powers (2)


Latency represents the characters magical potential. It can either be trained and become
the basis for Wizardry as per the rules or maintained as a separate ability associated with
various psychic powers, as described in the Latency section. Wizardry Stores may exist in the
form of mystic crystals useable only in Latency but are otherwise unaltered in function.
Alchemy also exists as described in section 12.00.

Places of Power (1) #


Some areas within the game setting are innately magical (and/or sacred to the Gods). In such
areas the Scale associated with Wizardry actions are halved and Spell Stress is purged at
double the normal rate. Sacred sites provide a +10 to +60 bonus to Augury, Divine
Intervention and Exorcisms and to spell evoking in general. The environment and structures
associated with such areas must be treated with respect; anyone profaning them being subject
to a 10-100 power Retribution spell, depending on their actions - or even be attacked by a
(Lesser) Guardian Servitor if severe enough (who - if slain is reborn on the next sunrise and
may continue to hound the transgressor if he or she is still present).

Realms of Magic (1)


Spells/magic effects are grouped in Realms of related spells.

156
Realms of Magic dominate (3)
Characters may learn General Magic and choose from only one Elemental realm of magic.
Other realms subsequently introduced into the game may or may not be learned as decreed by
the G.M. As a general rule, the G.M could allow the characters to learn an additional
subsequent Realm providing it doesnt contradict the characters choice of Element.
Characters are also aspected based on the element they have chosen this often shows up
as a mystical hallmark when the character is being scanned by any magical effect.

Realms of Magic - some limitations (2)


Realms of magic exist but wizards may learn spells from any of them. However, the G.M
may rule that Wizards must learn 6 spells from each Realm before being able to move onto
the next one! He may also rule that wizards may only bespoke cast and/or gain spell
Adeptness from tone Realm of choice only!

Realms of Magic actual but not significant (1)


Realms of magic exist but wizards may learn spells from any of them.

Realms of Magic dont exist (1)


Magical effects have no mystical relation to each other - hence no distinctive Realms of
Magic exist in the setting.

Obvious signature (1) #


Spells produce flashes of light and noises when cast.

Ordeal! (1) #
Those accused of being Wizards are tested by a procedure whose nature is virtually
guaranteed to demonstrate guilt! Furthermore, this is done in a manner that rules out the
character using magic to circumvent the ordeal.

Sacrifice! (3) #
Magic use requires blood sacrifices to function. New Wizards and Saints start play at Black
Spell Stress level (ignoring all other cited effects); reduced by 1 per +50 attribute points
possessed by a sacrificed animal, divided among all those conducting the sacrifice.
Sacrificing a human reduces Spell Stress levels of those attending by 6, plus an additional -1
Spell Stress level per +10 additional attributes above 0 the victim possessed. Add +6 if a
virgin of either sex! Again, divide these points among those conducting the sacrifice,
reducing their Spell Stress levels accordingly. If over the value required to decrease Spell
Stress value to Indigo, characters may indefinitely keep these points to counteract future
accumulation of Spell Stress after which they are expended. Once expended, no further
magical abilities are possible until further sacrifices are made! Magical practitioners who
utilise sacrifice are widely feared and hated!

Sore Loser: (2)


FAIL results also generate Spell Stress; acquire +1 Stress level when spells fail to manifest!

Sleeping Sorcerers: (1)


Spell Stress can only be purged through sleep.

157
Sleeping Sorcerers Extreme (1), (2), (3), (4)
Spell Stress can only be purged through sleep but purges one Stress Level per 3 hours(1),
per day(2), per week(3), or per month(4). If a long period the Wizard is capable of entering
into a state of suspended animation- and may awake and reenter that state at will.

Slow Spells (1) #


Spells take double the cited time to cast.

Spell based wizardry only (1)


No magical item or artefacts can be constructed in this setting

Spells only (1)


No bespoke casting is possible in this setting.

Spells and Bespoking (1)


Both spells and bespoke casting is possible (the Magonia default option)

Special activation: (1) #


To evoke them successfully, magical effects must be exclaimed loudly along with series of
ritualised motions.

Spacetime stress wizardry (2)


Spells cannot be cast within 100 metres of a previous spell without adverse effect. Add +10
difficulty per +50 scale of the previous spell evoked within this zone of effect. This is
accumulative! This effect dissipates at the rate of -10 Difficulty per 6 hours.

Stigmata (1)
All Saints are occasionally inflicted with minor wounds that erupt spontaneously once a
month. Their pattern is consistent with the martyrdom of a significant religious figure within
the game setting. This injury cause only minor inconvenience to the character (no wnds, but
20 extra Difficulty to any manual task) and heals within 2 days. Add +10 to characters REC;
they also provide when active - a means by which Saints can be identified by most causal
observers (I vs. 20 Difficulty). Optionally, the G.M may allow the player of Saint characters
to buy off this Rule with 1 Gift Point.

Psionics and Piety Only (2)


Psionics and Piety represents the only forms of magic existing within this particular game-
setting; psionics functions as described in the Psionic Latency rules (pp 140-147).

Psionics Only (3)


Psionics represents the only form of magic existing within this particular game-setting; which
functions all as described in the Psionic Latency rules.

Unique Beings (2) #


Only characters who choose the Seraph species can be Saints/Wizards - the GM may further
rule that only one such character can exist within a single group of player characters.

158
Weak wizardry: (2) #
Only the following spells/effects may be cast:
Break Curse, Ban good/evil, Be Gone!, Beast Control, Blessing, Cloak, Control, Disease,
Farsenses, Fearweave, Guise, Heal, Heroes Mirror, Iron Skin, Lost Wisdom, Magic Circle,
Mindspeech, Open/Lock, Retribution, Spirit Weapon, Smite, Summon goodly Servitor,
Swiftfeet, Superaction, Truthsayer and View Aura. As an option, other spells may be utilised
by creating items and artefacts with those abilities (as per the Wizardry section rules).
Necromancy spells may be cast but follow the Evil Source rule and are Corrupting!

Wounding wizardry: (4), (2)


Casting a spell at 50 (4) or 100 (2) Scale or greater inflicts 1 wnd; a double number roll
inflicts 2 wnds; a SORE result 3 wnds!

Your Gods are Dead! (3) #


There are no active gods within the game setting. Only the Wizardry attribute (and Latency)
are capable of casting spells.

Variable Spells (1)


The Difficulty of evoking magical events varies with (for example) lunar phase: +20 bonus
on full moon days, 0 on a moon , 20 Difficulty crescent moon, 40 Difficulty on a New
Moon; 80 when no Moon is present in the sky!

159
14.0 - Hallowed Items:
Items:
Many works of mythology and modern fantasy feature powerful magical objects with an
innate power beyond mortal ability or artifice. Many are made by gods, but a few are
incidentally empowered by a heroic individual of legendary status. Their powers make them
the most desired objects in the world or era they exist in and are hence especially prized by
those venerating the entity who originated them.

Due to their origin and status such notable objects are defined as Hallowed items. While
often the focus or consequence of an epic quest, Hallows are not Maguffins - they will have
a major effect on any setting; even their destruction or removal likely to change a worlds
destiny!

Creating a Hallowed item:


Hallowed items are usually created by a deity placing a spark of his or her god-essence within
an object. Their essence is sufficiently powerful as to warp the fabric of reality itself. Given
such items are empowered by the essence of a God - an act that reduces them to a minor but
significant degree - the numbers of such items in existence are very limited. Hallowed items
may also be created in other ways. An object associated with a hero may become Hallowed as
an act of gratitude by a characters patron god directly or indirectly - following the
completion of an epic quest or enactment of heroic deeds. The abilities given to the object
should reflect the heros nature and/or aspects of the quest that brought about its creation. An
object owned by a renowned hero may also become Hallowed by his life-force and good
deeds - or Tainted if they died a traumatic death while on their person. The power(s)
incidentally acquired by the object reflects the heros disposition, favoured skills and maybe
the manner of their death. Such cherished heirlooms are often owned by countless generations
of heroes, who may further increase the objects power in the same manner when the
character exceeds the ability of its past owners.

The power of a Hallowed object is measured by its Hallowed point Level (or HL). One
personally made by a God has a rating of anything from 6 to 20 HL. A mortal-wrought object
endowed with blessings arising from a heros past deeds usually has a HL rating of 1 to 12,
with a Taint or two if its welder died a violent death while using it.

Whatever its point cost, a Hallowed item can only be destroyed by another Hallowed object
usable as a weapon or by other extraordinary means. Any spell-like power can be used by the
user regardless of whether they have active Wizardry attribute and does not contribute to their
welders Spell Stress factor by using it.

A 1 HL blessing equates to either one of the following (which can be stacked):


Provides a +40 bonus to one specific skill or ability.
Increase Weapon rating by +50.
Increase armour value by +50 vs. all attacks
Provides one supernatural power usually comparable to that of a spell - at level 0.
Raises an innate supernatural ability (i.e. an innate spell) up to a power of +100.
The weapon is deemed a Spirit Weapon in regards to attacks vs. the Unliving.
Boosts the holders Piety by 50.
Boosts the holders Wizardry by 50.
Burns the hand of anyone who welds it, other than the owner (40/0 per Recounter).
160
A 2 HL blessing equates to:
If a weapon, injuries from this hallowed item cannot be mitigated by F points
The owner ceases to age.
The owner is immune to all disease
The owner is immune to all poisons
The object can sustain the welder without the need for food or drink.
The weapon doubles its WF vs. a specific foe (Dragons, Urrks, etc).
Blood-drinker; 1 wnd inflicted by this weapon provides the equivalent of one meal
(with drink); excess over this total eliminates the welders need to eat by the
equivalent number of meal-times
If a missile weapon, double range
Increases Effect injuries by 1 factor vs. V grade opponents.
Edged weapons can be thrust into otherwise unyielding objects (such as stone).
- they can be released only by the weapons owner or other chosen individual.

A 4 HL blessing equates to:


Influences the outcome of an event once every 6 hours by subtly influencing the
thoughts and impulses of mortals within 20 miles of the object.
Beneficent conditions affect the welders realm while in their possession. The weather
is always fair and one random but significant helpful event shall happen every week
Soul-Drinker: Anyone suffering from an Effect class injury in excess of an INJ
from this weapon is instantly slain through the weapon absorbing the targets soul!
This provides the equivalent of +10M and +10S for 4 hours per person slain. The need
to eat and drink during this time is also voided for 6 hours per person slain. C and P
grade characters may ignore this effect by expending 5 F when hit!
Increases Effect injury by 1 factor vs. V and I grade opponents.
Increases Effect injury by 1 factor vs. one specific class of creature.
An object designed to be thrown will return to its possessor on command.

A 10 HL blessing equates to:


Influences the reactions of all people within 100 miles of the hallowed item by -/+40
(welders choice).
The possessor becomes immune to all harm being only susceptible to injury from
another Hallowed object
Increases Effect injury by 2 factors vs. V grade adversaries, +1 factor vs. all others.
Increases Effect injury by 2 factors vs. one specific class of creature.
The wealth and power of the possessors realm never weakens or become corrupted
by time.

- Other blessings can be added by the GM as desired.

Taints:
The act of creating a Hallowed object often results in the item being Tainted with at least one
significant drawback (a chance equal to items HL point value or less, on a 2d10-4 roll ). A
bane reduces the items HL cost by -4. Taints are useful for controlling an items impact on
the game.

161
 Object corrupts its owner each specific use of a power consumes one attribute point
 Ill fortune: once per week an HERO skill or attribute roll is amended to a SORE result
 The object draws energy from its surroundings. This results in a -20 reaction modifier
from sentient creatures and -40 from animals within 20 feet of the Hallowed item
 While the owner never dies, their physical form eventually corrupts and fades
eventually becoming an unliving creature (G.Ms choice).
 The Hallowed item has a reason for existing within the game setting. Once this reason
has been satisfied the Hallowed item vanishes.
 Any associated Spell-like ability can only be used once every 6 hours.
 The welder is innately Doomed to be activated when desired by the G.M. This
can be broken by no mortal.
 The Hallowed item will attempt to destroy its welder (or try to pass itself to another
more suitable welder) should he or she work against the Hallowed items agenda.
 The ownership of a hallowed item confers high status on the welder should the item
be lost the persons status and authority is as well.
 The item becomes greatly loved by its owner to surrender it to another takes a roll
C vs. a Difficulty of 100. Attempts to steal this object will be met with extreme
violence.

An example Hallowed object


Given their nature, all hallowed objects should have a history and be associated with various
legendary characters through its existence. Presented below is both an example of the type of
Hallowed object that can be easily made with the rules and a reasonable back story for
same:

The Spear of Flame ( 5 HL)


This weapon resembles a spear of ancient design with a broad, fearsomely pointed head. The
Spear of Flame has seemingly existed since the earliest ages of man. It is thought to have
been made for a now forgotten Solar God, who brought it into the world as a gift for his half
mortal son. Following the latters tragic death due to a former friend who betrayed him to his
enemies (an act which Tainted the object with a powerful Doom), a long succession of heroes
have held this item. Each person who came to weld The Spear of Flame eventually came to a
tragic, albeit dramatically heroic, end. Sometimes, the owners doom has resulted in the Spear
of Flame vanishing from the sight of man for many centuries, but it eventually resurfaces at a
time of great crisis. The Spear of Flame is a lethal, far-ranging weapon whose edges glow
with fire when used in anger. It is also famed for its uncanny arcane ability to return to its
thrower on successfully hitting and wounding a target. All these things are true....

The Spear of Flame


+100 WF (2 HL) Only owners may weld it safely (1HL)
Triple range (2 HL) Returns when thrown after hitting and wounding target (2 HL)
Double WF Unliving entities (2 HL)
Taint: welder is doomed (-4HL)

162
15.0:
.0: Equipment
15.10- Default Economic system (and assumptions):
Magonia assumes that most game worlds have an economy comparable to that of the
historical Middle Ages; namely one where money has high purchasing power and basic goods
and services are cheap. Specialist items (on the other hand) are more expensive. This situation
eases somewhat for technomagical settings. Magonia also assumes the existence of a money-
based economy. Hence, for convenience, Magonia uses the following generic currency:

The Penne is a small copper coin. It represents the most common coin in circulation, used for
everyday transactions.
The Schiling is a small silver coin. It is the most common large denomination coin in
circulation.
The Crown is a larger gold coin, rarely seen by everyday folk. It is mostly used for very large
transactions by the wealthy.
The Noble is the rarest coin type of all it may not even exist in some worlds. If it does exist
it takes the form of a flat, fist sized gold coin, or a smaller one made of a precious metal rarer
than gold.

The above coin types have the following exchange rare.

10 Pennies = 1 Schilling
20 Schillings = 1 Crown
10 Crowns = 1 Noble
For barter-based economies or settings where its customary to haggle for goods- the item is
worth as much as the holder desires! Use items base cost, adjust for circumstance and need
and exchange that value in goods. If desired make Trader vs. Trader roll: A Sore result equals
no sale!, Fail increases price by x5 actual value, while an Hero result halves the base
price (alternately, the holder may give the item in return for a comparable favour or service).

The remainder of this chapter provides an overview of goods and services available in most
fantasy worlds:

15.20 Services:
Meals and Board:
While most common folk eat food produced by themselves (and the rich have it produced
effectively for nothing), travellers are usually forced to stay at inns. However, in some
situations it is sometimes possible - or necessary - to camp under the stars and obtain their
own food via hunting, gathering and fishing.

Inn Meals:
Poor meal: 1 Penne
Average meal: 2-5 Pennes
Excellent meal: 4 Pennes 1 Crown
Inn board:
Poor 1 Pennes

163
Average 2 Pennes
Good 1 Crown.

Other Lodging Options:


It is sometimes possible for travellers to stay at a house they encounter by chance during their
wanderings. The cost for this is variable anything from nothing, to several hours labour
from each person staying at the house, up to 1 Penne to 1 Schiling per person. This mode of
accommodation can be risky some households robbing or murdering guests as they sleep!

Nobles in good standing can stay with other friendly nobles for at least one night (any other
companions given accommodation commiserate with their social status). This is usually free
but the noble has to return the favour if his/her former host subsequently turns up at their
abode, whatever the circumstances! Saints can stay in lodgings associated with a temple of
any gods they worship, but probably have to perform a minor service for its priests. Wizards
may or may not be willing to accommodate another notable wizard, depending on attitude!

Servants:
These are available in all cultures with Neolithic technology or better. A variety of servants
are available for hire by the player characters, depending on need.

Artisan 1 Schilling a day.


Courtesan 2 Crowns (all night singer, entertainer and courtly discourse).
Harlot 2 Pennes - 1 Crown.
Lackey 1 Schilling a week, plus food and board (can be poor).
Mercenary 1-4 Schillings a day, plus rights of booty.
Messenger 5 Pennes a message, per day required for message to reach destination.
Scribe 1 Schilling per significant document several hours to draft.

15.30 - Equipment:
A list of the most common equipment used in adventures is listed below. While divided by
the technology period, the majority of items are generally available in cultures with a Bronze
Age technology level or better. Descriptions are given in instances where an item takes a
variety of forms (the most commonplace item being described):

Stone Age+
Firestarter usually free.
Consists of flint and tinder; Survival +20 chance to start a fire (roll per 10 minutes).
Lodestone 5 Schillings
Always points in direction of magnetic pole (may not necessarily be north-oriented)
Small pouch 1 Penne
Securely holds upto several lbs worth of objects
Large pouch 2 Pennes
Securely holds upto 20 lb worth of objects
Rope 1 Penne per feet, capable of bearing upto 500 lbs.
Travel Rations 6 Pennes
Preserved food, per day, per person. Can be made by someone with the Survival skill for free,
given sufficient materials
Neolithic/Bronze Age+
Standard livestock and livestock by-product prices (all periods):

164
Pig 2 Crowns
Cow 5 Crowns
Average broken Horse 5 Crowns
Good broken Horse 1 Noble.
Broken Donkey 5 Crowns
Warhorse 10 Nobles
Trained Hawk 3 Crowns
Trained Hound 2 Crowns
Cow hide 2 Schillings
Sheeps fleece 1 Schilling.

Other items:
Basic cooking equipment 2 Schillings
Capable of boiling and roasting
Bedroll 5 Pennes 1 Schilling

Clothes
Poor 1 Schiling (ragged clothes 5 Pennes, or sometimes free)
Average 4 Schillings+
Rich 1 Crown 1 Noble

Hat 4 Pennes to 1 crown+


Horse Reins 1 Crown
Ink 4 Pennes sufficient for 30 pages.
Knife 1 Schilling
Parchment 1 Schilling a sheet
Treated animal hide used for writing,
Pen 2 Pennes
Pipeweed 1 Penne a pipeful
Lasts 5-20 minutes.
Map 1 Crown+
Medical instruments 1 Crown
+5 bonus to Healing Skill
Saddle 4 Crowns
Scroll 6-12 Crowns+; actual cost depends on size of work and
richness of its decoration
Shoes 1 Schilling
Sword belt 1 Schilling
Tent 2 Schillings
Holds upto 4 people in a pinch
or two very comfortably. Waterproof.
Writing medium, erasable 2 Pennes
Writing Medium, permanent 5 Pennes a page; made from various materials
from fired clay, leaves, silvers of wood, papyrus etc.
1 gallon Waterskin 2 Pennes
Waterproof Overcoat 1 Schilling to 1 Crown
Iron Age+
Bow-drill fire starter 1 Schiling,
Survival+50 bonus to start a fire
Hammer 1 Schilling
Nails 1 Penne a nail
Open lamp 5 Pennes +1 Penne fuel
Burns for 1 hour.
Torch 1 Penne per torch
Flint and iron 4 Pennes

165
Survival+70 bonus to start a fire
Medieval +
Book 6-12 Crowns+; actual cost depends on size of work
and richness of its decoration
Oil Lantern 2 Schillings +1 penne for a fill of oil.
Pictons 2 Penne a piction
Provides a +20 climb bonus.
Paper 5 Pennes a sheet
Rag-fabric based not available in all cultures.

Technomagical +
G.Ms may rule that production methods improve sufficiently within technomagical cultures for the
value of all previously-cited objects to be halved, while the increased wealth this generates results in
both the doubling of wages and any cited money allocations.
Book Printed. 4 Schillings to 2 Crowns+, depending on size of
work and richness of decoration
Glowgem 1 Schilling
A torch using a magical source of power. Lasts six hours (luminates a 20 ft diameter area)
Compass 1 Crown
An improved form of lodestone, reducing the Difficulty of navigation-related tasks by 20.
Chronometer 1 Noble
A fist-sized mechanical device capable of determining time, accurate to 1 minute a day.
Improved rope 3 Pennes per feet.
Capable of bearing a strain of upto 1 tonne.
Lighter 1 Schilling 1 Crown (depending on material)
+20 bonus to start a fire.
Lucifers 1 Penne per 10
One use lighters; +100 bonus to start a fire.
Medical kit
+20 bonus to Healing rolls 1 Crown
Moving Picture
A picture that displays a limited (and repeated) range of motion (such as an active battle scene)
1-10+ Nobles, depending on complexity.
Oil Lantern 2 Schillings +1 Penne for a fill of oil.
Burns for 2 hours.
Printing Press 50 Crowns
Allows multiple copies of a page to be reproduced in large numbers. Non portable weighs about 1
ton with all necessary equipment. Results in cheaper and more abundant books and the need for
wider literacy!
Sextant 1 Crown
+20 to Navigation skill
Steam Engine 100 Nobles+ (where available).
Capable of powering upto 8 large machines. Consumes 100 lb of wood (or 50 lb of coal) per day.
Weight 5 tons.
Telescope 5 Crowns
+20 bonus to vision rolls

All these items bar the Steam Engine may also be available in worlds with medieval levels of
technology, especially where magic is commonplace.

166
15.40- Vehicles:
A wide variety of vehicles exist even in the pre-technological cultures featured in Magonia; thus only
a sample can be given here. Vehicles can only be damaged by WB, CH and HCH attacks:

Road Vehicles:

Chariot Period: Bronze Age Iron Age


Built as light as possible to maximise speed for racing or warfare, the chariot is the possession - or
passion - of the rich.
Armour +10 HD/MPs: 60/3 Crew: 1 Passengers: 1
Propulsion: 2 horses.
Endurance: 30 minutes at maximum speed (4 hours at 25 Mv)
Mass: 120 lbs Cargo: 400 lbs
Speed - Maximum 160 Mv (21 mph)
Cost: 10,000 crowns

Waggon Period: Neolithic+


Pulled by horses or oxen, mainly designed to transport goods.
Armour +10 HD/MP: 120/5 Crew: 1 Passengers: 1+
Propulsion: 1 horse.
Endurance: 4 hours
Mass: 400 lbs Cargo: 1000 lbs
Speed - Maximum 30 Mv ( 4 mph)
Cost: 2,000 crowns

Carriage Period: High Medieval+


A sturdy, well-suspended vehicle mainly designed to transport people.
Armour +20 HD/MPs: 200/20 Crew: 2 Passengers: 10
Propulsion: 4 horse.
Endurance: 4 hours
Mass: 800 lbs Cargo: 800 lbs
Speed - Maximum 120 Mv ( 4 mph)
Cost: 10,000 crowns+

River and sea vehicles:

Small Boat Neolithic+


The small boat is often carried on larger vessels for use in shallow water areas such as
beaches and coves.
Armour +10 HD/MPs: 80/4 Crew: 2 Passengers: 4
Propulsion: oars
Endurance: rowers.
Mass: 400 lbs Cargo: 2000 lbs
Speed - 20-60 (upto 9 knots).
Cost: 2,000 crowns

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Galley Bronze Age +
The Galley is used for short duration coast-hopping voyages or warfare.
Armour +20 HD/MPs:500/50 Crew: 50 oarsmen, 8 sailors +20 marines
Passengers: variable.
Propulsion: Mostly oars, but supplemented by a single square sail.
Endurance: variable (wind and oars).
Speed:20-60 (upto 9 knots).
Mass:30 tons Cargo: 10 tons
Cost: 60,000 crowns

Longship Early Medieval to High Medieval Era.


The Longship has an elongated, narrow profile and is constructed of overlapping (or
clinker) timbers. Ideal for short duration trips and area of shallow water it can also be used
for longer voyages; albeit under appalling conditions.
Armour +20 HD/MPs:400/40 Crew: 20 Passengers: variable. Crew 20 oarsmen,
10 sailors. Passengers: variable.
Endurance: variable (wind and oars).
Propulsion: Mostly oars, but supplemented by a single square sail.
Mass:20 tons Cargo:20-60 tons
Speed - 20-80 (upto 11 knots)
Cost: 50,000 crowns

Cog Early Medieval to Late Medieval Era


An early wind-propelled cargo ship; while sturdy it is not really suited to transoceanic travel
Most cogs are fairly flat-bottomed and can be used in shallow waters
Armour +20 HD/MPs: 600/60 Crew: 20 Passengers: variable.
Propulsion: Wind (1 square sail)
Endurance: n/a (propulsion depends on prevailing winds)
Mass:50 tons Cargo:60 -80 tons
Speed - 20-70 (upto 8 knots)
Cost: 100,000 crowns

Carrack Late Medieval Era


The Carrack is a 3 masted sailing ship with an impressive cargo capacity and capable of transoceanic
voyages.
Armour +40 HD/MPs:800/80 Crew: 40 Passengers: 40
Propulsion: Wind (3 sails)
Endurance: n/a (propulsion depends on prevailing winds)
Mass:150 tons Cargo:200 tons
Speed - 20-70 (upto 10 knots)
Cost: 200,000 crowns

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15.50 - Default Weapon Tables:
Melee combat!
Weapon WF M/D Rng Type C
Human bite -30 -10/-10 0 ch X
Human punch -50 -10/-10 0 ch X
Human kick/headbutt -40 -10/-10 0 ch X
Human chop -20 0/0 0 ch X
Dagger 20[30] -10/0 0 wb[sp] 5C
Club 30 0/0 1 ch 0
Short Sword 30[50] 0/0 0 wb[sp] 15C
Warsword 50 20/10 1 wb/sp 25C
Hero Warsword 60 30/20 1 wb/sp 250C s
Kings Warsword 70 30/10 1 wb/sp 1000C s
Falchion 60 10/10 1 wb/sp 22C
Axe 40 10/10 1 Hwb 10C
BattleAxe 70/80(-10E) 20/15 2 Hwb/sp 12C
Mace 50 10/10 1 Hch 8C
Hammer 40 20/10 1 Hch 10C
Quarterstaff 2 20/40 0/10 1 ch/ch metalled 0/1C
Spear 2 60 0/10 2 sp 1C
WarFlail 70 20/10 2 sp or ch 9C
Bastard Sword 1/2 70/80 10/10 2 wb/sp 30C
Tuck 90 (+10E) 15/15 2 sp 30C
Warhammer 2 110 (+10E) 20/10 1 sp 20C
60 Hch
War Maul 2 50 20/20 3 ch 12C
Pole Arm: 2 70 20/0 3 sp 12C
50 wb
GreatSword 2 100 20/20 3 wb/sp 40C
Great Axe 2 90 20/20 3 Hwb 15C
War Maul 2 70 20/10 3 Hch 12C
Long Spear 1u/ 2 80 10/0 3 sp/sp- Charge 3C
Lance 1u/2 100/200 20/20 3 sp/sp- Charge 2C

RANGED WEAPONS:
Weapon AM WF ACC M/D Rng Type S ROF C
Dart 20 -50 10/10 8 sp 1 AS 2S
Knife 30 -60 0/10 4 sp 1 AS 6C
Throwing Star 30 -40 10/5 6 sp 1 AS 4S
Hatchet 40 -50 15/15 8 wb 1 AS 10C
Charkram 50 -40 10/10 8 wb 1 AS 3C
Hatchet 40 -50 15/15 8 wb 1 AS 10C
Spear 50 -40 10/0 10 sp 1 AS 1C
Sling 70 -60 10/15 100 sp 1 1/1 2C
Shortbow 60 -60 10/10 50 sp 1 AS 6C
Longbow 80 -50 15/20 70 sp 1 AS 12C
Yewbow 100 -40 20/30 80 sp 1 ! 16C
Elfbow 110 -20 10/10 100 sp 1 AS ?
Crossbow: 20 120 -20 10/10 80 sp 1 1/3 20C
Arquebus 40 150 -80 10/10 100 wb 1 1/6 30C
Repeating Crossbow 10 60 -50 0/0 35 sp 6 AS 12C
Handgunne 30 100 -100 10/20 20 wb 1 1/8 20C
Arquebus 40 130 -80 10/10 100 wb 1 1/6 30C
Composite bows: +20 rng, +20 WF and double cost. Yewbows cannot be so enhanced

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15.60 Weapon descriptions:
descriptions:
Axe
A flat, curved one-sided blade mounted on a stout wooden pole; weapon often 2 lb in weight
and 4-5 feet long.
Battle Axe:
A larger, heavier and longer version of the Axe, made exclusively for war!
Barbarian Sword:
A weapon much akin to a Warsword, but capable of only inflicting slashing injuries. Many
are made from weak iron and have a tendency to bend, although some are forged from steel!
Bastard Sword
A 3 lb sword capable of being used with either 1 or 2 hands, with a length of around 50
inches. Treat as a Warsword in regard to damage when welded one-handed.
Club
A heavy, dense piece of wood around 1.5 lbs in mass used as bludgeon.
Dagger
A short bladed weapon around 0.5 lbs in weight and 12-15 inches in length, usually used for
close quarters fighting for finishing off critically injured friends and foes.
Falchion
A one handed sword usually just under 3 lbs in weight and around 30-40 inches long, with
one edge bulging from the tip to halfway along its blade in order to improve its effectiveness
as a cutting weapon. Favoured by foresters and Urruks!
Great Axe
A 40-50 inch long and heavy 3lb axe-like weapon, often used in executions.
Great Sword
This formidable weapon reassembles a massive Warsword, designed to be used with two
hands. A great Sword weighs about 6lbs and is around 60-70 inches long
Heros Sword:
A weapon much akin to a Warsword, but made heavier (7 lbs or more) in order to inflict more
severe injuries. Usually unavailable for general purchase, being form-fitted for its owner.
Anyone else halves their Melee skill when using it and may suffer serious arm and shoulder
strain on a Sore result!
Kings Sword
This class of Warsword is made especially to compliment strong, wealthy fighters (usually a
King or a renowned hero) such weapons are often considered legendary swords that no
other man but its user can weld. In actuality, while such swords are notably heavy, much of
exclusiveness results from them being painstakingly form-fitted to its user. As a consequence
anyone else other than its user halves their Melee combat skill, unless learning its use as if it
was a distinctive class of weapons. These swords weigh about 6 lbs and are 50-60 inches in
length.
Mace
A 20-25 inch long weapon consisting of a thick wooden pole terminating in a bulbous
weighted crushing head; the edges of either being flanged or flat. This weapon usually weighs
around 2-3lbs.
Quarterstaff
A stout, dense 5-6 feet long pole used as an agile crushing weapon. Weight about 1.5 lbs.
Pole Arm:
A 70-90 inch long weapon taking the form of an elaborate axe-head mounted on a sturdy
pole, weighing around 4 lbs.

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Rapier
This Medieval/Technomagical era weapon takes the form of a long, thin blade made mainly
for civilian use. A cruder version appears in the Bronze Age. Rapiers usually weigh about 2.5
lbs and are about 40-60+ inches long. While very agile, Rapiers are not particularly suited for
war, having a tendency to break when striking hard surfaces; shattering on any Sore attack
roll).
Short Sword
Primarily a stabbing weapon but also capable of slashing, the double-edged short swords is 2
lbs and around 15 inches
Spear
A long 6 feet long wooden pole with a large pointed head mounted on the end, usually just
under 2 lb in weight.
Spear, Long
A weapon identical to the standard spear but with a length of 8 to 9 feet. It requires a strong
user to utilise effectively.
Tuck (or Estoc)
A Late Medieval two handed sword designed to penetrate mail. Due to its specialised design
a Tuck (or Estoc) is only capable of inflicting modest stabbing injuries.
War Dagger
A long, pointed blade weapon around 8 inches long and 1 lb in weight. Often used to dispatch
the critically-injured on the battlefield.
WarFlail
Similar to a Mace, but comprising of 1-4 weighted crushing heads attached to a chain; usually
weighs about 2.5 lbs
Warsword
A long bladed , double edged balanced and pointed-edge sword typically weighing 3 lbs and
about 40-50 inches in length. One of the most versatile weapons available.
Warhammer
A heavy 2-handed thick-handled hammer around 25 inches long; one end is flat (for
crushing), the other spiked - good for penetrating armour albeit at reduced wounding power.
War Lance
A thickened 5-8ft long, 2-3 lbs variation of the spear used by mounted warriors to attack
targets while at full gallop (double WF in this situation). While devastating, the impact
usually shatters the lance the weapon only remaining intact on a double numbered roll
result.
War Maul
A large hammer-like weapon used by very strong fighters, weighing about 5 lbs.
15.62 Ranged Weapons:
Weapons:
Arquebus
This Late Medieval firearm features two notable innovations the inclusion of a trigger
mechanism (or serpentine) and a stock. Ignition can be via slow-burning match or via a
Snaphaunce or flint-lock; the latter increasing the weapons cost by x3. Both, in
combination with a better understanding of black powder and guns in general result in this
weapon becoming a significant threat on the battlefield. Any significant rain or moisture will
cause the weapon to automatically misfire unless a flint-lock; only occurring on a roll equal
to half the shooters chance of a win result or less. Assume a mass of around 12 lbs and a
length of 25-50 inches. It can be safely used as a club with a reach of 1.

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Composite Bows:
Any bow can be built with the composite option, but not all cultures have access to the
processes underlying their construction, which may be discovered as far back as the Iron Age.
Created by gluing layers of wood and bone under tension it has an extra +20 rng and +20
WF. Cost is doubled.
Crossbows:
This feared weapon consists of a small (but very strong) bow attached to a wooden stock,
pulled back by a rack and pinion system. Repeating Crossbows also exist in some cultures
while having a faster rate of fire and equipped with a magazine holding 6 bolts it is notably
more weaker. Repeating crossbows cost tripe the price of conventional ones.
Charkram
A hollow throwing disc with a bladed edge, weighing about 1.2-1.5 lbs and 8-12 inches in
diameter. Some myths claim an exceptional hit can behead a target.
Dart
A small hand-thrown weighted arrow weighing about 0.2 - 0.5 lbs.
Elfbow
An Elf weapon comparable to a longbow in appearance, size and power, but requiring much
less strength to use. The method of their construction is an elvish secret; these highly valued
bows are never sold, but are sometimes given as a token of great friendship.
Handgunne
Appearing late in the High Medieval era, the handgunne represents one of the earliest black
powder weapons available; consisting of a small metal barrel attached to a metal or wooden
stock around 10 to 20 lbs in weight and around 30-50 inches long. The powder is ignited by
placing a heated wire or slow burning fuse to a touchhole. This weapon is notoriously
difficult to aim and prone to misfiring the G.M should consider halving the characters
shoot skill if firing this weapon unbraced, or an additional -20 if firing it from the firers
shoulder. It bursts on a Sore result - inflicting a +40 to hit /WF 80 damage to all within 3 feet
(attack on firer doubles these values)! This weapon is inferior than most on the battlefield,
but the noise from these weapons induce a -20 reaction penalty to those on the receiving end!
Longbow and Yewbow.
A tall bow made from specially selected and treated wood, to optimise its tensile strength. A
Yewbow is an advanced form of longbow created from the inner and outer portions of a
yewtree resulting in a natural form of composite bow capable of generating a massive
pull requiring a very strong archer to use effectively.
Musket
A Post Medieval weapon, created in response to combatants wearing thicker armour to
counter the greater preponderance of firearms on the battlefield. Weighing around 20 lbs and
5 feet in length; its significant bulk is supported by a forked pole. The weapon is also built to
be used as a club treat as a 30/20 wounding War maul with a Reach of 1. Any significant
rain or moisture will cause the weapon to automatically misfire.
Pistole
This weapon represents a generic (fairly) Late Medieval era pistol. Designed to be hung from
a belt or concealed by a cloak, the best incorporate flint lock ignition, although most are
matchlocks. Misfires occur on a roll equal to half the shooters chance of a win result or
less if used in wet or damp conditions. Weight is around 4 lbs, length around 12-15 inches;
like all early firearms it can be safely be used as a club (treat as a club with a reach of 0).
Sling
A sling consists of a leather strap attached to a hollow, hemispherical-shaped holder for small
stone pebbles or similar. A loaded sling - when swung through the air and released - can be a
surprisingly effective weapon.

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Shortbow
A fairly small bow with a modest pull, usable by almost anyone.

Weapon Variations:
Weapons can vary by around +40/- 60% in terms of WF, P, Acc and AM, and +20%/- 80%
in terms of range. Less effective weapons tend to be cheaper, while more effective examples
are more expensive (in the latter case as much as the market will bear!).

15. 63 - Tools of War - Armour:


The following armour is considered to protect the body and limbs unless otherwise stated.
For head protection see helms, below.

Buff coat: A thick leather coat favoured by post medieval feet soldiers; while only offering
modest protection against melee weapons (and virtually nothing against firearms) it is much
lighter than the metal armour of this era, which is gradually losing popularity due to its
weight.

Breastplate; A double-sided piece of metal armour only offering protection to the chest or
torso weighing around 15 lbs.

Chain; A full body suit consisting of fine interlocking metal rings, weighing around 20-30
lbs. It should be worn with a Leather armour undergarment to minimise chaffing and impact
injuries.

Chain Shirt: A delicately-made mail shirt made to be worn under clothing, for discreet
protection in civilized areas. Another layer of clothes has to be worn underneath it to avoid
chaffing; succeeding in a Creep roll vs. a difficulty of 40 spots its presence !

Cloth Armour; A suit of heavy padded cloth just about better than nothing!

Full Dragoon Armour; A very heavy form of field plate, introduced in the Late Medieval+
era as a response to the appearance of firearms on the battlefield. Totally encasing the body,
this weapon can resist pistol fire (and also fairly distant musket fire). The main disadvantage
is its weight usually in the order of 70-80 lbs. It is also very expensive! A Lobster style
Great Helm is included in the weight allowance (and purchase). Due to its weight it is really
only practical for soldiers mounted on horseback, hence its name.

Dragoon Armour; A Late Medieval+ partial form of Field Plate, only covering the torso and
head - created as a response to the appearance of improved firearms on the battlefield. Weight
around 50 lbs. The weight is just about bearable for feet soldiers, although it is still hot and
fatiguing to wear.

Great Helm; A metal helmet with a visor. Covers most of head; weight 5 lbs.

Helmet; As the Great Helm, but covering only the upper part of head. Used by wealthy
common soldiers. Weighs 3 lbs.

Field plate; A full body suit comprising totally of well-articulated metal plates, weighing 50-
70 lbs

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Leather; A full-body suit of cured leather (or comparable material), weighing about 3 lbs.

Limb Armour (Bronze/Iron Age); Limb protection in the form of metal plates, weighs 8-12
bs per limb. This form of armour is often unpopular with fighting men often discarded in
favour of greater mobility.

Metalled; This armour, weighing around 15-20 lbs, consists of metal plates (either in the
form of flat plates or scales) fitted onto thick leather and possibly covered by the same
material.

Platemail; A 40-50 lb full body suit mostly consisting of thin metal plates but with some
areas protected with leather-backed chainmail.

Ringed/boiled; As above, but with the leather either pre-boiled in oil or reinforced with
metal rings.Weight around 5 lbs

Ringed and boiled; As above, but using pre-boiled leather subsequently reinforced with
metal rings. Weighs about 10 lbs.

Metal Limb Armour (per limb)


For platemail and field plate suits; 8 lbs and 50C per limb.

Armour Variations:
Armour can vary by around +40/- 60% in terms of Hardness, D.M and weight. As with
weapons, less effective armour tends to be cheaper, while more effective examples are much,
much more expensive....! Round up all defensive values to the nearest 10.

15.64 Tools of war - Shields


The following shields are available from any culture with a Neolithic or better technological
base. For each 5 M below the shields cited Min M, subtract -20 from users Shield skill.
Metal shields - while tougher - acquire a -20 use penalty for each double numbered Shield
skill roll made defending against metal melee weapons heavier than a dagger. The shield may
be repaired to remove damage penalty, if desired (use Armoury skill to fix).
Buckler
While this tiny shield is too small to effectively block missile attacks, a buckler may be used
to defend against melee hits, albeit at a penalty of -20 to Shield skill. Wooden bucklers shatter
on the first SORE Shield skill rolled by its user, when defending against any metal or bladed
melee weapon heavier than a dagger, but are lighter and cheaper than metal ones -which are
effectively immune from breaking (if not from damage).
Medium
A round, square or teardrop shaped shield covering upper portion of the users body. Unlike
the buckler, it can be used to block missile attacks. It breaks on the third SORE shield Skill
result rolled by its user when defending against any metal or bladed melee weapon heavier
than a dagger.
Round Shield
While this shield is roughly the same size (and provides the same protection) as the Medium
shield it is much thicker and provides a defensive bonus of +10. Due to its thickness it only

174
breaks on the sixth SORE Shield Skill result rolled by its user when defending against any
metal or bladed melee weapon heavier than a dagger.
Kite Shield
A large, teardrop shaped shield protecting most of the users body. A kite shield can be used
to block missile attacks and provides a +20 Shield bonus vs. both melee and missile attacks. It
breaks on the fourth SORE Shield Skill result rolled by its user when defending against any
metal or bladed melee weapon heavier than a dagger.
Tower Shield
A large heavy rectangular shield providing superior body coverage. Can be used to block
missile attacks, providing a +50 shield bonus vs. melee and projectile weapons. This bonus is
doubled for frontal attacks if 4 or more fighters bunch together to form a protective
tortoise. It breaks on the fourth SORE Shield Skill result rolled its user when defending
against any metal or bladed melee weapon heavier than a dagger

Type Bonus Mass Min M Cost Period


Bucklers
Wooden -20 3lbs M 0+ 5 Crowns Neolithic+
Metal -20 5lbs M 5+ 10 Crowns Bronze Age+
Medium shield 0 5 lbs M 10+ 10 Crowns Bronze Age+
Round shield 0 7 lbs M 15+ 15 Crowns Bronze Age+
Kite Shield +20 7 lbs M 20+ 20 Crowns Early Medieval+
Tower shield +50 20 lbs M 25+ 30 Crowns Bronze Age+
Option: Metal Rims:
Any of the above shields (other than the metal Buckler) can be fitted with a metal rim. This
increases the shields cost by 30% and increases its breaking tolerance by two.

Description of weapon aspects:


AM: Number used in lue of users B-physical modifier.
D-Add: Optional bonus to targets defence roll
WF: Measure of weapons effectiveness in combat,
M: Minimum M required to handle weapon. If lower, subtract triple the difference from
WF and Melee and Shooting combat rolls! Otherwise add B-Physical score to WF
D: Minimum D required to handle weapon. If lower, subtract triple the difference from
Melee and Shooting combat rolls!
/Charge Increase in WF when used on a charging mount.
R: Reach factor of weapon (Melee weapons only).
Rng: Range factor of Weapon (Shoot weapons only)
Shots: Ammunition capacity of weapon (usually 1)
ROF: Rate of Fire. Either AS (= as per rules), or in number of Recounters to ready.
C: Cost of weapons (usually in Crowns).
s: Made from Superior metal; will not break if used against a weapon composed of
normal or Best steel.
1 Can be used with 1 hand
1u: Can be used with 1 hand if couched, and if the user is mounted and using stirrups.
2: Weapon requires use of two hands.
h: A ranged weapon which only requires 1 hand to use.
Sp: Stabbing Point
Ch: Crushing head
Wb: Wide blade
H: Weapon can be used as a smashing tool without being damaged.
(+n E) Add this total to all Effect rolls simulates weapons with excellent penetration
but lower damaging capacity. Kill hits remain as originally rolled.

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15. 65 - Tools of War - Helms
Note:
Helms are an optional rule. G.Ms can rule the armour types discussed previously include
helmets and ignore the rules cited below regarding aimed blows to the head.

Anyone entering combat should seriously consider buying a helm...!

Leather Cap Stone Age+ 5 Crowns 1 lb


Better than nothing; reduces Head Hit bonus by -10
Reinforced Leather Neolithic+ 10 Crowns 2 lbs
A head covering made from leather and reinforced with harder material; reduces Head Hit
bonus by -20
Pot helm Bronze Age+ 15 Crowns 3 lbs
A metal helm only covering the wearers skull. Reduces Head Hit bonus by -30
Partial face helmet Bronze Age+ 30 Crowns 4 lbs
This type of helm covers the skull, eye sockets and sides of face. Reduces Head Hit bonus by
-40
Flat Great helm Medieval+ 50 Crowns 5 lbs
This early class of great helm so termed due to its distinctive flat top profile (reassembling
a small metal bin with eyeslits) completely covers the wearers head and reduces Head Hit
bonus by -50. However, blows aimed at the helms crown (which may be attempted at the
cost of an extra -30 Difficulty to a melee attack) reduces this to only -20 ! Additionally, any
skill roll associated with vision is halved for anyone wearing this helm. Flat great helms
generally do not have visors and hence must be removed to mitigate this penalty.
Advanced Great Helm High medieval+ 60 Crowns 6lbs
An Advanced Great Helm completely covers the wearers head; Reduces Head Hit bonus by
-60. Its improved rounded, form-fitting construction results in this particular helm not being
vulnerable to downward blows! Any skill roll associated with vision is halved while wearing
this class of helm; this may be mitigated by raising the visor - which in this case reduces
Head Hit protection value to -40.
Lobster Helm Post medieval+ 60 Crowns 8lbs
A Post Medieval Great Helm mostly covering the wearers head and neck, reducing Head Hit
bonus by -70. It has an open faced front and hence doesnt induce any vision penalties;
however, it only protects at -10 against narrow bladed stabbing object (such as a sword) or
missile weapons

14.66 -Enhancements for Metal Armour, Weapons, Shields and Leather-based armour:
The following enhancements may be available for metal and hide-based armours; metal
enhancements are only potentially available from cultures with an Iron Age or better
technological base! Metal weapons gain the appropriate cited bonus added to its base WF
value, while metal armours add the cited Armour rating of the material selected to its base
Protection Value.

Weapon Variations:
Weapons can vary by around +40/- 60% in terms of W, P, Acc and AM, and +20%/- 80% in
terms of range. Less effective weapons tend to be cheaper, while more effective examples are
more expensive (in the latter case as much as the market will bear!).

176
Material WF Armour Additional Cost
Best human steel +10 +10 x3 cost
Superior Metal +20 +20 x10 cost
(or best realistic meteoric steel)
Elite Metal +30 +40 x100 cost
Starmetal +40 +60 x1000 cost

Hides: (for Leather and Reinforced Leather armours):


The following exotic hides may be available; note some are taken from sentients; which
results in the wearing acquiring a reaction penalty from that particular species.

Material Armour/Shield Cost Reaction modifer:


Urrkhide +10/0 x2 cost -10 reaction from Urrks
Giant Lizard hide +20/+5 x4 cost +10 bonus
Cataleopas hide +30/+10 x5 cost +10 bonus
Drakka hide +20/+10 x10 cost -40 reaction from Drakkar
Trullskin +20/+10 x100 cost -10 reaction from Trulls
Dragonhide +60/+30 x1000 cost -80 reaction from Dragons
+20 bonus by almost all others.

177
15.67 Arms and the Earthers.
While it is strongly recommended that modern Earther weapons and similar objects should remain on
Earth - for the purpose of preserving genre, atmosphere and balance - it is always possible they may
be transported with the characters to the crossover world. There should, however, be no way to find
additional ammo, other than by building a munitions factory from scratch time to learn a bit of
swordplay, maybe? Some example modern and futuristic Earther weapons are given below:

Weapon ACC WF M/D Rng S ROF C


Pistol -60 +80 +5/+10 50 12 AS NA
SMG -40 +100 +10/+10 70 30 x3 N
Shotgun +10 +40x3 +15/-10 15 8/2 AS NA
5.56mm Assault Rifle -20 +100 +5/0 160 40 x3 NA
7.62mm Battle Rifle -40 +120 +20/+10 200 20 AS NA
Portable ATG E! -50 +600 +10/0 1500/5^^ 1 1/3 NA
Hand grenade E! n/a +100x3 +10/0 15/^ 1 1 NA
Blooper Grenade E -60 +50x2 +5/0 140/2^ 1 1 NA
4mm M2 Assault Rifle -20 +110(2) +5/0 200 60 x4 NA
Future Gun 0 +140 0/0 500 100 x6 NA
Rng = n/n = Second figure equals weapons blast radius.
! = Weapon is destroyed when used.
X(number) = Weapon results in
^ = Reduce WF by -20 per feet.
^^ = Reduce WF by -10 per feet
E = Explosive cannot be used in a confined space (User takes a full WF hit from
weapon if so utilised. All characters within the weapons blast radius are subject to
an attack. Attack factor is doubled for purposes of knockback. Weapons damage
not reduced by range (other than in terms of its blast radius area).
NA = Depending on setting, weapon is either priceless or only scrap metal value!
(2) = Halve defensive value of any Kevlar or archaic armour worn by target.

The M2 assault rifle is intended to represent the next generation of combat firearms, using improved ballistics,
electro-thermal assist, binary gas reaction, etc.

The Future Gun represents any weapon utilising principles more advanced than conventional firearms; such as
a railgun, laser or particle-beam weapon. x2 WF for Railguns, Lasers have double cited range and WF but
add +10 to wound table results and can be deflected by mirrored armour ( 5 lbs +20 (+200 vs. lasers) );
particle beam weapons inflict an extra +100 WF.

Some example modern armours:


+80 (+40) = Kelvar - quarter value vrs melee weapons
+100 (+50) = Improved Kelvar - halve value vrs melee weapons
+180 (+80) = Kelvar with inserts
+180 (+90) = "Draco" class body armour (formed from interlinking composite
rings/scales)
Futuristic Armours:
+20 (+150) Anti Laser Armour
+120 (+60) Synthetic Spider-silk armour (can be worn unnoticed under clothing).
+400 (+200) Assault Armour .
+600 (+300) Robotic Battlesuit (for comparison purposes only!)
NB: Shotguns halve wound factor vs. all classes of armour.

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16.00 SIMULATING HEROIC FANTASY GENRES
This section aims to fulfil two objectives. The first is to present various pre-defined game
settings in Magonia terms, for those G.Ms wishing to simulate a specific fantasy genre.
However, while many players and G.Ms are initially keen to set games in an archetypical
backdrop, this enthusiasm often cools once a settings limitations gradually become
apparent! Therefore, Magonia also provides a method by which G.Ms can create bespoke
settings, by mixing elements from various fantasy genres. This is achieved by the prospective
world builder choosing a series of keyword elements defining specific fantasy tropes. But
what are we actually trying to simulate in the first place..?

16.10 - What is Fantasy - and who are the heroes?


While a valid definition of fantasy would be any type of make-believe, Magonia is
designed to simulate so-called heroic fantasy fiction. These stories involve a protagonist
involved in an extraordinary struggle or test of strength and will (the heroic constituent)
within a setting associated with from our perspective mythical and/or improbable
aspects (the fantasy element). The latter may relate to monsters, strange peoples,
functioning magic and/or divine intervention. Unlike science fiction, which is based on
speculative extrapolations of technology and scientific knowledge, fantasy uses the ideals
and dreams of pre-technological peoples; presented as an alternative reality where such
concepts are valid. The setting can be anything from a fanciful version of the historical past,
a mythic dawn age or even another world. While most iconic fantasy occurs in fictitious
versions of the distant prehistoric past, other stories occur in an alternative magical
universe, other worlds isolated from our own or even future versions of Earth where exotic
applications of advanced science resembles magic. In most settings the ability to weld
magic is a rare and innate gift a convention reflected by the default Magonia character
generation rules. But - less often - some fantasy worlds work on the assumption that
virtually everyone can work magic, given a degree of experience and/or training; another
approach which Magonia also allows.

But what of the characters? Magonia assumes all player characters are heroes;
extraordinary individuals capable of extraordinary deeds. Characters start play with a small
pool of Fortune points, significantly higher-than-normal attributes, skills and special abilities
(if desired). While they are heroes, they are only heroes in respect of the deeds they can
perform. They can be amoral and even carry out bad or evil acts through design or accident.
Even morally good characters probably do things or adopt attitudes many modern people
would find distinctly uncomfortable. These individuals in all likelihood hold a pre-industrial
mindset where its normal to hunt and kill animals for food, where a stable monarchy and
class system defines the natural order and where its deemed correct to enslave or kill
enemies, non-believers and monsters. They probably also exist in a culture where acts we
would consider barbaric or a gross abuse of (in?)human rights are the norm; such as public
executions, collecting the heads/hands of enemies as trophies and destroying the land-holds
of subsidence farmers. Many historical cultures often deemed women as effectively the
property of their father or husband often punished more harshly than men when caught in
extra-marital sex or adultery. On the other hand, they probably uphold and display chivalric
values in regard to their own people; defending them against enemies, respecting the virtue
of their women and ensuring wrongdoers are punished. But even in this respect, some
modern fantasy stories take ironic pleasure in turning the traditional tropes of Chivalric

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fantasy on its head, showing the class system from the perspective of the powerless. In
such tales, nobles and knights are depicted as callous, bullying, unjust and rapacious while
the commoners are presented as the settings actual heroes - mostly concerned with
retaining whatever they can.

A hero, then, is merely a person capable of performing extraordinary deeds, whose lifestyle
often places them in extreme situations. In both mythology and fantasy role-gaming the
predominant motif is one of growth. Heroic characters grow in terms of improving their
attributes and skills through experience, along with accumulating wealth and renown - or
notoriety. Their lives also progress through them coming to terms with grim past deeds,
personality flaws and general shortcomings - simulated in Magonia through the in-game
ability of buying off any Banes they may have acquired via Growth points.

15.20 Choosing A Fantasy Sub-Genre.


Magonia G.Ms have three general choices in regard to choosing a game-setting. The first
(and easiest) option is to not create any at all(!) - every adventure occurring in an ill-defined
realm with a technology level equal to Earths medieval era. Virtually every option
mentioned in the rules is available. Technomagical devices should usually be omitted, but
the various suggestions cited within the Rules of Magic section are utilised. Whatever
options are used, the G.M can disallow Gifts or Banes requiring interaction with - and
therefore the creation of - a detailed culture. Adventures in such settings will conveniently
be centred on the exploration of distant ruins and underground caverns isolated from the
game-worlds culture. This is a very good option for new players and G.Ms but there may
well come a time when everyone wants just a little bit more...

This leads us to the second choice; to base the game in a pre-defined setting. This could be
derived from a literally source or a historical/mythical era featuring functioning magic, exotic
peoples and monsters. In this instance the G.M should study any existent source material.
Whatever the case, the G.M should make special note of the following

1: What sub-genre of fantasy does the game setting depict? Reading the genre summaries
given later in this chapter will be useful in this regards.

2: If magic is featured, does it have any special rules or limitations? Use the Rules of Magic
to help quantify these specific elements. For example, Worlds where magic exists but is rare
are best defined using the Aging Wizardry, Weak Wizardry Fatiguing Wizardry and
Item/artefact based Wizardry whatever best fits that world. A setting where magic
corrupts or is the fait of the Gods is best handled by using the Corrupting Wizardry and the
no Wizardry rules, respectively. Some sub-genres tend to feature specific forms of Wizardry
and Piety, as explained below.

3: What is the base technology level of the world in question? If you are unsure at this stage
read Chapter 17 and - based on what appears in the source - choose the option that best fits.

4: What significant monsters, creatures, species or (comparable) Variants are featured?


Many literary settings only feature humans and the occasional monster, while others feature
a few specific monsters/species. In some instances it can be unclear what actually exists and

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what is mythical within the setting! Therefore, the designer may wish to take an interpretive
approach, allowing anything the source doesnt specifically rule out! Alternatively, they may
adopt a conservative viewpoint and exclude all species, monsters and creatures not explicitly
mentioned by the source material. One easy way is to ascertain how close to Earth in terms
of reality the source world is erring towards the latter view for those with a distinctively
terrestrial ambiance. Another (more fun) approach is to depict that particular world as if
certain monsters or species do actually exist there - although some purists may object to this!

5: The GM should also decide how closely the game sticks to any source materials
associated plot. Will the campaign act out each scene but with an ending influenced by the
outcome of events? Will the G.M let the plot develop as depicted, replace certain elements or
feature the original storyline in a different order? In regard to such adaptations, never forget
a writer can directly control the actions of their protagonists G.Ms do not have this luxury!
Furthermore, while Magonia is better than other RPGs in simulating the luck of heroes the
dice can still be very cruel possibly equating to a major rewrite even for a by the book
version!

6: Lastly, will the sources original characters be used? Many literary protagonists tend to be
powerful and fairly well-developed in terms of skills and attributes character advancement
thus probably being sidelined for epic adventure in this instance! In this regard see the
character generation rules in relation to creating Experienced and Veteran characters.
Ensure skills and attributes emphasized in the source material are among the characters
highest - or the lowest if they are depicted as incompetent in certain areas!

One option in regard to 5 and 6 is to use the settings geological, geographical and
cultural elements but omit the featured plot and replace the original protagonists with the
player characters!

The G.M is advised to skim through the remainder of this chapter even if he or she is using a
pre-defined setting, as it provides some useful hints. Literally sources obviously omit some
elements as being of no relevance to the tale concerned; hence, it is useful to determine
these details should they subsequently become relevant in play. The second choice is to use
the guidelines given in these rules, to create a backdrop of their own invention. For those
wanting a little kick-start, use one of the pre-defined subgenres presented in sections
16.31 through 16.42 and build the setting based on the assumptions of that particular
fantasy trope. To aid the G.M in this particular task, the remainder of this chapter is
devoted to presenting a design system aimed at facilitating this creative process, which lists
the meanings of the abstracted descriptions given in the genre summaries.

A list of the most typical fantasy sub-genres now follows, represented in Magonia terms:

16.31
16.31 - Swords and Sorcery :
Swords and Sorcery settings tend to feature harsh, savage worlds - usually an imagined
Earth thousands of years prior to recorded history. Swords and Sorcery landscapes tend to
be expansive prehistoric creature/monster-haunted wildernesses occupied by barbarian
societies, with the occasional feudal city state or small empire. Population density tends to
be fairly low and widely dispersed. Gods tend to be mostly abstract concepts which people

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nonetheless still strive and even willingly die for. While magic (usually) exists, it usually takes
the form of corrupting sorcery difficult to learn, difficult to control and spiritually polluting.
Despite their powers, wizards can still be defeated by a resolute and strong sword-arm,
possibly explaining the subsequent demise of this art! Regardless of the era supposedly
depicted, most Swords and Sorcery settings have a pseudo-medieval technological basis,
albeit with a veneer of savagery; think of a world designed by heavy metal record label
designers! Objects tend to have an angular, brutal aspect, with weapons adorned with
spikes, horns, fierce animals and/or death-related imagery. People often speak brashly and
in a brazen manner, liberally uttering oaths. Swords and Sorcery heroes tend to be physically
strong individualistic outsiders enjoying an almost unique degree of social freedom;
although this may cause them difficulty (and Difficulty!) when interacting with others.
Protagonists tend to be self-motivated "anti-heroes" with an amoral lust for life, wealth and
adventure. In a reality typified by silent gods, their lives represent a spirited, driven effort to
find meaning and purpose, a motivation that spurs them to acquire regard and (maybe)
status through their amazing deeds.

Keyword elements:
Most Swords and Sorcery usually have a Pseudo Medieval technological basis with most
characters starting as Low Status Freebooters, who attain social Mobility via Deeds if
sufficiently heroic (and lucky). Sword and Sorcery settings are Darwinian in aspect. As a
consequence characters are often Stoic. They are also passionate and thus such settings
Features Sensuality; sometimes indirectly expressed in some older sources, due to the
censorship laws that they had to accommodate! Society is usually Socially Stratified, often
Corrupt, indifferent or Uncivilized with many Uncivilized Areas and a widely Scattered
population base. Despite this, Woman Warriors Exist! Monsters are Rare and tend to be
fantasy versions of Prehistoric Life. There are usually No Non-human Races although
Variants are Commonplace. Magic is Rare and Corrupting. Generally the gods Never
Intervene and Saints usually Dont Exist in archetypical Swords and Sorcery fiction but if
present they only have access to Base powers (Augury, Exorcism and Intervention) along
with other social or intellectual advantages. Any Divine Intervention that does occur
manifests in a mundane way; highest possible result is a WIN.
Dawn Age Anachronism:
Use the General Weapon Table (ignoring all references to firearms), as a guide to what
weapons are available to player characters regardless of the games apparent technological
base. The best metals available are Steel or Starmetal; other types usually dont exist!
Dawn Epoch Armour Shortage:
Armour tends to be rare in Swords and Sorcery; metal armour is deemed to be x2 more
expensive than the cited default value. This is balanced by all player characters getting a
free +20 bonus in Skinclad; the archetypal Sword and Sorcery heroes rarely fighting in full
armour (at least in fantasy art).
Blod un Thundar:
Combat in Swords and Sorcery fiction tends to be notably gory. Hence, the G.M can rule that
any Effect Injury above Injur is deemed to be an automatic instant kill in regard to V grade
characters! The G.M should ascribe their sudden demise as resulting from cloven skulls,
bloody decapitations, eviscerated bellies and similar traumatic fatal injuries!

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Saintly Solace:
To balance their relative weakness in this setting, give Saints an extra pool of F points equal
to their Piety/10 at the beginning of each game session (representing divine favour). These
bonus F points are consumed and not replaced until the next game session.

16.32
16.32 Chivalric Fantasy :
The game is set in a feudal kingdom with a medieval technological base and social
organisation. The heroes are usually knights or similar noble warriors living by a distinctive
ethos, such as Japanese Samurai. The kingdom is ruled by a powerful (and usually) just king
whose realm is threatened by various hostile forces, within and without. Characters follow -
or try to follow - a cultural ideal, usually the chivalric code. Chivalric worlds feature mighty
castles, mysterious beautiful women clad in white silk, mysterious forests and epic quests.
While the setting is often supposedly historical, it represents a predominantly mythical
interpretation of the era in question, representing the ideals and common beliefs of that
time rather than the actuality!

Keyword elements:
Chivalric games are generally typified by Low Social Mobility but characters are usually
High Status only (usually +1 or more) who Serve Their Lord. There is, nonetheless, Mobility
via Deeds for the less fortunate. The kingdom and most of its characters are Ethical and
Highly motivated, or at least believe themselves to be. Most setting are Pseudo Medieval,
usually including field plate but omitting firearms and cannons. Characters usually Follow
Chivalry and Chivalric games Features Sensuality. Magic exists but is usually Rare;
furthermore the Magic as Sorcery Rule is often adopted, along with the Only by Seraphs
option; wizardry only accessible to demon or Faerie crossbreeds. On the other hand,
Standard Saints exist games based in Western European type settings usually employing
the Monotheism option in regard to available powers. Asian style type settings should
consider featuring Martial Arts and Wuxia Feats. The world is precariously Balanced
between Good and Evil, with the fate of the kingdom often determining which way the
scales actually tip. Epic Quests are often commonplace and usually focus on recovering
powerful Hallowed objects or Relics.

Specific Factors:

What is Chivalry?
The nature of the Chivalric code is obviously pivotal to a Chivalric campaign. For a setting
akin to Western Europe, the following strictures are likely to apply:

1: Always be loyal and obey the will of your lord unless contrary to decent behaviour.
2: Do not kill without good cause, be charitable and do not steal or pillage.
3: Never break your word and do not bear false witness against anyone, even enemies.
4: Be gentle and respectful to women.
5: Treat your social inferiors with respect.
6: Always treat Saints, priests and your religion with relevance and respect.
7: Be brave and never display cowardice before your foes.
8: Fight fairly and never exploit any advantage, other than your skill.

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9: Husbands and wives must never be unfaithful, but love affairs without any physical
aspects are tolerated if conducted discretely.

The characters in games with Asian style settings usually follow 1, 2, 3, 6 and 7, with the
latter being considered the most important aspect of their social code. Warrior nobles are
even expected to willingly give up their lives to preserve personal honour. Social inferiors
are effectively deemed non-entities who exist only to support their lord; any expression of
perceived disrespect being punishable by instant death! Women (even of noble birth) are
historically subordinate to men, but can train to be warriors. Stricture 9 when involving
nobles - would probably result in a duel to the death if discovered, but was nonetheless a
part of some Asian cultures (the so-called lovers in smoke of feudal Japan).
Weapon Restrictions:
Commoners are forbidden to bear noble weapons or armour often on pain of death.
Because of this some weapons - most notably swords and bows - only exist in highly
decorated and excellently crafted forms, costing x5 their default value. Treat swords as
being effectively made from Superior Metal and inflicting an extra +20 WF and bows having
+20 accuracy and possessing a +10 WF bonus.
Saints and Martial Arts:
In Asian style games, all Saints should ideally select the Open Hand Adept or Yogi options
Warriors should also take great pains to acquire advanced Unarmed skills!
Romance:
Many Chivalric settings feature strong romantic elements; games should therefore allow
characters to adopt sensual Gifts and Banes. Romantic rejection can result in madness while
Monsters often have a strange fixation for maidens. Ghosts are often the spirits of men and
women who have died of a broken heart. While love should generally conquer all,
romance fantasy has its dark side- as reflected by the legend of Lancelot and Guinevere!

16.33
16.33 Historical Fantasy:
Fantasy:
Capsule definition
The game-setting is based on a specific country or state that once existed in the past. In such
games the biggest issue is how closely the setting will be based on the historic reality! Will
events occur as they did historically, or can player action alter their course? How extensive
are the fantasy elements?? Do monsters, variants and other species exist??? And what of
Magic and Piety???? Some default suggestions are presented below; world builders should
feel free to amend. The biggest advantage is that there is a substantial wealth of background
information, especially on aspects often overlooked by fantasy writers such as detailed
languages, folklore and sociological data. Historical events relating to the period in question
will also provide a wealth of plot hooks.

Setting Switches:
Historical games can have any technological basis with fantasy versions of the Renaissance
even featuring Technomagical devices! Most historical cultures had Low Social Mobility
thus characters should ideally be free (rank 0) or - better still - noble (rank +1 or greater).
unless the game is Low Fantasy. The world is generally Cruel and Harsh - especially to those
of Low Status. Women are Usually Oppressed although this can be ignored, given the
game is fantasy! Another option is represented by the long tradition of women disguising

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themselves as men. Monsters are Rare but can taken any form. Other species may exist but
will be Rare and are usually in retreat from human encroachment. Any approach can be
taken in regard to the Unliving although the G.M can rule only Ghosts, Faeries and
possibly the odd Vampire (or two) exist. Magic and Piety can take any form settings
attempting to closely emulating history featuring Rare Magic and Saints with Base Powers
only although Saints have significant social or intellectual advantages. Alchemy can also
exist, given it was widely accepted in many pre-technological cultures. In terms of economic
factors, much of history has been Money Rare although money has also been
commonplace in some ancient cultures such early China and the Classical world.

16.34
16.34 - Mythic Fantasy:
A mythic fantasy game, while set on Earth, is perceived as occurring before recorded history.
Unlike Swords and Sorcery, however, this setting tends to be more refined and charged with
a greater degree of mysticism. It represents an epoch where magic and fantastical monsters
were real and Gods walked with mortals. Mythic fantasy setting can either be inspired by
legends or composed solely from the imagination. While Earths place in the solar system is
(probably) unaltered to that of today, the arrangement of its continents are often radically
different. In any event, it should contain at least some familiar fantasy elements
representing the era when such things actually existed. If based on the myths of a historical
people, the originating societys folkways can be used to define the settings technological
and cultural base (the latter often being Pseudo Medieval but omitting firearms).
Setting Switches:
Mythic fantasy features Standard Saints, who will be opposed by Evil Gods or a Dark Lord.
The Standard Magic system is also used. Mythic settings by definition - tend to have Black
and White morality. Characters may be from any background, but are usually Ethical and
highly motivated. Monsters are commonplace, with at least A few species and Some
Variants (usually the most iconic fantasy ones) existing. Human society is either Scattered or
existing in Tiny Pockets. The world is Innately good but In Peril.

16.35
16.35 - Alternative World Fantasy:
Some fantasy stories are set in worlds totally unrelated to Earth. Hence, as setting can also
represent a planet or reality existing in a previous or future universe to that of our own; or
one located in the distant future, another dimension or alternative reality. Such a setting
provides a total blank slate for world builders! The world builder should always remember
the setting isnt Earth and thus should include a few differences but not to the extent that
the game becomes Science Fiction!
Setting Switches:
Any desired. The fantasy elements featured are determined by the degree the setting is
separated from our reality. A world where fantasy stuff happens in the future probably
have gods that Never intervene or Might well not exist. However, powerful hostile aliens
who have transcended the limitations of matter could well take the place of ancient Evil
Dark Gods. The magic equals Psionics option is also likely, while Alchemy exists as per the
standard rules. The magic rules could be used to represent manipulation of matter via exotic
energy processes. Artefact magic only is also a possibility for the same reason. Any monster,
species or race or Variant could be used by the setting; humans may have even created

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lifeforms in the shape of Earth mythical creatures many centuries earlier! Its technological
base could be Medieval, Pseudo Medieval, Post Medieval or Technomagical. Society can
take any form, while adventures tend to be Episodic, Episodic but character focused or
Episodic with Story Arc; with one important motivation for Admixture Characters is to Go
Home.

16.36
16.36 - High Fantasy
High Fantasy is as much attitude as setting. A high fantasy adventure can occur in any sub-
genre - but the scale of adventures, rewards and the characters who partake of them share
a series of common attributes. Characters tend to be an integral part of their culture (one
thats generally deemed worth saving) and thus attempt to preserve it from harm.
Characters tend to be motivated by noble ideals and willingly suffer discomfort and even
death to aid their mission. Adventures tend to be epic in scale, involving the characters
travelling great distances and enduring many hardships. Powerful hallowed objects are often
a significant element of most quests. Buildings and structures are tall, colourful, majestic
and graceful; their architecture often representing Elvish or similar influences. Rewards tend
to be equally grand; the world enters a new more peaceful epoch and characters become
kings or attain high wealth and veneration. High Fantasy often equates to Mythic Fantasy in
literature, so both genre tropes can easily be combined.
Setting Switches:
The Gods usually exist and intervene in some form, along with Dark Lords to oppose their
will. Wizardry also exists (often as a neutral force) but tends to be used fairly sparingly due
to Excess corruption style effects! A diversity of Variants, species and monsters usually exist
but Humans tend to be Dominant. This setting tends to have a Black and White morality,
with characters tending to be Ethical and highly motivated. High Fantasy worlds tend to be
Expansive and Pseudo Medieval in technological development. High Fantasy is reasonably
egalitarian. The world is innately good but has been partially Corrupted with evil and is In
Peril. Adventures tend to focus on a Single Quest.

16.37
16.37 - Low Fantasy:
Low Fantasy emphasise the lack of social mobility commonplace in pre-technological
cultures. As with high fantasy, Low Fantasy can take place in any setting - but the focus is
more personal and the rewards available are not as earth-shaking. Characters tend be of low
status (or are social outsiders) who are mainly concerned with their own survival in a world
indifferent to their concerns. In a Low Fantasy adventure, an ample reward is a budging sack
of coins and a dry bed to sleep in! Magic tends to be a corrupting force while the gods
usually pay no heed to the groans of the oppressed.
Setting Switches:
In Low Fantasy the gods often Never intervene or Might well not exist. It often features
Standard Magic usually with notable limitations; most notably Wizardry equals Sorcery.
Characters are Low status Freebooters and/or Social Outsiders. Usually only Standard
Humans (with maybe Some Variants) are available as player characters. The setting is either
Scattered or Urban. Often, Monsters are rare and at least Some Unliving creatures exist.
Society tends to be Medieval, Corrupt, Darwinian, Socially Stratified, Self interested and
heartless with a vindictive justice system. Little surprising, then, that such setting

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Features Sensuality! Adventures tend to be Episodic but character focused.
Blod un Thundar: the Sequel:
Low Fantasy worlds are tough and unforgiving. To simulate this, use the Blod Un Thundar
rule as given in the Swords and Sorcery section.

16.38
16.38 - Planetary Fantasy:
This particular game-setting option is considered to represent another planet existing
elsewhere in our universe, often within the same time-frame as modern Earth. This world
features markedly different land-masses, weather systems, environment and cosmology;
such as having no or more moons than Earth, or a gravity or atmosphere whose composition
slightly hinders or aids the characters. While a planetary fantasy offers great scope for
creativity, it can be difficult to retain a fantasy atmosphere and avoid accidentally slipping
into science fiction mode. It can also be difficult to explain why ancient alien civilizations
are always less advanced than humanity and account for the absence of more
technologically advanced species from other worlds!
Setting Switches:
Planetary Fantasy worlds can have any social and/or technological basis but usually
possess a Late medieval technology base. This is, however, in association with various
technological devices and concoctions comparable to alchemical elixirs and/or artefacts.
Advanced ranged weapons, are, however, conspicuously absent. A significant number of
planets often have sickly ecologies making them Cruel and Harsh and/or Darwinian places
to live. Monsters are commonplace but tend to be more alien - often insectoid - in aspect;
double attacks, add +20 to armour value and increase personal damage by +20/+10.
Variants are common, as are other species (also double melee attacks, add +10 to armour
value and increase personal damage by +10/+10 subtracting a further 3 positive Trait
points). Manimals are also commonplace, albeit with a marked emphasis on predator
species. Unliving beings with the possible exception of Vampires accounted for by
pseudoscience - do not exist. Saints or Wizards do not exist; use Latency based PSI,
combined with Psychic Crystals. Alchemy functions as per the standard rules. One good
approach is to flesh this setting outline through combining it with another sub-genre,
treating references to magic as PSI-based Latency. Although the G.M could ignore all
references to Saints and Piety, some gods could actually be very powerful aliens or
creatures from another reality who grant seemingly arcane knowledge and abilities!

16.39
16.39 Future Fantasy:
Earth in the distant future also represents a viable setting for heroic fantasy. After millions
(even billions) of years, continents have shifted and altered form - with even our solar
system having experienced radical change! Numerous civilizations, even species, have risen,
thrived and then fallen into shadow - not always peacefully - leaving the landscape dotted
with ruins. In the far future, Humanity will have probably evolved or altered itself; providing
an explanation for Variants and Psychic Latency. It is equally possible Humanity no longer
exists, allowing other Species or Variants to take centre stage. Monster and even prehistoric
life forms (re)created through long-forgotten techniques now roam our world. It is also
possible humans created creatures modelled on mythical beasts as pets or for novelty value,
although the joke has since worn a little thin. Functioning magic represents a bi-product

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of understanding and harnessing of exotic physical processes, such as zero-point energy or
dark matter, etc. Settings based in a less remote time may have been incepted by a
terrible accident with exotic technology that radically changed the Earth- (maybe even
physical laws) - incidentally creating a world suitable for heroic fantasy! Wizards and
Latents could result from genetic manipulation induced by self-replicating nanomachines
exploiting the DNA of certain compatible genome types. Alchemy represents similar
advanced invisible technology that appear seemingly magical to the casual observer.
Transcended artificial intelligences might have access to similar technology effectively
becoming the settings gods. Saints could represent another group of mutated
individuals who serve these new gods. While some old time technology still exists, the
world is pronominally technomagical, or pseudo-medieval with the occasional magical
device. Many G.Ms will wish to ensure that the setting avoids becoming too contaminated
with conventional Science Fiction elements. One approach is to assume the old
machines were universally superseded by more convenient technomagical devices; their
underlying processes somehow causing the Elder Age Artefacts to stop working!
Setting Switches:
Future fantasy worlds usually have a Pseudo Medieval, 0 Tech or Technomagical Future
basis. In any event, technomagical devices will generally be more commonplace than
elsewhere. The magic equals Psionics option is also likely, while Alchemy exists as per the
standard rules. Artefact magic only is also a good sub genre choice. While its tempting to
decree that the Gods Never intervene or Might well not exist and that Magic doesnt exist,
a far future world could also accommodate standard Saints and Wizards as described! Any
Monster, Species or Variant could be used if justifiable by the setting. While the Unliving
seem unlikely, zombies and vampires could exist, with ghosts representing psychic
impressions, with ancient ascended A.Is manifesting as Faerie like entities. Society can take
any form; but is often Anarchic, Amoral, Decaying, Egalitarian or Pseudo-Modern.

16.
16.40 - Horror Fantasy:
In some fantasy worlds the forces of good seemingly sleep while evil gains ever more power.
Characters have only their bravery and resourcefulness to fall back on, as magic is usually
the darkest of dark sorcery - emotionally or spiritually costly in many ways. The Unliving play
a major part in setting and all monsters are agents of evil. Sensual banes and gifts may also
play a part, in ways that either inspire or corrupt. In Horror Fantasy atmosphere is
everything. Buildings are always dark and brooding, the sky overcast and stormy and the
darkness haunted by innumerable terrors sensed but (usually) never clearly seen. Society is
often as cruel, harsh and dirty as the cruellest visions of Earths real medieval era possibly
reflecting a subtle corruption gnawing away at humanity.
Setting Switches:
In Horror Fantasy the good gods Might as well not exist or Saints only have base powers.
Good Saints are usually monotheistic. In regard to evil gods, two possibilities exist. The first
is that ancient Evil Dark Gods exist but are Presently Dormant and hence Never intervene.
Their followers are usually working at Restoring the Old Gods. The second option is that
there is a Dark Lord their followers also usually Only have base powers. To supplement
their powers, the servants of evil usually supplement their activities with enchantment as
Magic (usually) equals Sorcery in Horror Fantasy. Only standard humans are available to
player characters as most non human creatures tend to be evil. Some human Variants exist

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but may have resulted from corruption by dark powers. Humanity is Scattered or located in
Tiny Pockets as they are often threatened by Encroaching Monsters. The Unliving Exist in
one form or another the extent and types featured effectively defining this setting. All are
Evil Monsters - servants of various malefic gods. Human culture is either at a Medieval or
Post Medieval level although a 0 technology future is possible. Due to the spiritual
pressures undermining humanity, civilization tends to be Feudal, Corrupt, Self interested
and Heartless and Has a vindictive justice system. It is either Corrupted with evil or In Peril
Nature in general tends to Indifferent to humanity as the good gods have seemingly fallen
silent...
Blod un Thundar III:
Horror Fantasy worlds are tough and unforgiving. To simulate this, use the Blod Un Thundar
rule as given in the Swords and Sorcery section above.

16.4
16.41
.41 Christian Based Fantasy:
Western countries have an extensive heritage of Christian based saints tales and social
parables influenced by centuries of Christian faith. Over the past century, a number of
fantasy writers have drawn upon this material, creating historical or alternative fantasy
worlds embodying a distinctive Christian ethos. Despite claims of the corrupting influence
of fantasy fiction made by some evangelical preachers, several notable fantasy writers
within this genre most notably C.S Lewis, J.R.R Tolkien and J.K. Rowling have authored
stories reflecting elements of this sub-genre. Even Gary Gygax and Dave Arneson (the
inventors of the first pen and paper role-playing game) were committed Christians to their
dying day! Christian fantasy settings feature diametrically opposed forces of darkness and
light. Although the deities and demons concerned may have different names and forms,
they are recognisably figures featuring in the Christian world view, albeit set in another
social context and reality. Monsters tend to be irredeemably evil although not actually
demonic in the true sense of that term; bring entities of living flesh somehow
irredeemably corrupted by baleful influences. Magic also tends to be deemphasised, either
depicted as an offstage act or manifesting in a low key fashion comparable to other forces
of nature. Overt magic is often represented as either innately evil or corrupting for mortals
to casually employ. Human characters only tend to have access to Piety or Latency as a
consequence. The spiritual purity of peoples souls is also an important aspect in this type of
setting. Virginity, chastity and firm moral values are venerated, while forms of off-centre
sensuality are often rejected as bad or even evil. Hence most sensual gifts and banes are
not available to player characters - and may even be deemed as hallmark traits of evil
adversaries! Of course, the extent to which sensual banes and gifts are disallowed depends
on the player group concerned and their interpretation of morality. Several writers (most
notably Philip Pullman) have also employed this genre to make philosophical comments
regarding aspects of Christianity which they feel are open to criticism.
Setting Switches:
Christian Fantasy tends to be based in either Historical or Alternative Worlds. The setting
and its associated adventures will often be inspired by chapters of The Holy Bible and
Christian ethos in general. Characters tend to be Highly Ethical, often Follow Chivalry and
whose Morals are Black and White. Standard Saints are available but Saints must be
monotheistic (although the ancient Saints option is available). The Saints and Priests as
Intellectuals option is commonplace. Enemies are usually Dark Lords (or are in the employ

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of them) and games are set in a moral framework based on Dualism; although Ancient Evil
Dark Gods (often very powerful demons) may also exist. The use of magic often results in
Corruption as, more often than not, Wizardry equals Sorcery. Well-intentioned Psychics,
Cunning Ones and Alchemist are usually exempt from this, their craft often deemed to be
fairly harmless even sometimes useful - white magic. In general Monsters Are Evil,
although manimals and some other species - often Centaurs, Elves and Dwarves - are
often exempt from this rule. G.Ms may wish to add a twist or several to this world view to
ensure their setting is not too morally rigid . or to question the genres assumptions!
Off Stage Magic:
Magic has no outward manifestation spells evoked by basic words and simple gestures
causing the spell to come invisibly into effect.
Evil Magic:
All Evil spells and Necromancy are Black magic and are hence associated with evil powers.
Wizards lose 5 Purity points learning an Evil spell and 2 Purity when casting one.
Fires and Darkness of Hell:
G.Ms may also rule that any spell overtly associated with fire or darkness is also an evil
spell. If so, add the following spells to the evil spell list: Fireseed, Element Control (Fire),
Eclipse. Likewise, Evil spell-casters cannot cast Blessing, Lightning, or Element Control
(Air)

16.4
16.42
.42 - Gamers Fantasy:
antasy:
The past 30 years for fantasy role-gaming have defined a type of extreme version of fantasy
composed of a mishmash of various sub-genres. However, this style of play has distinct
limitations most notably that character options and even game worlds are often defined
by rigid role-playing conventions such as levels and character classes; involving
restrictions on weapons and skills rarely justified within a game setting. While originally
based on early attempts at balance they nonetheless remain, if only as entrenched gaming
shibboleths.
Setting Switches:
Gamers Fantasy worlds are exclusively Pseudo Medieval in nature and possess various
elements liberally taken from all the previously described fantasy sub-genres. Monsters are
commonplace (traditionally to an ecologically unsustainable degree), with numerous
Variants and species also existing. Characters have Mixed Classes and motivations but tend
to be Ethical and highly motivated. Castes provide an ideal means to represent most
traditional fantasy character classes in a more consistent fashion. Standard Alchemy,
Standard Magic and Saints with full powers are also prominently featured. Much gaming
fantasy features causal instances of divine intervention within the lives of even fairly minor
adventurers! Black and White Morality is the norm; human villains, monsters, and most
species other than Dwarves, Elves or similar are often redeemably evil and hence can be
guiltlessly slain. Society is scattered but is reasonably egalitarian but in danger of being
corrupted by evil.

16.4
16.43
.43 - Admixture Fantasy:
Heroic Fantasy tales sometimes involve modern characters somehow being transported
into archaic heroic fantasy settings; a sub-genre Magonia terms Admixture Fantasy. In most
instances the Earthers have been transported to the setting-world for a purpose. Hence
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(in keeping with this genre), the GM should consider giving each character one powerful
enemy and one significant friend existing within the crossover world, who they meet
during the course of play. It is recommended that in order to preserve genre the
crossover world and Earth remains mostly isolated from each other with no equipment
being easily shared between them! Most of the action should also be set in the crossover
world, the campaign ending once the characters have unlocked the reason/purpose for
having gone there. As a rule magic, Piety or conventional magical items do not generally
work on Earth other than in certain isolated mystic areas although Hallowed objects and
Latent based Psi abilities do.

Setting Switches:
This genre of fantasy has no distinctive Setting Switches as such choose one of sub-genre
cited above to define the actual crossover world! The only difference is that the game
setting is somehow mystically linked to Earth and that people from our world can
occasionally get there!

Crossing over:
The GM should consider how the characters entered the setting; in this regard a few ideas are
presented for consideration. Not all the characters need to be transported by the same method

They pass through or near a usually dormant magical portal activated by unusual astronomical
and/or meteorological conditions. Or was it deliberately activated ?
A character suffers from an affliction creating an Earther and crossover version of the character
(the Earther version being comatose during his/her time in the crossover world).
One of the characters comes into possession of a minor Hallowed object from the crossover world
which if held and certain words spoken permits a crossover.
The characters simply cross over by swearing an oath upon the stars, planets or due to unknowingly
entering/desecrating a usually dormant place of power.
A character picks up an unusual-looking book. On reading it the character finds it to recount the story
involving an exotic world of magic, heroes and monsters. When the character turns the next page
he/she discovers they have suddenly been physically transported to the crossover world. Other
Earther PCs represent previous readers of this Hallowed tome.
The characters are summoned by a powerful magical artefact present within the game-setting.
The character is involved in a serious accident on Earth. Everything goes black then light again, and
awakens in the crossover world!

Why the characters are there: The G.M should also decide WHY the Earther player characters have ended up
in the crossover world; some suggestions are presented below. Some GMs may consider it silly to use the same
reason for every Earther player in the game!

Trueborn: The characters ancestors originated in the crossover world but for some reason ended up on
Earth, forgotten until now.
Refugee: The character is a refugee from the crossover world who has somehow lost his/her memory. Allies or
enemies turn up on earth triggering dormant memories.
Special: The character possesses some unique talent or trait useful for the purposes of a powerful entity living
on the crossover world.
Starcrossed: The character was born under a specific set of circumstances, unknowingly linking them with a
perilous situation on the crossover world. As a result of their birth-situation they alone can only resolve this
crisis usually through a hazardous quest.
Relic: The character owns a unique crossover object (such as an unrecognised magical sword) which has
psychically bonded to them. This item is vital to the plans for one or more factions active in the crossover
world but it can only be effectively welded by this base, ignorant Earther!

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Ties: While one character has come to the crossover world for one of the reasons cited above, the other
Earther companions are merely friends, allies and/or lovers, accompanying the key character due only to
their emotional ties to him/her.
Expedition: The characters are part of an expedition, formed after an individual on Earth accidentally
discovered how to enter the crossover world.
Fate: The crossover was just a freak accident with no overt purpose.

16.4
16.44
.44 Child Protagonist
Protagonist Fantasy:
Many heroic fantasy tales often involve child protagonists, due to the genres wide appeal to
pre-teens. Such tales have a wide variety of settings and elements; several of the more
notable ones having been Admixture fantasies. A child-like worldview and a sense of
wonder is useful to cultivate in this sub-genre. Hence, sensual Gifts and Banes are not
available to either characters or protagonists! Furthermore, violence is de-emphasized, with
acts of aggression depicted in a restrained manner. The Easy combat system is hence
adequate for such game-settings. Threats and consequences of failure are often less dire
than in adult fantasy children characters often avoiding harm by finding a sympathetic
person willing to help them, slipping through defences/restraints designed for adults or by
instilling pity in their opponents. Lucky breaks are also commonplace a factor addressed
by the character generation section!

Setting Switches:
This option can be combined with virtually any form of heroic fantasy mentioned above, as
child protagonists are a commonplace trope throughout this sub-genre. Protagonists tend to
be Children (!), often with significant luck (Fortune) and other Gifts. Overtly adult themes
and acts tend to be avoided and are assumed to happen off stage. Levels of power tend to
be lower although child adventurers often have access to some special means to equalise
the overwhelming might of a fearsome adversary. Talking and Anthromorphic animals are
also a notable aspect of these stories. To reflect childlike innocence, mortality tends to be
Black and White, while characters are usually Innocent and associated with a setting thats
usually Innately good but either Corrupted with evil or In Peril. Admixture Characters are
commonplace, often entering the game-setting through an incidentally discovered magical
portal

Restrained Violence:
Under this option, only the basic combat table is used and injuries to characters do not inflict any
graphic and/or enduring disabilities such as missing limbs, bleeding etc. K results must be
confirmed by spending 1 F point. The same injuries on player characters only results in a disabling
life-threatening injury (no movement or major actions possible), curable by items or resources close
to the battlefield. Alternatively, the character is assumed to somehow cling to life until they reach a
place that can heal the injury. Overtly lethal traps tend to be avoided in this particular setting.
Luck of the Lion:
A G.M may award a temporary bonus equal to 50 points less than their main adversary whenever a
child protagonist becomes involved in an epic pitched battle or duel with an experienced opponent.
This bonus ends once the battle or duel is concluded!

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6.50 - The Option Pick System:
This method provides a means to create bespoke fantasy genre settings. The setting builder
reads through each section and picks whatever option appeals to them providing they are
reasonably consistent with each other! This process is likely to result in a rainbow game
backdrop comprising aspects from many different sub-genres of heroic fantasy.

The Gods:
This defines how the concept of gods and the divine is handled in this setting:

Never intervene:
The Saint character option is not available (as per the No Saints Magic Rule). They have +1
Status, are Ordained Priests with 40 Theology skill and a Stipend but no other abilities.
Might well not exist.
The gods rarely if ever intervene in human affairs. The No Saints magic rule applies,
but the G.M can employ Intervention on rare occasions (with a Win maximum result). Priests
are +1 Status individuals with 40 Theology skill and a Stipend but no other abilities.
Base Saints powers Only
While Saints exist they have no access to spells but have the Augury, Intervention and
Exorcism base power.
Standard Saints.
Saints are as described in the default rules and have access to all faith options.
Standard Gods.
Gods are as described in the default rules and Saints have access to all cited options.
Saints must be monotheistic
To have access to the powers cited above, a Saint must belong to the cultures dominant
monotheistic religion. All other faiths are false.
Monotheism
Saints only have access to the Monotheism option.
Dark Lord
An active powerful god or demigod personifies evil within the setting and is expanding its
power.
Dualism
As above, but Saints can choose either Monotheism or opt to follow a Dark Lord; although
the latter choice automatically makes them an Enemy of Good.

No Monotheism
Saints do not have access to the Monotheism option.
Ancient Evil Dark Gods
The setting features a race of evil, but vanquished evil gods but some of their worshippers
are attempting to bring them back into existence.
Saints and Priests are Intellectuals
Saints and Priests must enter play with Education and one knowledge skill rated at 20+.
Wizardry
This defines how the concept magic is handled in this setting:
No magic: Wizards do not exist in this game setting.

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Rare Magic
Only one player within the group can choose to be a wizard.
Excess corruption
Excessive use of magic results in personal corruption (use Corrupting Wizardry) to represent
this.
Psychics
Wizardry follows the Psionics Rule of Magic
Cunning Ones
Cunning Ones exist.
Base Psionics only
Wizardry follows the Limited Psionics Rule of Magic
Dual powers
Magic and Psionics jointly exist
Low Magic
Wizardry follows the Low Magic Rule of Magic
Artefact magic only
Wizardry follows the Artefact only Rule of Magic
Standard Magic
Wizardry functions as described in the default rules.
Alchemy exists
Alchemy functions as described in the default rules.
Limited Alchemy Only
Alchemy follows the Limited Alchemy Rule of Magic
Wizardry equals Sorcery .
Wizardry follows the Magic as Sorcery Rule of Magic
Wizards are intellectuals.
Wizards must enter play with Education and one knowledge skill rated at 20 or more.

Characters start play as:


This defines the characters social backdrop:
High Status only (Status +1 or more)
The characters are noble-born, with all other lower social orders tied to the land or towns.
Admixture Characters.
The characters are from contemporary Earth but have somehow ended up in this setting.
No Admixture characters
The setting does not feature characters from contemporary Earth.

Freebooters.
The characters only seek fame, fortune and thrills and are only really out for themselves
Low status
All player characters are from Low Status backgrounds (Status 0 or less).
Social Outsiders
The characters originate from an isolated region with little or no contact with other parts of
the game-world. The characters have no initial social contacts or knowledge of customs of
the region they initially find themselves in (start with a Low/High Social skill of -10,
regardless of their degree of experience.

194
Mixed classes and motivations.
The character can choose any social class and any motivation (Magonias default
assumption).
Ethical and highly motivated
The characters are adventures for noble and self-sacrificing purposes.
Serve Their Lord
The characters work to further the aims of a powerful leader.
Want to Go Home
The prime motivation for Admixture Characters is to return to their originating era and
place.

Available Race-types:
This defines what races and species are available in this setting:

Only standard humans


All characters are human - players may not select any other species or Variant option.
Some Variants
A few Variants exist, derived from surrounding types of environment.
Many Variants
Most (if not all) Variants are available as character options.
A few species
A few selected species are available as character options.
Many species
Most (if not all) species are available as character options.
Many Variants and species.
Both Variants and Species are available as character options.
Anthromorphic animals
All Characters are Manimals by default
Anthromorphic animals exist
The Manimal option is available as a character option. The resulting creature resembles a
bipedal and anthromorphised version of a real mundane creature.
Humans tend to be dominant.
While other species exist, humans are the most populous race in the game-setting.

Population
Nomadic
All the peoples within game setting are nomadic wanderers
Pockets
Only a few small settled areas exist.
Scattered
The setting comprises of minor kingdoms with large expanses of wilderness
Normal
Settlement density is normal in comparison with the settings technological base.
Crowded
Settlement has spread to all areas where people can reasonably sustain themselves.
Dense
The setting is densely populated or is a long-settled and developed urban area.

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Monsters
This defines what monsters and creatures are available in this setting:
Only normal animals
Only normal animals (i.e. those who have existed within the last 10,000 years of Earths
history) game-setting exist.
Normal & prehistoric animals
All animals which either exist or once existed on earth are present in the game-setting.
Prehistoric creatures only
Only prehistoric creatures and monsters exist only the untamed, precursor forms of
domesticated creatures possibly exist.
Prehistoric animals.
Monsters which could represent evolved versions of Prehistoric creatures exist.
Monsters as outsiders
Monsters originate from another reality but sometimes also dwell in the game setting.
Monsters once existed.
Monsters used to exist, but they were wiped out (or seemingly so).
One type of monster
One type of monster (such dragons) exists the rest are mythical.
Some exist:
Some monsters exist, the others are mythical.
One type of Unliving
Only one type of Unliving creature (such as Dragr or Vampires) exist.
Only Ghosts and Faeries.
All other Unliving other than Ghosts and Faeries dont actually exist!
Some Unliving.
Some Unliving exist, the others are mythical.
All Unliving
All cited types of unliving exist.
All Monsters.
All monsters described within this rulebook exist.
Monsters are rare
While monsters exist, they are fairly rare.
Monsters are commonplace
Many monsters roam the game-settings unoccupied areas.
Encroaching Monsters
Monsters are so numerous they threaten to wipe out humanity and all other species!

Monsters Are Evil


All monsters are minions of evil effectively demons in mortal forms!

Period
This defines the settings general degree of technological development (a factor expanded in
more detail in pp 183-194):
Prehistoric
The settings cultural basis ranges from Stone Age to Neolithic.

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Early Civilization
The settings cultural basis ranges from Stone Age to Iron Age.
Medieval
The setting has a medieval cultural and technological base
Pseudo Medieval
The setting features whatever the actual era depicted - Late Medieval armour and
weapons, but with no firearms. While medieval in social outlook, the culture may
incorporate notions actually foreign to that era emancipated women, religious tolerance,
general acceptance of magic, etc. Many fantasy settings adopt this option!
Post Medieval
The setting is post medieval in nature. Firearms and viable technomagical devices such as
steam power are available. Notions such as female emancipation, democracy with unlimited
suffrage and religious tolerance are also gaining popularity.
0 Tech future
The setting depicts earth in the distant future, where viable magic has ousted technology.
The culture and technological basis is identical to that encompassed by the Pseudo
Medieval option. Sufficient time has lapsed for all the old technological devices to become
totally non-functional and its underlying principles to be forgotten.
Technomagical Future
The only technologies presently available are those described in the Technomagical section
and Alchemy. No old technology works anymore and no-one remembers how to replace it.

Morales
This defines the settings degree of social advancement; several of these may be chosen:
Anarchic
People accept no authority other than their own and do as they please. There is no
government decisions are made (if at all.) as a collective.
Amoral
People have little concern with the needs of others and do what they please and often have
a nihilistic mindset.
Black and White: Protagonists are totally and irredeemably evil and heroes are pure and
noble in motivation. This must be reflected by both in-game player actions and the type of
Banes selected for their characters!
Corrupt
Society works mainly through receiving kickbacks by those desiring advantage (or to avoid
something detrimental happening to them).
Darwinian
While civilized, human society echoes the natural one, where only the strong survive and
thrive and the weak die or become enslaved to the powerful.
Stoic
The world is generally deemed to be hard, cruel place but such adversity is deemed to be a
strengthening influence, testing everyone and making those who overcome it stronger.
Innocent
The concepts of evil, pride, greed and social differences havent come to this world - yet.
Indifferent
Good and evil acts happen in equal measure and fairly randomly, although goodness is
usually revered as a virtue.

197
Socially Stratified.
Characters have defined roles based on the occupation of their father (or mother)
although coming into money can result in elevated status. Sometimes specific styles of dress
are reserved for given social groups, so they can be easily identified as was the case with
the medieval sumptuary laws.
Feudal
Society is organised like a pyramid, with the King or Queen being master of all (with only the
gods above them). Each step of this pyramid is defined by a lesser lord, who is direct
master or mistress to those directly below them. They serve the Lord above them in return
for land on the promise they give service when required. Land usually reverts to the
owners eldest male child (or closest eligible relative) on the Lords death but can be
removed by their superiors for acts of disloyalty.
Venal & heartless
People look after their own interests and ignore any suffering they see around them.
Vindictive justice
The legal system cruelly punishes any crime with mutilation, enslavement or death and only
has interest in due process rather than determining true guilt and innocence.
True medieval
Class divisions, the concept of an absolute monarchy and the repression of women are
deemed social norms. Enemies and unbelievers are slain without pity.
Money Rare
While coins exist, their circulation is limited. Most transactions are via barter or in kind.
Variant Medieval
The society is generally medieval in social outlook, but with some differences - women are
deemed as free and women warriors exist and/or there is notable degree of social mobility.
Taboo Driven
Certain acts are deemed right, wrong, clean or unclean in uneven and unique ways
which widely differ even between groups in the same area. Even within the same society
social values may chance on a seasonal or circumstantial basis.
Pseudo-Modern
Regardless of its technological base, this setting features democracy with a wide suffrage, a
respect for womens rights and the ethical treatment of enemies.
Decaying
While one of the above is upheld as a social ideal, the settings culture is actually
disintegrating banditry is rife and life is reverting to a Darwinian survival of the fittest.
Reasonably egalitarian
Apart from naturally occurring differences in fortune and wealth, society is fair and
reasonably just. All citizens have basic rights which are respected by the state. Given good
fortune it is possible for commoners to acquire nobility, although this doesnt happen often!
Egalitarian
The culture is democratically based with people rising in status due to their own abilities.
The right of citizens are given priority by the state. Trials are fair and aimed at determining
true guilt or innocence the guilty usually punished by heavy fine, enforced labour, exile or
imprisonment. The death penalty is rarely utilised, and then only as a last resort.
Innately good
The world is more good that evil in its nature.
Corrupted with evil

198
The world is stained with various dark deeds that well up everywhere without warning.
In Peril
The world was once at peace, but the power of evil appears to be growing.
Features Sensuality
Sensual Gifts and Banes play a significant part in this setting.
Superficially Pleasant
While a common world view of charity and goodwill to all is promoted by society, the
support for such ideals in reality is fairly shaky and hypocrisy reigns supreme.
Mobility via Deeds
People of low social status can rise in importance through goods deeds and hard work.
Follow Chivalry
Characters follow (or try to follow) the rules of chivalry.

Adventures are:
Episodic
A given adventure usually lasts for only one game session or so and has no real connection
to prior or future ones.
Episodic but character focused.
The games focus is more on the characters than the circumstances they find themselves in.
An important aim of games is to focus on the characters personal issues.
Episodic with Story Arc
While adventures usually last for only one game session or so, they often share related
elements that lead to an explosive climax.
Single Quest
Games are dominated by a single objective and common elements although subsidiary
adventures do occasionally occur. The conclusion often has important implications for the
game setting.
Mixed.
Games can be Episodic, share common elements and involve occasional quests lasting for
several game sessions or more.

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17.0 World Creation:
Creation:
The following text describes a method to create the general details of a detailed bespoke
heroic fantasy environment, covering aspects beyond the genre labels discussed in the
previous section. As with the genre system, the setting builder reads through each group of
choices and picks whatever appeals to them or best fits the setting they have in mind. Some
choices will be dictated by the selected fantasy sub-genre. The G.M is advised to skim
through the remainder of this chapter even if they are using a pre-defined setting, as some
elements may allude to aspects not specifically described within the original source material.
To facilitate this process Appendix Six provides a Backdrop Option Checklist which can be
printed out and filled in as desired.

17.10 - Cosmology:
Cosmology is a factor often overlooked in many game settings, but is useful to determine at
an early stage in order to define the games mythic nature. The G.M decides which of the
following is true for his game-setting; more than one of which may be valid, although some
options rule out other possibilities:

The Stars and space


Nul = There is no Sun, Moon or Stars the world illumined by a magical radiance.
Stargods = The stars are supernatural beings.
Planetgods = Visible planets are gods, elemental realms or god-realms.
Pinpricks = The stars are lamps or pinpricks within a celestial sphere.
Suns= The stars are merely other, more distant suns.
Recounters = The game world has experienced many Eras of creation some of
which followed different physical laws than the present game setting!
Mageflight = Other worlds can be reached via using magical flying ships within a
few hours, day or months at the most.
Ether = Outer Space is not a vacuum it is full of breathable ether.
Ethersails = Space-Ships and Star-Ships (see below) can travel through space on
sails harnessing ether wind or sunlight.
Void = Other worlds dont exist the game world exists in isolation.
Isolated = Other worlds exist, but they dont interact.

The World:
This section details the geological aspect of the game-world:

Eras = The settings continents have suddenly changed form, resulting in distinctive
eras of existence.
Ages = The present game universe was preceded by earlier one remnants of which
may still retain an objective (or spectral) existence.
Others! = Other worlds exist and can be reached via magic gates or portals.
Earthers = Visitors from our world can reach the game setting via magic portals
Flat = The game world is flat.
Endless = The game world is a vast flat dimension ending in seas of mist (or woods)
that may lead to other places.
Hollow = The world is a hollow sphere with both inner and outer regions inhabited.
Sphere = The setting is a globular world much like our own.

200
The Gods:
The Gods of this setting are.
Immortals = Supernatural entities existing independently of the game world.
Transcended = Mortals existing at the very dawn of creation, who
subsequently became divine through heroic deeds.
Not immortal = Gods (very slowly) age and die over thousands of years to
be replaced by mortals who ascend to godhood through amazing deeds.
A Myth! = The Gods do not actually exist There is no Piety attributes (and
hence no Saints) and only wizardry can evoke magical effects!
Vulnerable = Can die in wars with other Gods and fade away if they are not
sufficiently worshipped.
Emotional = The gods are jealous, capricious beings who toy and sometimes
abuse specific members of the human race.
Visitors = Can visit the game world, fall in love with mortals which can
result in offspring (either unique creatures or Seraphs).
Ascended mortals = Especially heroic mortals can become Gods if specific
criteria are met (usually reaching maximum potential in their best attributes
and skills and succeeding in a quest requested by a deity).

World Creation Myth:


The following is a checklist of possible creation myth motifs hopefully of use to G.Ms in formulating
their game-setting:

The world was created/formed from void years ago. It came into being/formed naturally/from
the bones of dead gods/from enemies of the gods/from tears/blood/seed of Gods/sired by a magical
creature/coupling of Gods/ . The Gods, who were once men/pre-dated the Earth
they found/created mankind and toyed with them /gave them civilization/ . The
Humans were the first/one of the first/one of the later/one of the last species to come into existence.
Nothing/ An angry god/Human wilfulness brought evil into the world. This was because humans can be both
good and evil/ was jealous of man/ regarded them with contempt/wished to corrupt them/take dominion
over the world/ .

17.20 The game world environment;

Age
The game is set in a world which:
New = has just been created.
Young = Has only recently been created.
Youthful = Has a significant but not particularly deep history.
Mature = Is mature, which has seen the rise and fall of many races and cultures.
Ancient = Is an ancient world with few natural resources and a dying sun.
Dying = Is effectively dead, with small groups of survivors clinging to existence.

In comparison with Earth, the game world is:


Arid.
Mostly Desert.
Wetter.
Hotter.
Colder.
Rich = has more mineral resources- including metals.

201
Poorer = poorer in mineral resources including metals.
Harsh = poorer in soil nutrients (and hence less green).
Gaia = richer in soil nutrients (and hence more green).
Volcanic = Host to a greater degree of volcanic activity.
Balanced = various temperature zones and variable distribution of resources.
Uneven = The world suffers from marked and variable seasonal patterns.
Fixed = The setting is dominated by one general weather pattern or
season (its always misty, the world is locked in continual winter,etc).

Additionally (in comparison with Earth), it has:


Less Land = Has less land in proportion to its oceans.
Less Water = Has less water in proportions to its landmass.
An Ur Mass = Comprises of a single massive super-continent.
Mostly Islands = Has less significant land masses.
Proportion = The world has a similar distribution of land and topology.
Dramatic = Has more monumental landscape features.
A Diverse landscape =Has wide diversity of landscape features within a smaller area.
A Dominant topology = One landscape feature type predominates.
A certain monotony = The land is mostly flat with little variation in topology.
Spirit = possesses landscape features of a supernatural origin.

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17.30 - Technological basis:
Select the settings degree of technological development. Eight specific eras are detailed:
Stone Age, Neolithic, Bronze Age, Iron Age, Early Medieval, High Medieval, Late
Medieval and Technomagical. See Appendix 5 for a more detailed discussion of the various
technologies mentioned below.

17.31
17.31:
.31: Stone Age:
Age:
This is a period of isolated, scattered human communities using tools and weapons made of
stone, flint and wood, and based on hunter-gathering based economies. There are no wizards,
only Saints best described as Shaman in this era.

Only the following gods are recognised in this era: Nature/Earth God, Dark Lord (evil),
Disease God (evil), Healing God, Moon Goddess, Necromancy God (evil) and Sky God.
In this era there are no pantheons Saints may only choose to be Agents.

Available Cultures: Barbarian, Hunter, Remnant, Wanderer. Available Technologies


include: Boat (canoe), Carpentry, Clothing, Flint, Religion and Saints.

The following types of armour and weapons are available:


Melee Weapon factors
Weapon WF M/D R TYPE C
Human bite -40 -10/-10 0 ch X
Human punch -50 -10/-10 0 ch X
Human kick/headbutt -30 -10/-10 0 ch X
Human chop -20 0/0 0 ch X
Stone Dagger 20 10/0 0 wb 1C!
(or handaxe)
Club 30 10/10 1 ch 0
Hafted Axe 40 15/20 1 wb 2C!
Stone Spear 30 10/0 2 sp 10S!
Quarterstaff 20 10/10 1 ch 0

!: Can be made with Carpenter and Knapping skills.


Stone bladed weapons break if user rolls a Break, double Error roll or Impale result.
Reduce WF by -5 every 4 Recounters of combat. They automatically break if used on metal
armour with a value +40 value or more. Increase AM of metal armour values vs. this class of
weapon by +20 .
Ranged Weapons
Weapon WF Rng ACC M/D TYPE C
Early Spear 40 7 -60 10/10 sp 10S!
Sling 30 100 -80 5/20 ch 10S!
Shortbow: 50 25 -70 10/10 sp 2C!
All Weapons: ROF =AR (sling 1/1) Shots = 1
Armour:
Armour Hardness bonus: Action Penalty: Cost:
Leather +20 (+10) -5 3C

Type Mass Min M Cost


Medium shield 5 lbs M 5+ 10 Crowns

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The following skills are available in this period:

Physical: Active, Climb, Creep, Open, Survive (Temperate, Tropical, Desert, Ice wastes, Sea), Sailing/Pilot
(water, flying), Shoot (point familiarity option), Melee (point familiarity option), Shield, Skinclad, Track,
Unarmed Combat.
Mental: Gaming (point familiarity option), Healer, Folklore, Workskill (Butcher, Carpenter, Knapping
Cook, Leatherworker, Painting). Soul: Arcane, Act, Compose, Dcor, Instrument (point familiarity option).

17.32
17.32 - Neolithic:
Neolithic:
This era is typified with the appearances of the first small empires and sizable settlement
aggregation, most significantly within the regions administrative centre. Neolithic economies
are based on agriculture and herding. Weapons and tools are still based on flint, stone and
wood, but civilization has now learned to work a few soft metals. The first wizards appear in
this era.

The range of gods remain the same but the spirit world is unifying in this era Saints can
now choose to be either agents or pantheists.
The following cultures are available in this era: Aesthetic, Barbarian, Hunter, Idyllic,
Imperial, Spartan, Trader, Revier and Wanderer.

Available Innovations: Agriculture, Cities, Herding, Towns, Empires, Soft Metals, Sailing
(Barge), Stone Buildings (pillar) and Wizardry. May also have mounts, mathematics and
writing but some Neolithic cultures do not discover (or require) them.
Available weaponry is virtually identical to the Stone Age, but with the following additions:

Melee Weapon factors


Weapon WF M/D R Type C
Matchali 50 10/10 1 wb 5C!
Mace 50 10/10 0 ch 2C!
Copper Axe 40 5/5 1 wb 20C
A copper axe and Matchali can be used against metal armour without immediately being
damaged but reduce WF by 5 every 5 Recounters used in combat. They automatically break
if used on metal armour with a value +40 value or more. Increase AM of metal armour values
vs. this class of weapon by +20.

Ranged Weapons
Weapon WF Rng ACC M/D Type C
Sling 30 100 -70 5/20 ch 10S!
Spear 40 7 -50 10/10 sp 10S!
Shortbow 50 30 -60 10/10 sp 5C
Longbow 70 40 -50 15/15 sp 10C!
All Weapons: ROF =AR Shots = 1

The following skills are available in this period:


Physical: Active(Active Games) Climb, Creep, Open, Ride (Horse,Great Wulf, Riding Lizard, Flying Mount),
Survive (Temperate, Desert, Ice wastes,Sea), Sailing/Pilot (water), Shoot (point familiarity option), Melee
(point familiarity option), Shield, Skinclad, Track, Unarmed Combat
Mental: Battlecraft, Gaming (point familiarity option), Healer, History, Language, Law, Nature, Present,
Region,Theology, Trader.
Workskill (Butcher, Builder, Cold Metal Worker, Carpenter, Cook, Farming, Jeweller, Knapper, Leatherworker,
Lovecraft, Perfumer, Mason, Painting, Sapper.
Soul skill: Arcane, Act, Compose, Debate, Dcor, Instrument (point familiarity option)

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17.33
17.33 - Bronze Age:
Age:
By this era empires exist encompassing whole geographical regions held together by
innovations such as mounts, the wheel and sailing craft while being administered from large
urban complexes (the first true cities). Society now utilises tools made from cast bronze.
Wizards are commonplace. By this period the Gods have had some offspring and as a result
all those mentioned in Section 10.00 now exist.

Available Cultures include: Aesthetic, Barbarian, Decadent, Helot, Hunter, Idyllic,


Imperial, Spartan, Trader, Revier, Remnant and Wanderer.
Available Technologies: Agriculture, Bronze, Cities, Empires, Glass (paste), Herding,
Mathematics, Mounts, Sailing (Galleys), Soft Metals, Stone Buildings (pillar) Towns,
Writing, Wheel and wizardry.

The following armour and weapons are available in this period:


Melee Weapon factors
Weapon WF M/D R Type C
Dagger 20[30] -10/0 0 wb(sp) 5C
Club 30 0/0 1 ch 0
Short Sword 30[50] 0/0 1 sp 15C
Warsword 50 20/10 1 sp/wb 25C
SickleSword 60 20/20 1 wb 22C
Mace 50 10/10 1 ch 8C
Rapier 30 5/5 1 sp 20C
Axe 40 10/10 1 wb 10C
Hammer 40 20/10 1 ch 10C
Quarterstaff 2 20 0/10 1 ch 0
Spear 2 60 0/10 2 sp 1C
WarFlail 70 20/10 2 ch 9C
Great Axe 2 80 20/20 3 wb 15C
War Maul 2 60 20/20 3 ch 12C
Long Spear 1u/ 2 60/120 10/0 3 sp/sp-charge! 3C

Ranged Weapons
Weapon WF M/D Rng/ACC S Type ROF C
Knife 20 0/10 4 -70 1 sp AS 6C
Dart 10 10/10 8 -60 1 sp AS 2S
Discus 40 20/20 20 -40 1 ch AS 2C
Hatchet 40 15/15 6 -40 1 sp AS 10C
Charkram 50 10/10 8 -30 1 wb AS 3C
Spear 50 10/0 10 -50 1 sp AS 1C
Javelin 60 10/10 12 -20 1 sp AS 2C
Sling 50 10/20 100 -60 1 ch 1/1 2C
Shortbow 60 10/10 50 -60 1 sp AS 6C
Longbow 80 15/20 60 -60 1 sp AS 12C
Elfbow 100 10/10 100 -40 1 sp AS ?
Bronze weapons become damaged on a Break plus any double <Ghost!> Error roll and
cannot be used effectively until repaired. Bronze weapons also lose their edge quicker than
iron or steel weapons and must be resharpened after every melee - or inflict only half their

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WF value. Bronze weapons must be recast when damaged losing any enchantment they
possessed in the process. A successful Fix spell avoids this!

Armour
Armour Hardness bonus: Weight Action Penalty: Cost:
Padded +10 (+5) 3lbs -20 1C
Leather +20 (+10) 2 lbs -30 2C
Ringed/boiled +30 (+10) 6 lbs -30 5C
Ringed and boiled +40 (+20) 12 lbs -40 12C
Metalled Torso Armour +50 (+20) 30 lbs -30 70C
Bronze Breast Plate +60 (+30) 20 lbs -20 120C
Limb Armour (per limb) +60 (+40 total) 10 lbs (per limb) -10 70C

SHEILDS:
Type Mass Min M Cost
Medium shield 5 lbs M 0+ 10 Crowns
Round shield 7 lbs M 10+ 15 Crowns
Tower shield 20 lbs M 20+ 30 Crowns
The following skills are available in this period:
Physical: Active(Active Games), Climb, Creep, Drive (Chariot, Wagon, Boat), Open, Ride (Horse, Great
Wulf, Riding Lizard, Flying Mount), Survive (Temperate, Desert, Ice wastes, Sea),Sailing/Pilot (water, flying),
Shoot (point familiarity option), Melee (point familiarity option), Shield, Skinclad, Track, Unarmed Combat,
Martial Arts (Kicks, Throw, Defence, Chop).

Mental: Battlecraft, Education, Gaming (point familiarity option), Healer, History, Language Law, Nature,
Present, Philosophy, Region, Logos, Theology, Trader, Workskill (Armoury, Bronze Worker, Butcher, Builder,
Carpenter, Chandler/Inn Keeper, Cook, Farming, Jeweller, Knapper, Lovecraft, Leatherworker, Mason,
Painting, Perfumer, Sapper, Other) Soul: Alchemy (Point Familiarity Option), Arcane, Act, Compose, Debate,
Dcor, Instrument (point familiarity option).

17.34
17.34 - Iron Age:
Age:
Society is as much as it was in the Bronze Age but enhanced by new innovations within
architecture, farming and sailing. Most significantly of all, weapons and tools are made of a
new metal iron, a development so significant that it effectively defines this epoch. By this
era empires now encompass whole geographical regions. Such empires are held together with
new innovations such as riding animals, the wheel and sailing craft, administered from large
urban complexes (cities). Wizards are commonplace.

Available Cultures: All types.

Available Technologies: Agriculture (Villa), Bronze, Cities, Empires, Glass, Herding, Iron,
Mathematics, Mounts, Sailing (Galley), Soft Metals, Stone Buildings (Arch and Dome)
Towns, Waterwheel, Writing and Wheel.

All skills are available without restriction by this period.

206
Melee Weapon factors
Weapon WF M/D R TYPE C
Dagger 20[30] -10/0 0 wb(sp) 5C
Club 30 0/0 1 ch 0
Short Sword 30[50] 0/0 1 sp 15C
Warsword 50 20/10 1 sp/wb 25C
Hero Warsword 50 30/20 1 sp/wb 250C s
Kings Warsword 60 30/10 1 sp/wb 1000C s
Mace 50 10/10 1 ch 8C
Rapier 30 5/5 1 sp 20C
Axe 40 10/10 1 wb 10C
Hammer 40 20/10 1 ch 10C
Quarterstaff 2 20 0/10 1 ch 0
Spear 2 60 0/10 2 sp 1C
WarFlail 70 20/10 2 ch 9C
Great Axe 2 80 20/20 3 wb 15C
War Maul 2 70 20/20 3 ch 12C
Long Spear 1u/ 2 60/120 10/0 3 sp/sp-charge! 3C

RANGED WEAPONS:
Weapon AM WP ACC M/D Rng TYPE S ROF C
Knife 20 -60 0/10 4 sp 1 AS 6C
Dart 30 -50 10/10 8 sp 1 AS 2S
Throwing Star 30 -30 10/5 6 sp 1 AS 4S
Discus 40 -40 20/20 20 ch 1 AS 2C
Javelin 60 -20 10/10 12 ch 1 AS 2C
Hatchet 30 -50 15/15 8 wb 1 AS 10C
Charkram 40 -40 10/10 8 wb 1 AS 3C
Spear 50 -40 10/0 10 sp 1 AS 1C
Sling 50 -60 10/15 100 ch 1 1/1 2C
Shortbow 60 -60 10/10 50 sp 1 AS 6C
Longbow 80 -50 15/20 70 sp 1 AS 12C
Elfbow 10 -20 10/10 100 sp 1 AS ?
Crossbow: 10 20 -20 10/10 80 sp 1 1/3 20C
Repeating Crossbow 5 50 -50 0/0 35 sp 6 AS 12C

Composite bows: +20 rng, + 20 penetration and double cost.

Wide bladed weapons bend on any double <Ghost!> Error roll result. This induces an
additional 40 Difficulty to hit and halves weapons WF until unbent (taking 1 Recounter of
inaction to do so).

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Armour
Armour Hardness bonus: Weight Action Penalty: Cost:
Padded +10 (+5) 3lbs -20 1C
Leather +20 (+10) 2 lbs -30 2C
Ringed/boiled +30 (+10) 6 lbs -30 5C
Ringed and boiled +40 (+20) 12 lbs -40 12C
Metalled Torso Armour +50 (+20) 30 lbs -30 70C
Bronze Breast Plate +60 (+30) 30 lbs -30 100C
Iron Breast Plate +70 (+40) 18lbs -20 120C
Limb Armour (per limb) +60 (+40 total) 10 lbs (per limb) -10 70C

SHEILDS:
SHEILDS:
Type Bonus Weight Min M Cost
Bucklers
Wooden b -20 3lbs M 0+ 5C
Metal b -20 5lbs M 5+ 10C
Medium shield b 0 5 lbs M 10+ 10C
Round shield b +10 7 lbs M 15+ 15C
Tower shield b +30 20 lbs M 25+ 30C
b = blocks frontal missile attacks

17.35
17.35 Early Medieval:
Medieval:
By this period many of the Iron Age era empires have collapsed and become more localised,
although some survive to become powerhouses of wealth, exotic goods and invention. This
period sees innovations in ironworking - Steel becoming commonplace for weapons by this
era. New fighting methods utilising the stirrup are also very evident In some worlds
Monotheism becomes the sole permitted faith, with other faiths deemed Pagan and
consequentially reviled.

Available Cultures: All types Feudal being especially commonplace.

Available technologies: Agriculture (Manorial), Bronze, Cities, Empires, Glass, Herding,


Iron, Mathematics, Mounts, Sailing (Drakkar), Steel, Stirrups, Soft Metals, Stone
Buildings (Arch and Dome) Towns, Writing and Wheel.

Weapons and Armour: as Late Medieval but omit Warhammer, GreatSword, Crossbow,
Lance, Yewbow and all Gunnes. In place of the lance, warriors use the Long Spear. All
Armour and shields other than Plate mail, Field Plate and Dragoon Armour are available.
Wide bladed weapons rarely get bent in combat by this era.

17 .36 - High Medieval:


Medieval:
While identical to the Early Medieval era in most respects, by this period the localised states
of the Early Medieval period have grown to become successor empires, often less centralised
than their precursors. Various incremental innovations further aid economic growth and
warfare. Plate mail and early (crude) firearms also often appear by this era.
Available Cultures: All Feudal and Empire being especially common,

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Available technologies: Agriculture (Manorial), Bronze, Cities, Empires, Glass, Herding,
Iron, Mathematics, Mounts, Sailing (Gallons), Steel, Stained Glass, Stirrups, Soft Metals,
Stone Buildings (Arch and Dome) Towns, Warhorses, Windmill, Writing and Wheel.
Weapons and Armour: As Late Medieval but omitting Greatsword, Warhammer and all
Guns. All armour and shields other than Field Plate and Dragoon Armour are available.

17.37
17.37:
.37: Late Medieval
Most technologies featured in Magonia are available by this era. In some settings this epochs
innovations pave the way for radical future development, while this marks the maximum
possible degree of advancement in other worlds. Firearms often become more commonplace,
but have yet to supplant older ranged weapons.

Available Cultures: All types.


Available technologies: Agriculture (Crop Rotation and Enclosure), Bronze, Blast Furnace,
Cities, Empires, Glass, Gunpowder, Herding, Iron, Mathematics, Mounts, Sailing, Steel,
Stirrups, Soft Metals, Stone Buildings (Arch and Dome) Towns, Writing and Wheel.

Weapons and Armour available (Late Medieval era):

Melee combat!
Weapon WF M/D Rng Type C
Human bite -30 -10/-10 0 ch X
Human punch -50 -10/-10 0 ch X
Human kick/headbutt -40 -10/-10 0 ch X
Human chop -20 0/0 0 ch X
Dagger 20[30] -10/0 0 wb[sp] 5C
Club 30 0/0 1 ch 0
Short Sword 30[50] 0/0 0 wb[sp] 15C
Warsword 50 20/10 1 wb/sp 25C
Hero Warsword 60 30/20 1 wb/sp 250C s
Kings Warsword 70 30/10 1 wb/sp 1000C s
Falchion 60 10/10 1 wb/sp 22C
Axe 40 10/10 1 Hwb 10C
BattleAxe 70/80(-10E) 20/15 2 Hwb/sp 12C
Mace 50 10/10 1 Hch 8C
Hammer 40 20/10 1 Hch 10C
Quarterstaff 2 20/40 0/10 1 ch/ch metalled 0/1C
Spear 2 60 0/10 2 sp 1C
WarFlail 70 20/10 2 sp or ch 9C
Bastard Sword 1/2 70/80 10/10 2 wb/sp 30C
Tuck 90 (+10E) 15/15 2 sp 30C
Warhammer 2 110 (+10E) 20/10 1 sp 20C
60 Hch
War Maul 2 50 20/20 3 ch 12C
Pole Arm: 2 70 20/0 3 sp 12C
50 wb
GreatSword 2 100 20/20 3 wb/sp 40C
Great Axe 2 90 20/20 3 Hwb 15C
War Maul 2 70 20/10 3 Hch 12C
Long Spear 1u/ 2 80/160 10/0 3 sp/sp charge 3C
Lance 1u/2 100/200 20/20 3 sp/sp charge 2C

209
RANGED WEAPONS:
Weapon AM WF ACC M/D Rng Type S ROF C
Dart 20 -50 10/10 8 sp 1 AS 2S
Knife 30 -60 0/10 4 sp 1 AS 6C
Throwing Star 30 -40 10/5 6 sp 1 AS 4S
Hatchet 40 -50 15/15 8 wb 1 AS 10C
Charkram 50 -40 10/10 8 wb 1 AS 3C
Hatchet 40 -50 15/15 8 wb 1 AS 10C
Spear 50 -40 10/0 10 sp 1 AS 1C
Sling 70 -60 10/15 100 sp 1 1/1 2C
Shortbow 60 -60 10/10 50 sp 1 AS 6C
Longbow 80 -50 15/20 70 sp 1 AS 12C
Yewbow 100 -40 20/30 80 sp 1 ! 16C
Elfbow 110 -20 10/10 100 sp 1 AS ?
Crossbow: 20 120 -20 10/10 80 sp 1 1/3 20C
Arquebus 40 150 -80 10/10 100 wb 1 1/6 30C
Repeating Crossbow 10 60 -50 0/0 35 sp 6 AS 12C
Handgunne 30 100 -100 10/20 20 wb 1 1/8 20C
Arquebus 40 130 -80 10/10 100 wb 1 1/6 30C
Composite bows: +20 rng, +20 WF and double cost. Yewbows cannot be so enhanced

Armour
Armour Table (Late Medieval era):
Armour Hardness bonus: D-ADD Weight Action Penalty: Cost:
Padded +10 0 3lbs -10 1C
Leather +20 +10 2 lbs -5 2C
Ringed/boiled +30 +10 5 lbs -30 5C
Ringed and boiled +40 +20 10 lbs -10 12C
Metalled +50 +20 30 lbs -20 50C
Chain +60 +30 25 lbs -30 60C
Breast Plate +80 +30 14 lbs -15 100C
Platemail +80 +40 50 lbs -30 500C
Field plate: +100 +50 60 lbs -20 1000C
Option: Action penalties can be circumvented by purchasing Armour Adeptness.

SHEILDS:
Type Bonus Weight Min M Cost
Bucklers
Wooden b -20 3lbs M 0+ 5C
Metal b -20 5lbs M 5+ 10C
Medium shield b 0 5 lbs M 10+ 10C
Round shield b +10 7 lbs M 15+ 15C
Kite Shield b +20 7 lbs M 20+ 20C
Tower shield b +30 20 lbs M 20+ 30C
b = blocks frontal missile attacks

210
17. 38 - Post Medieval:
Medieval
While similar to the late Medieval era in most respects, a number of significant technologies
become notably refined during this period; resulting in significant social change. Guns most
notably the musket - dominate the battlefield, despite their drawbacks. The Yewbow still sees
occasional use; but is gradually disappearing from the battlefield. Many melee weapons have
dropped out of favour, mostly supplanted by daggers and swords that emphasize lightness and
defense. While armour has been improved to compensate for the greater penetration of
firearms, it is generally unpopular with feet soldiers due to the increase in weight necessary to
achieve this. Shields are now rarely used. Understanding of medicine and technology achieve
various breakthroughs, resulting in natural science threatening to usurp magic as the key
means to heal, understand and create!

Melee Weapons:
Weapon WF M/D R Type C
Dagger 20 -10/0 0 sp 5C
Club(musket butt) 20 0/0 1 ch 0
Axe 40 10/10 1 wb 10C
Hammer 20 10/10 1 ch 6C
Main Gauche 30 0/-10 0 wb/sp 8C
Rapier 30 5/5 1 sp 20C
Warsword 40 10/10 1 wb/sp 25C
Cutlass 50 15/10 1 wb/sp 22C
Musket butt 30 10/10 1 ch (Musket)
Pike 1u/ 2 90 10/0 3 sp 3C

Swords may be fitted with a Basket hilt = this adds +20 bonus to parry

RANGED WEAPONS:
Weapon Type AM WF ACC M/D Rng S ROF C
Yewbow sp 100 -40 20/30 80 1 ! 16C
Elfbow sp 110 -20 10/10 100 1 AS ?
Pistole wb 20 80 -50 10/10 30 1 1/6 40C
Arquebus wb 30 130 -60 10/10 100 1 1/6 30C
Musket wb 40 160 -40 15/10 200 1 1/5 40C

Armour:
Armour Hardness bonus: D-ADD Weight Action Penalty: Cost:
Padded +10 0 3lbs -10 1C
Leather +20 +10 2 lbs -5 2C
Buff Coat +40 +20 4lbs -20 10C
Dragoon Armour: +100 +50 60lbs -30 400C
Full Dragoon Armour: +120 +60 80lbs -40 800C

211
17.3
17.39
.39 - Technomagical Era:
Era:
In some worlds magic and technology merge to create amazing new devices impossible in
historical eras. This results in a Late/Post Medieval like culture with flying vehicles,
occasional exotic weapon and (optionally) a greater availability of magical items.

Social Organisation: As per Late Medieval, although more cultures veer towards
Democracies, Republics and Trade Alliances (best represented by the Aesthetic, Decadent,
Idyllic, Imperial, and Trader cultural options) Few Barbarian, Revier or Wanderer cultures
still exist by this era.

Available Cultures: All types.

Skills: All the old skills are available, in addition to the following new ones:
Mental New Workskills:
Engineer: The ability to create sophisticated mechanical devices composed of cogs, springs and similar
mechanics. Character must also have a D rating of 10+. Often combined with magical knowledge to create even
more highly advanced machines verging on the miraculous!
Steam Engines: The knowledge to create and maintain steam powered engines. A rare skill, requiring Engineer
40 as a perquisite. While a significant improvement on the water wheel, steam engines have a distressing
tendency to explode; requiring the engineer to pit their skill vs. a Difficulty of 40 to avoid a serious accident
every game week!

Soul: The Alchemist skill tends to be more commonplace in this era and may be improved by a greater
understanding of magical and chemical processes

The G.M can rule that magical production technology has improved by this period, resulting
in magical items being produced at half base Difficulty and at 1/10th the cost in lost attributes.
In such settings they may sometimes be available for general purchase in magic shops.

Common examples of technomagical inventions that may be available include:

Drawing Lens and Mirror


Adds the drawing of objects by projecting their images onto a canvas via an arrangement of
mirrors and lenses, adding +20 to any skill with involves drawing a real life subjects.
Requires a shaded work area. Cost 20C.

Flying Ship
A wide variety of Flying Ship can exist in a fantasy campaign, the precise types available
ultimately determined by the settings cosmology (as defined above). They can either
resemble a sailing ship - complete with sails, an open-decked hulk or a more exotic form
(such as a metallic disc or tube, with or without an external platform).

The most common type is the Air-ship, capable of reaching heights of several hundred feet or
so above the ground, their ceiling limited to regions with sufficient air and bearable
temperatures. Space-Ships may also exist a specialist form of Air-Ship capable of reaching
nearby moons and planets. Star-Ships may also be possible in some settings; these can reach
the nearest stars in a comparatively short amount of time- many utilising devices which
incorporate exotic variations of the astral leap spell.

212
Flying Ship:
Armour +10 to +200 HD/MP: 600/60 Crew: 10 Passengers: 20
Endurance: 1 month. Mass: 20 tons Cargo: 50
Speed - Air-Ships move at spd 20-200
Space-Ships: take 1 day to reach worlds nearest moon or 1 week to reach nearest planet.
Star-Ships: 1 month to reach the nearest star; some very rare craft have a special Astral Leap
ability and can reach the same distance in a day.
Cost: Airships cost 20,000 crowns, Space-Ships = 100,000 crowns, Star-Ships = 200,000
(Astral Leap Star-Ships = 500,000).

In some settings Flying Ships are restricted to travelling along natural magical lines of force
which both interlace the sky and outer space.

Goluu: In some settings, rich technomagical households may have access to Goluu,
mechanical servants used either for menial tasks or protection. Costs vary widely due to
quality and extent of ornamentation used. They are incapable of independent thought or
creativity only capable of performing tasks they have been designed for. A general purpose
Goluu is detailed below
D I HD/MP M/S P/K WF MV Class ARM
Goluu +10 +10 60/3 +50/+40 +60/+20 40/W 20 V +20
This model costs around 2000C: with Goluii generally costing in the region of 1000C- 5000C
or more, depending on materials, quality of build and attributes.

Horseless Carriage
In some settings horseless carriages exist rivalling conventional carriages but precluded
from widespread use by their expense. Most Horseless Carriages are open-topped vehicles
with solid wheels, but having excellent off-road suspension. In worlds where such devices
exist, their owners often vocally demand improvements in the road network - while the
authorities find ever more ingenious ways of taxing them!

Horseless Carriage:
Armour +5 H/W/T: 30/100/30 Crew: 1 Passengers: 2-6
Endurance: 200 miles. Mass: 0.5 tons Cargo: 0.10 tns Speed - 40-180
- In some settings horseless carriages have infinite energy if used within 200 feet (or so) of a
ley line or similar source of magical power associated with the landscape.

Portal:
A fixed magical device resembling a large, thick doorway capable of instantly transporting
those stepping through them to another place either located elsewhere in the setting world
or to a different world altogether! Range and limitations of portals should be determined by
the GM to best suit the game backdrop. They take from 1 month to 1 year to build. Cost/value
circa 50,000+.

Light-Trap:
This device stores upto 20 images, which can be projected as sizable 3-D pictures on a wall
for later viewing. Costs 200C + 200C for a storage gemstone.

Sound-Trap:
As above, but can store (and play back) upto 5 hours of speech.
LogBox:

213
This large device provides a +40 bonus for tasks involving detailed calculation and halves time taken
to perform them. A Logbox costs 1000 crowns.
Weapons:
The following technomagic weapons and armour detailed below - Ryfles and Pistoles in
particular - only exist (or are at least widely available) with G.M approval!

Arcane Weapons take the form of a mace, sword or spear (or similar) with a magically enchanted
gem mounted in its hilt; which release a blast of magical force on hitting a target. Usually breaking
conventional melee weapons on contact, Arcane weapons have a +100 WF bonus. An Arcane
weapons powersource lasts for 20 Recounters of combat thereafter requiring 30 Recounters of rest
to recover 1 Recounters worth of blasting energy. The gem powering the arcane weapon eventually
loses regeneration ability after 20 combats and must thereafter be replaced at a cost of 40C .
The Assault Crossbow is a mass production and markedly more lethal version of the Automatic
Crossbow; effectively the technomagical equivalent of an assault rifle!
A Bhal-Zul-Ka is a large tube shaped weapon firing an explosive missile. This single shot weapon
applies its damage value to all targets within a 5 feet area. An entity standing at the impact point of
the weapon (as selected by the shooter) takes an extra +80/+40 damage; but the weapon must only be
used against targets more than 20 feet away from attacker - else the user takes a 60 Attack inflicting
40/20 damage. Additionally, anyone standing within 1 feet behind the weapon while fired
automatically takes a 40/20 hit!
Fireseed Gunnes attack targets through releasing gouts of magical fire. For three times normal cost,
the Dragonne Fireseed gunne is available, which affect all targets within 5 feet of the central impact
point (as defined by the shooter).
A SunRay Gunne emits a concentrated beam of light at targets. A magical gem is used to both focus
and power the ray - the GM can rule it burns out after 40 rounds of combat and must be totally
replaced thereafter (costing 30C).
A Ryfle is a semi automatic version of earlier Gunnes. More accurate than earlier firearms, it uses
hard-cased ammunition containing an integral source of black powder ignition- markedly improving
its reliability. A ryfle has an ammunition capacity of 10 shots and can be reloaded in 1 Recounter.
A Pistole is an advanced miniaturised gunpowder weapon, easily concealable and usable in one hand.
The weapons ammunition cylinder is located behind the barrel and holds six hard-cased cartridges-
pistoles can be reloaded in one Recounter of combat inactivity.
For G.Ms willing to use technomagical weapons, armour to counter these devices are
also included below.
Dmg Range ACC M/D Shots ROF COST
Assault Crossbow 80 60 -30 0/0 12 1 30C
Bhal-Zul-Ka 300 40/5 -40 20/20 1 1/5 200C
Fireseed Gunne 200* 50 -60 10/10 1 1/3 500C/2000C
Ryfle 140* 120 -50 10/10 10 2 80C
Pistole 80* 60 -50 15/15 6 2 80C
SunRay Gunne 300* 150 0 0/0 20 3 200C

Armour Hardness DM Weight Action Penalty: Cost:


Mirrored +20 (+200R) +20/+100 5 lbs -10 50C
Padded Silk +120(B) +60 3 lbs -10 200C
FlameProof Suit +300(F) +300(F) 20 lbs -40 100C
StarMetal Alloy Suit +220(u) +100 20 lbs -20 2000C
StarMetal Breastplate +220(u) +80 10 lbs -10 1000C
Mirrored StarMetal suit +220(u) (+140R) +100 22 lbs -20 2500C

R=vs Sunrays only! +10 vs all other attacks (+100 bonus to spot anyone wearing mirrored armour);
F= vs Fireseed guns only; +20 vs. others. B = vs Bullets and melee only halve for all other attacks.

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17.40
17.40 - Social Factors (Main Game Setting Area only).
only).
The G.M should consider and define the main game areas social organisation and history at
this stage; based on the following guidelines. It is recommended that the settings builder
read through each group of choices and picks whatever appeals to them or best fits a
setting/genre.

This section of the world design system initially determines the main game areas general
form of governance:

The area is a.

1: Democracy
The country is a democracy. Historically, this was a rare form of government until fairly modern times
but is ideal for fairly benign cultures threatened by external forces (or by more reactionary forces from
within). This a valid social condition for an Aesthetic, Barbarian, Decadent, Idyllic, Remnant,
Spartan, or Trader cultures).

Rulers are elected by/from a pool consisting of:


Seraphs.
Adults (aged 21+).
Landowners.
Nobles (status 1+).
A Profession (Criminals, Merchants, Priests, Saints, Wizards, etc.)
A specific species.
Sexist = One or more of the above but women are excluded.
Racist = One or more of the above but other species/Variants are excluded.

2: Dictatorship
Usually the norm in historical cultures, this category represents rule by a leader or select group
enjoying absolute control over the realm and its people. This is a valid social condition for Aesthetic,
Barbarian, Decadent, Feudal, Helot, Idyllic, Imperial, Revier, Remnant, Spartan, Trader and
Wanderer cultures. While far from being an ideal form of government it can have benign forms - as
represented by idealised leaders such as King Arthur.

The Dictatorship is ruled by:


A King or Queen originating from:
An established dynasty.
A newly established dynasty.
The General populace = the rulers spirit is thought to reincarnate
into another body on death (or be replaced by a new ruler spirit)!
The shadows = The king is a puppet, with others actually ruling behind the scenes!
Minor Royalty = The king is only a petty king, ruling on behalf of a large empire.
Symbolic Petty Rulers = The king is officially deemed a Duke, Chief or similar - one
of many such sub-rulers scattered throughout the realm. However, there is little or no actual
contact with their overlord the state upon which this social hierarchy is based deriving
from a long-defunct empire!
Parliament = The ruler is advised by a hereditary parliament comprising of powerful
nobles (and maybe also priests and other interest groups) .
Proles = The ruler is advised by an elected parliament, consisting of those eligible
to vote.

215
Or someone else other than a King, who is:
A Noble = An aristocrat effectively rules the country.
Military = The army or cabal of militaristic nobles.
A Prole = A powerful leader with commoner origins.
A Mystic = A powerful Wizard or Saint (or a cabal of same).
An Alien = From a non-human group.
Inhuman = A powerful monster or unliving being.
A Demigod = A powerful Seraph or Servitor.
A Professional = From a specific profession (Wizard, Saint, Merchant, criminal, etc.)

3: Anarchy:
The country is subject to no rule of law, or is a place where they are laxly enforced. Historically, this
is a very rare polity at least as an enduring condition. However, many real cultures have experienced
periods of anarchy, which make for interesting adventuring situations. Many Swords and Sorcery
worlds are sufficiently free-wheeling to be effectively anarchies law often enforced only near a
leaders stronghold! Anarchy is a valid social condition for Aesthetic, Barbarian, Decadent, Feudal,
Helot, Idyllic, Imperial, Revier, Remnant, Spartan, Trader and Wanderer cultures.

Civil War = The country is suffering from a protracted civil war.


Invasion = The country is often attacked by forces from outside
(either of the same or different species).
Lax Rule = The rule of law is very lax and limited in scope.
Corrupt = The rulers and administrators are corrupt and in the pay of
lawless elements.
Free = The population follows few laws due to personal choice.
Harmonious = The populace is so innately lawful that there is no need to enforce law!

The regions general aspect is then determined:

This region is organised on the following level:


Nomadic = Population is nomadic and the country has no permanent settlements.
Village = Each settlement has full autonomy over its region, but nowhere else!
Towns = As above, but with larger zones of control and market towns appearing.
City States = The country is controlled by a series of states focused around cities.
Kingdoms = The country consists of a series of independent kingdoms.
United = While composed of distinctive regions, the country is controlled by a single ruler.
Single Kingdom = The country is considered to be a single state, with no divisions.
- Countries organised at Kingdom or greater level are often further divided into baronies,
manors districts, counties or shires for ease of administration.

In regards to population the country:


Crowded = Is very crowded.
Teeming = Densely populated.
Base = Has an average population.
Scattered = Has a low population.
Isolated = Is sparsely populated.
Empty = The land is virtually empty (of humans.).
- Also note whether the country has a mixed racial population or consists almost exclusively of
members of a specific race or species.

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The country is:
Taped = Stifled by needless bureaucracy.
Efficient = Well run and ordered.
Fair = Fairly well run.
Shoddy = Laxly run.
Weak = Very poorly run with civil crises often flaring up as a result!

Taxation is:
Oppressive.
High.
High & = taxes are high, new ones often raised on the slightest pretext.
Targeted = Certain items are heavily taxed to discourage their use.
Conditional = Some items or individuals are exempt from taxation.
Average = Set at average levels.
Low.
Very Low.
Variable = Only imposed when required but is of a variable level depending on need.
Purposeful = Select a taxation level (average or more); the state provides citizens with
many services and utilities.
Arbitrary
Tight-fisted = Select a taxation level (average or more); the state provides citizens with
virtually no benefits for their taxation!

The rule of Law is:


Oppressive.
Stern and strict.
High-handed and unfair.
Average.
Lax.
Variable = Does not apply to everyone equally.
Loose utopia = Virtually non-existent; but society remains well ordered.
Dystopia = Law is non-existent; the land is plagued by bandits and criminals.
Insurgents = Select one degree of law above but whatever it is the state has to deal with a
significant rebel faction or lawless element.

The Lands resources are:


Bountiful = Very abundant for virtually everything.
Fair = Good for some minerals, abundant in regard to a few others.
Average = Good in regard to some elements.
Uneven = Average in most areas, but lacking a few elements
Poor = Poor in regard to most elements
Exhausted = centuries of mining and exploitation (and/or an ancient war) has exhausted
the land and left it polluted - quarter farm yields. Most resources have to be imported.

- Resources relevant to this game include: Building Stone (required for Stone Buildings),
Copper and Tin (required for Bronze), Flint (required for stone tools), Gold, Gemstones and
Diamonds, Iron (required for all Iron Age+ era tools), Lead (for sling and gunne bullets),
Lime (required for farming), Plough Soil (required for Agriculture), Silver, Star Metal,
Timber, Wizard Gems, Water.

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17.41: Other places, other times.
The system concludes by defining the settings general and regional history via the Eras of Main
Setting and the Recent History tables. Ideally, other areas adjacent to the main setting should be
expanded using Section 17.40 and the two tables below as and when time or necessity permits.
Alternatively the G.M should at least (roughly) note the following:

How many neighbouring powers are there adjacent to the game-setting region?
What are their names? Who controls them - humans, another species or a diversity of species?
What is their relationship to the main game setting area? What are their most distinctive aspects?

Ages of the World:


Some settings may have multiple historical periods or ages. While these rarely affect play
they are sometimes useful for providing ideas for adventures (and a source of rare and
powerful magical items). The G.M should define as many of these as he or she desires,
noting how long ago each one occurred, how advanced it was, how long it endured and how
it ended. Also make a note of significant events and people that marked it as a distinctive
epoch. The form below provides a means to encapsulating this data.

Age:
Its beginning was marked by:___________________________________________________________
This era was Stone Age/Neolithic/Bronze Age/Iron Age/Early High Late Medieval /Technomagical

It was a Time of ______________________________________________________________________

It lasted ______________________(years/ ) It Ended because_____________________

___________________________________________________________________________________

Most significant events & people:_______________________________________________________

___________________________________________________________________________________

Some example events are cited below for inspiration combine and add to this list as desired:

Abundance; Absolution; Act; Addiction; Advancement; Alliance; Amendment; Anathema;


Antagonism; Art; Artefact; Appearance; Beginning; Banishment; Beguilement; Birth; Betrayal;
Blasphemy; Blessing; Boom; Chaos; Crime; Crusade; Creativity; Civil War; Curse; Conquest;
Corruption; Conversion; Culture; Contentment; Destiny; Decline; Discovery; Decadence; Discontent;
Decay; Death; Disaster; Divine; Drug; Destruction; Elder Race; Expansion; Exploration; Extinction;
Enlightenment; Evil; Ending; Fall; Faction; Fate; Fragmentation; Gods; Genocide; Genius; Gift; Glory;
Good; Heresy; Heroes; Intervention; Ignorance; Invention; Ideology; Invasion; Imbalance; Influence;
Judgement; Knowledge; Learning; Law; Lawlessness; Legends; Oath; Occurrence; Obligation;
Oppression; Omen; Overlord; Plague; Peace; Poverty; Plenty; Magic; Manifestation; Miracles;
Migration; Monuments; Monsters; Nation; Neglect; New Peoples; Rebirth; Rebellion; Reformation;
Retrogression; Recession; Sin; Strife; Stasis; Transgression; Transformation; Trade; Terror;
Unification; Valor; Vice; Virtue; War; Wisdom; Wealth; Wasting.

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18.
18.0: Creatures & Monsters:
Monsters:
18.10 - A Rough Guide to (some of) the Creatures and Monsters of Magonia:
In comparison with other fantasy RPGs, Magonia features relatively few monsters - this is
deliberate! While others doubtless exist, Magonia attempts to reflect the situation reflected
in most works of published fantasy which tend to feature only a few classes of monsters,
utilised in a sparing manner. Worlds containing too many different monsters are difficult to
rationalise, in terms of even a superficially convincing ecology. Additionally, sophisticated
human cultures would find it difficult to thrive in worlds effectively bursting at the seams
with hostile monsters! Furthermore, focusing on a few monster races permits them to
acquire a greater degree of depth and significance within the game-setting. Another thing to
note is that, in Magonia, killing a monster may not necessarily be the best approach!
Some monsters have societies as rich as that of humanity, Elves or other comparable
cultures. In some settings monster societies may have co-existed alongside that of humans
for decades or even centuries! This chapter mainly deals with non-humiform Creatures and
Monsters. As information on real world beasts can be found almost anywhere, only their
game statistics are presented below. The G.M has the final say as to what monsters exist
within their Game setting creative G.Ms may also wish to amend or add details to enable
certain monsters to better fit within it.

Creatures and monsters starting with negative WND totals represent beings less robust than normal;
either due to being very small and/or frail. This is for purposes of WND tolerance only, they dont
enter play with TUOR penalties! Once they receive injuries they do suffer the relevant WND modifier,
however!

18.20- Beasts:
Presented below is an abstracted and highly selective - list of various everyday animals
likely to be encountered during an adventure. This list also includes some extinct creatures
and adjusted existent ones. The latter are merely bigger and (usually) nastier versions of
real creatures but have no other special abilities - hence their inclusion in this list.

18.21- Beast Effect and Expanded Combat Rules Wnd Hits:


Size z and u creatures cannot inflict Effect class injuries and inflict only cited Wnd
damage! Size vs can inflict Effect injuries but add +40 to Wnd/Effect injury rolls.
18.22 - Beast Skills:
Beasts have no Mental or Soul skills, but the instinctive equivalent of some natural skills.
Their Climb and Creep skills equal their D rating, while they have an Active and Melee skill
equal to their M score. T class creatures have Tracking skill equal to their highest rated
physical attribute. For game purposes halve, double or triple M, S and D ratings to simulate
weak, tough and very tough versions of these creatures. If desired adjust WH, DMG and
MV when attributes are lower or higher than their cited attribute ratings.

17.23 - How smart are beasts?


Should the need arise, the G.M should consider tiny beasts as having an I of -40, while small,
medium and large beasts have a rating of -10, 0 and +10 respectively in that attribute. Add
+10 to this rating for carnivores, +10 for animals considered by folklore as intelligent; but
10 for reptiles. This I rating represents basic reasoning only animals (usually) having no

219
technical or knowledge skills! In some settings animals have magical intellect: being as self
aware as humans and able to fully comprehend human speech, especially during ritually
important times of the year or in magical places. Some animals (usually King of the Beasts
versions of their species) can also talk to humans; but usually only when necessary - at all
other times using mute speech type animal calls. They are likely to have an additional +10
to +40 I and x2 to x5 M, S and D ratings. They also have the Bodily Return Gift and Piety
scores (with access to spells associated with Nature or Moon deities).
A Selection of Normal Beasts:
SZ D HD/MP M/S F DMG MV ARM
Insect z +40 -200/-4 0/0 d? no 20 0
Fish u +20 -100/-4 -40/+10 0 no/-100 30 0
Vermin u +20 -100/-4 -40/+10 d -200 22 0
Snake u +30 -50/-4 -40/+20 p,v? -120 8 0
Cat vs +30 10/1 +5/+20 0 -100 26 0
Small Dog vs +20 10/1 +0/+30 t -20 30 0
Chicken(cock) vs +20 0/0 0/+20 0 -100 22 0
Falcon vs +40 10/0 +5/+20 f,t -20 20/90Fx 0
Large Eagle s +20 20/0 +30/+20 f 0 20/70Fx +10
Python m +20 40/0 +30/+10 0 80 8 +10
Wild Boar m +10 60/3 +60/+80 t 50 34 +40
Farm beast m-e +10 50/3 +40/+20 0 40 26 +10
Deer m +20 40/2 +10/+20 0 v? 10 36 0
Giant Insect! s +20 30/2 +20/+30 p? 50 22 +50
Large Dog m +10 40/2 +20/+30 t 50 30 +10
Wolf m +20 40/2 +30/+40 t 50 30 +10
Donkey m +10 60/3 +40/+50 0 20 34 0
Camel e +20 60/3 +40/+60 0 20 38 0
Horse e +20 80/4 +60/+60 0 30 44 0
Warhorse e +10 100/5 +80/+80 0 40 30 0
Shark m +40 100/5 +80+40 t 80 40 +20
Alligator! m +50 50/3 +30/+10 t 60 34 +50
Large Bear! e +20 110/6 +50/+30 t 60 38 +20
Rhino h +40 150/8 +160/+40 a 100 38 +60
Hippopotamus h +20 130/5 +120/+40 a 80 38 +20
Elephant! h +30 120/6 +100/+60 0 80 38 +40
Ape e +40 30/2 +20/+20 0 40 32 +10
Panther m +30 50/3 +40/+60 t 60/40 30 +10
Lion m +20 70/4 +50/+40 t 80/60 38 +10
Gazelle m +40 50/3 +15/+50 0 20 40 0
Bison! e +20 110/11 +100/+50 0 60 38 +10
Sabretooth! m +30 60/3 +60/+40 t 100/80 36 +10
Cave Bear! l +20 100/5 +70/+40 t 110/60 34 +20
Diatryma! m +30 40/2 +40/+40 t 60/40 42 +10

SZ: Creatures size rating: z=minute, u=Tiny VS=Very small, s=Small, m = Mediun e=Tall, l=Large, h=Huge,
g=Giant, t=Titanic != creature is prehistoric D = The creatures D score. H/W = the creatures Hardness and
WEnd ratings. M/S = The creatures Muscle and Stamina scores. Adjust damage factors as per the creatures
cited M score if higher than cited. , F = special factors; a=aggressive herbivore f= creature can fly. d =
creature may carry disease (p99-100). t= creature has Tracking skill. v= Creature damages with venom (p100)
DMG = damage creature inflicts when attacking MV= Move Score (flight speed equates to maximum do not
adjust!) ARM = the creatures armour rating.

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18.30 - Monsters:
In these rules, the term monster is used to describe a creature whose abilities transcend the usual
limits of nature. The following list describes the more commonplace dangerous ones; other such
creatures exist. Virtually all these vast majority of these creatures have magical intellect as defined
above (and as decided by the G.M) no further adjustments to their statistics are required to
accommodate this option! Monsters have a Tracking skill equal to their highest attribute, unless
otherwise stated in the features column. G.Ms wishing to introduce more monsters into their game
setting are advised to consult the random Creature/Monster rules given in APPENDIX 4.
Monsters:
Creature SZ D I HD/MP M/S Features WF MV ARM
Ambusher E +20 -30 60/4 +30/+80 ak g 10 8 +40
Capumortus L +20 +20 70/4 +60/+30 f ~40/# 60/ 60 30F +20 +20
Catoblepas L 0 -10 80/4 +60/+30 p 80 28 +60
Dragon T +50 +60 200/20 +200/+100 p, f#+100/+50 200/100 30/60Fx 1d10x10
Devourer L -10 -10 80/4 +60/+40 cg 100 10 +20
Grazing Lizard H! 0 0 120/6 +80/+60 50 30 +40
Great Snake L! +20 -30 100/5 +120/+30 ch 20/40 8 +10
Griffon M +20 +10 70/3 +40/+40 f 80 30/80Fx +10
Helhund M +20 +20 100/5 +80/+80 (#)+cf 8 60x6 42 +10
Hydra L +60 0 100/5 +50/+80 x2 n m5 b 40 20 +80
Krackenkin M +50 +10 40/2 +30/+20 s,x2 0 30 30 0
Killer Ape E! +20 0 50/3 +40/+20 ct 30 22 +10
Lammae L +50 +10 70/6 +30/+60 p,d40 h 40/20 46 +20
Lindworm H! +10 +5 120/8 +60/+80 n 60 18 +20
Man-Ape M! +10 0 40/2 +30/+10 cks 0 40+20 34 +10
Manticore E +20 +10 60/3 +30/+30 r10/10# 80/40/50 40 +40
Oaken Death G -10 0 150/7 +100/+100 b # i~ 50/50/50 30 +60
Salamanda M +40 +10 90/5 +40/+40 i# #1 0 40/20 60Fx +20
Spydr L! +40 +5 80/4 +40/+60 pgt 80/@~40 30 +10
Sphinx L +30 +80 80/5 +30/+60 f,p 80/40 42 +10
Stympi S +10 -10 10/-3 +10/+10 f 1d 20 40 +10
Skyhorse L +10 +10 70/3 +80/+80 f0 20 30/90Fx +10
Skylizard L! +20 -10 50/3 +20/+30 f 50/20 33 +10
Suu E +40 +15 60/3 +30/+40 t 60/40 40 +10
Treefeind M +60 0 60/3 +60/+20 t 50/30 20 +20
Terrorsaur H! +50 -20 130/6 +100/+20 f 100 30 +20
Thunderbird L! +20 -10 40/1 +30/+15 f 40R 20/40Fx +10
Unicorn M +40 +40 60/3 +40/+60 i~ 0 60/120chg 41 0
Wyvern L! +30 +5 90/5 +60/+50 ~60 60~ 30/40Fx +50
Wulf L! +15 0 80/4 +60/+30 80 40 +10
Winged Snake M! +30 0 20/1 +20/+10 f ~30 50 30 +10

SZ: Creatures size rating: Z=minute, VS=Very small, S=Small, M= Medium E=Tall, L=Large, H=Huge, G=-Giant,
T=Titanic != creature is Prehistoric D = The creatures D score. HD/MP = the creatures Hardness and MP
rating. M/S = The creatures Muscle and Stamina scores. Adjust damage factors as per the creatures cited M
score if higher than cited. , F = special features (see below), WF = damage creature inflicts when attacking
(add BP) MV= Move Score (flight speed equates to maximum do not adjust!) ARM = armour rating

Special Features:
# Fire attack = rng 30 dmg +20 per 10 S. One such attack permitted every 20 S/10 Recounters
(#) As above, but body wreathed in flames only (range 0)
~ Poison attack. Take wnd in italics four intervals spaced 10 mins apart Poison strength equal to monsters S
@Cold touch only wnds to Uncon level, then ineffective

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+ = Vulnerable to Exorcism
a= acid attack
b= constriction attack
c= can skilfully climb trees
d= blood drain 1 wnd/Recounter
f= creature can fly
g= can climb (and cling on to) sheer surfaces and ceilings.
h- hypnosis powers (80 power)
k= well camouflaged (+80 skill or as otherwise stated may suprise)
i =immunity to specific agent; #=fire , ~= poison attack or a=acid
n = ignores (regenerates) Sever results; loses 2 attacks that Recounter, then recovers. If Sever hit is augmented with
fire, sever effect stands
m= ignores n number of bleed/sever effects before they have effect as cited on table
0 = no tracking ability.
p= Spell like abilities. Entity has innate Wizardry equal to their S score; choose one spell
Astral Leap, Avaelon Mist, Beast Control, Cloak, Control, Curse. Corrupt, Glories Blast, Disease, Eclipse, Element Control, Far Vision, Far
Reach, Fireseed, Invisibility, Lightning, Iron Skin, Fearweave, Fix, Fireseed, Fly, Guise, Heal, Illusion, Lux, Petrify, Sorceries Sleep, Spirit
Weapon, Smite, Swiftfeet, Superaction, Throw, (natural) Weapon of Fire & Cold.
r = Ranged attack Range 20, dmg equal to M. Can use once every 10 Recounters.
s= Long natural reach upt o 3
t= Lures victims by trapping them (as per creature description).
u = Paralysing touch or sting.
Xn = double number of permitted attack.
Option: Titanic sized creatures:
Select a size class and Multiply M & H/W. move and damage attributes by A = x5 B= x10 C = x20 D = x50.
Apply TUOR negative modifier when creature attempts to use D to snatch and

18.31 - Thumbnail monster descriptions:

Ambusher
An ambusher is a large glob of protoplasmic matter with carnivorous tendencies. Sensitive to
vibration, it clings onto an overhang or similar and drops onto any prey passing beneath them.

Capumortus
A two-headed winged horror; its two long-necked draconic heads attached to a bloated body
supported by fearsomely clawed feet. A Capumortus head can either emit a stream of fire or
possesses an envenomed bite; one head with each ability is commonplace.

Catoblepas
This ill-tempered creature has a muscular bovine body adorned with a natural coat of shiny scales
and fanged porcine head. Some have a withering poisonous breath, strength 80, all within 2
diameter of creature, while a few rare examples have a gaze-based petrifaction attack which they
can use once every 10 Recounters.

Devourer
A creature akin to the Ambusher in form and appearance but more elastic and exclusively ground-
dwelling. A Devourer moves by bouncing; its preferred form of attack is to career towards potential
prey, jump onto them and butcher them by pulling them apart through expanding its body.

Dragon
Much could be said of dragons! They usually take the form of a 20-60 feet long quadruped lizard with
large wings, cruel claws and large fanged maws. They are greatly feared for their fiery breath and
incredibly thick skin. Dragons are highly intelligent, avaricious and often evil and are often in the
subtle employ of Dark Lords, although some good dragons exist. Being highly magical creatures they
often make unusual demands on the communities they live among usually for regular offerings of

222
virgin daughters or treasure (often using the latter as a nesting material). A considerable number of
dragons are capable of speech and have either Wizardry or Saint abilities.

Grazing Lizard
A large, thick-skinned plant eating lizard; a survivor from the forgotten Elder Times. The main prey of
terrorsaurs, Grazing Lizards can be tamed if a young specimen can be obtained and make slow but
dependable and sturdy mounts.

Great Snake
A creature akin to an abnormally large python. They rarely have venomous bites but some examples
are known. Some have the power of hypnosis (80 vrs targets C; if successful rooted to spot for 3
Recounters (6 on a HERO); this ability must be used in place of an attack.

Griffon
A flying creature which resembles a combination of eagle and horse. While fairly harmless some
develop a taste for horses and donkeys, making them a nuisance to locals. They are occasionally
used as mounts by elves and human warrior-heroes.

Helhund
A supernatural (but not unliving) large black dog like creature wreathed in flames. It is often found
protecting sites dedicated to evil, or traversing Ley Lines to reach such places. They breathe flame as
a dragon (but only at range 2). Some Helhunds can cast a 100 power Curse on sight, once per combat
which takes effect if the creature is not subsequently slain.

Hydra
A creature resembling a large thick-bodied snake crowned with around six heads. The Hydra is
especially feared for its ability to regenerate its heads when severed in combat recovering from a
Severed result within 1 Recounter unless the affected stump is seared with fire almost immediately
afterwards.

Krackenkin
A land dwelling octopoid creature. While sentient it has little culture or technology, often occupying
any suitable ruins they encounter. They will attack anyone who approaches their lair, but will not
pursue them relentlessly.

Killer Apes
Brazen, uncouth apes who know not their father! Resembling gorillas they have sharp claws and
razor-like teeth matching their carnivorous disposition. Highly territorial, they have no culture or
technology, living in desolate places likely to provide a lasting food-source. They have a tendency to
extensively mark their territory with urine and faeces; making Killer Ape dens especially unpleasant

Lammae
This quadruped sustains itself by drinking blood, obtained by charming its victims into compliance.
While it prefers to use this ability, it also has fearsome claws and teeth for a direct assault combined
with a naturally armoured body.

Lindwurm
The Lindwurm resembles a large carnivorous scaly worm with a ravenous appetite. They have
notable powers of rejuvenation. Many appear to be a form of wingless dragon (but lack a fiery
breath).

223
Manticore
A creature resembling a large lion with a human-like head, and has a body protruding with spines.
These can be fired at will (rate of fire =AS). Another class of Manticore has a large scorpion-like tail
but no spines. Manticore spines are naturally infused with a substance akin to arrowfrog venom,
while tailed Manticores inject a more potent toxic poison.

Man-Ape
A man ape is a tall bipedal ape-like creature with the intellect of a man. Very shy, it has legendary
powers of camouflage. While relatively peaceful, it will attack those who it believes are encroaching
upon their territory. It uses only crude stone implements as tools and implements and builds no
permanent structures.

Oaken Death
A large sentient plant that resembles an anthromorphic tree. It has a fondness for killing; burying
those it slays and burrowing its roots into their remains - feeding on the corpses as they decay.

Salamanda
A large quadrupedal lizard continuously surrounded by flames extruding from its skin. It suffers no
adverse effects from fire, but is adverse to cold. They can breathe fire as a dragon (but with range 5).

Skyhorse
Other than having wings and a high reasoning ability this creature is equal to a normal horse in all
other respects. Much favoured by heroes, Skyhorses are said to come from a large aerial island
located just above the clouds.

Skylizard
With a massive wingspan, a fearsome long serrated beak and an oily black body, the skylizard is a
fearsome hunter. As smart as most beasts, it will try to eat anything it encounters if sufficiently
hungry. It can eat carrion but prefers fresh meat.

Sphinx
Possibly the wisest of all monsters, a Sphinx has a leonine body with a human-like head. They often
act as guardians for sacred sites, protectors of the dead and keepers of cherished secrets. While
generally good, they will not hesitate to kill those they deem to be profaners; being especially harsh
towards tomb robbers.

Spydr
A pony-to-horse sized spider with a keen appetite for meat. They are usually encountered singularly.
Its lair is usually adorned with webs draped between openings. Anyone attempting to pass through
them must make conflict roll of their M vs. Difficulty 80. A failure results in the character being held
fast by the web an attempt to free themselves may be made every 10 Recounters of game-time
(automatically freed within an hour if they are left undisturbed).

Suu
A swift carnivore, the Su resembles a large shaggy-coated lion. It is notorious for its ability to make
human like calls, often mimicking sounds of distress. When hearing these, a character must succeed
in a conflict between their I score vs. a Difficulty of 60 to spot that somethings amiss. If this roll fails
the Suu attains surprise as per a Surprise Win result!

224
Stympi
Stympi are small, but deadly blood-sucking birds, resembling a miniature vulture with a long,
wavering pointed beak

Treefeind
Basically a carnivorous, sloth like creature with very long arms, the Treefeind spends much of its life
among the trees. A Treefeind attacks by attempting to surprise its prey by extending its long arms
from beneath the tree canopy. If successful, it grabs its quarry and attempts to pull it up into its
hungry maw. The prey is allowed an attempt to break free resolved as per a grapple. If
unsuccessful combat then commences the quarry at an additional attack defence penalty of -40.

Terrorsaur
Another creature originating from the Elder Times. A towering bipedal reptilian hunter with
powerful jaws and a mouthful of fearsome teeth, they are swift and deadly (if somewhat lacking in
Stamina). They are usually found in the same places as Grazing Lizards.

Thunderbird
The thunderbird resembles a reptilian bird with metal feathers, which produces a rumbling booming
sound as it flies (hence its name) It also has the ability to shoot bolts of lightning from its beak.

Unicorn
A unicorn resembled a pony-sized horse with goat-like features. It has innate powers of purity, being
immune to poison or aging. Its horn has the ability (+200 bonus) to neutralise virtually any toxin!

Winged Snake
Tenacious hunters, these creatures resemble large snakes with bat-like wings. Both constricting and
envenomed sub-species exist.

Wulf
A pony sized wolf with the temperament of a rabid dog; in the wild come in packs of 2-9. Seemingly
against the odds, some Goblin tribes have domesticated these creatures and utilise them as mounts.

Wyvern
A relatively small dragon-like creature with wings, two claws and a long tail with a poisonous stinger
on the end. Wyverns, while dangerous are much less intelligent than dragons and have few if any
other special abilities.

225
18.40 - Intelligent Creatures:
The following table gives average values for various intelligent beings features in the Species
section. For game purposes halve, double, triple or quadruple skills - and halve, add +20, +40 or +60
to attributes other than HD/MP and MV - to simulate weak, skilled, experienced, adept, and master
level NPCs.
Intelligent Creatures:
D I HD/MP M/S P/MS DMG MV Class ARM
Centaur +10 +20 50/3 +50/+40 +20/+20 W 34 I +10
Doghead +10 +10 30/2 +10/+20 +30/+20 W 30/10 23 V 0
Dragkaan +5 +15 30/2 +30/10 +40/+40 W 30/20 22 V +10
Dwarf +30 +10 50/3 +40/+30 +60/+40 W 27 V (+60)
Heltrull +10 +20 70/4 +40/+50 +60/+40 W 34 I +30
Hobb +20 -10 10/0 0/+10 +20/-10 W 21 V 0
Giant +10 0 150/8 +120/+80 +100/+10 Wx3 60 I +30
Goblin +30 +10 20/1 +10/+10 +20+20 W 23 V (+20)
Elf +40 +20 30/2 +20/+20 +80/+80 W 28 I (+60)
Ogre +5 -5 70/4 +60/+40 +60/+10 W 35 V +10
Trull +5 -20 100/5 +80/+70 +40/-20 W or 60/30 45 I +40
Urrrk +10 0 50/3 +30/+30 +50/+20 W 28 V (+60)
Wyldman +5 -5 20/80 +30/+30 +40/+10 W 26 V 0

18.50 - The Unliving:


Unliving are entities that are neither truly alive nor dead. Many Unliving creatures take the form of
animated corpses or skeletons, other have only a spiritual composition. While the majority of
Unliving creatures result from the ill work of necromancers, a few types result from individuals not
fully passing over to the spirit world. Most Unliving creatures (with the exception of Bonekin and
Dragur) are subject to Exorcism. As being Unliving is a condition, add the attribute values cited below
to those of any creature or monster acquiring this state. For ease of use (and in regards to material
unliving types only and excluding Bonekin and Wilful Dead), replace original /with the values
cited for the specific Unliving type - increasing only by +10 for Tall creatures and by +20, +80, +120
and +240 for Large, Huge, Giant and Titanic creatures, respectively.
Unliving:
V class D I HD/MP M/S P/M DMG MV ARM
Bonekin +20 0 +10/-4 +10 /@ 40/ none Weapon-20 30 +20
Adjusted +20 reduce to 0 /5 / -5 -50/@ |---------------------- as above -------------------------|
Dragr +10 +10 +100/5 +40/@ /none W 11 +10
Ajdusted -40 / base +80/+4 +20/@ |---------------------- as above ------------------------|
I Class:
Wilful Dead +30 +10 all values /@ base half W 30 0
Wraith +40 +10 S50/-3 +40/@ +80/+60 30/100@ 40 +20
C Class:
Bonewraith +40 +10 +200/4 +40/@ 100/none W 30 +60
Ghost +10 base 20/-4 +20/@ base/+20 20/0 apportF 0
Faery +40 +60 50/0 +30/@ +80/+80 W apportF +20
Revenant +30 +60 60/3 +50/@ +100/+200 W base +10
Adjusted +20 +50 +40/+2 +20/@ |---------- as in life --------- | +10
Vampyre +40 +40 +60/4 +60/special +100/+100 W base/fx3 +20
10/10:20D

Adjusted creatures also acquire all gifts and banes associated with the appropriate form.

226
@ Stamina. The majority of unliving beings have no stamina score as such; their endurance being
derived from magical energy drawn from elsewhere. As a result, Unliving never sleep or tire while
at toil. Furthermore, most do not need to eat - Vampires being a notable exception! This is
associated with some significant limitations, however. Most unliving are bound to the place where
they came into existence being unable to move more than 500 yards from that locus. This
limitation can be circumvented either by the unliving entity absorbing life energy from another living
creature, using magic to leech it from their surroundings or by carrying a Wizardry Store. For the
purposes of derived attribute values, Ghosts have S 20, Bonekin and similar unliving S 40, all others
having the equivalent of S 80.

Bonekin
The common term for skeletons articulated and animated via the Gory Restoration spell. They are
more swift than Dragur and harder to destroy, but are also weaker and less intelligent. SP attacks
inflict no damage, WB attacks cannot inflict bleeding effects, but CH attacks gain a +40 attack bonus
and inflict +2 extra WNDs

Dragur
Relatively intact corpses raised by the Gory Restoration spell rise as Dragr. They are stronger and
smarter than skeletons although fairly dumb even by animal standards. SP attacks inflict no
damage, while WB (or any other weapon) cannot inflict bleeding injuries.

Faery
A Faery is a sentient spirit-of-place spontaneously generated by areas with innate magical power.
As such they are tied to a specific locus although the distance they may travel from it varies widely.
This limitation can be circumvented by them traversing ley lines although this limits them only to
the places connected to them. Immortal beings feared for their capricious natures, their appearance
is highly variable due to their ability to morph into any form at will (although such forms always
retain the Faeries base attributes). They are highly magical in other ways possessing an innate
Wizardry in excess of 100 - but one limited to spells incapable of directly inflicting physical injury.
While a spirit-form, Faeries can nonetheless become material for short periods of time. They are
capable of being wounded by normal weapons while solidified material but ignore subsidiary
detrimental effects such as bleeding. limb-loss, organ damage, etc. from Effect class injuries. Hence,
attacks only inflict WND damage. Regardless of their desires, Faeries reverts to spirit form on
reaching 0. They are also susceptible to Exorcism!

Ghosts
A Ghost is the etheric restless spirit-essence of a deceased individual who has often died in violent
and/or mysterious circumstances. Ghosts are among the more harmless of the unliving (harmless
being a relative term in this context .). Ghosts can only be harmed by magical attacks and specially
enchanted weapons - such as those empowered by the Spirit Weapon spell. Attacks only inflict WND
damage. While listed at negative Wnds they ignore all cited penalties and usually vanish for one day
on reaching -5 WNDS. Ghosts often quietly depart to the spirit world once the situation causing
them to become a restless soul has been resolved.

Revenant
The term revenant is used to describe a corpse animated by a deceased persons spiritual essence.
While some revenants occur spontaneously, most occur due to powerful necromantic magic- most
notably the Revenant spell. Many powerful evil wizards and Saints use it in a desperate attempt to
attain some degree of immortality. As a consequence they represent one of the most dangerous
creatures existing in this game. Attacks only inflict WND damage. They usually vanish for one day on
reaching -5 WNDS.!

227
Vampyres
This class of Unliving creature is comparable to a vile contagion in human form. The Vampyre is a
free-roaming Unliving creature who lives by drinking the blood of the living; those who it kills by
totally draining their blood subsequently rise as a Vampyre several days after. Vampyres suffer from
the Hated, Sore Substance, Shun The Light!, Toxic Light, Sexual Predator (Adults of the opposite
sex), Magical aura, No reflection, Outlaw, Spirit Dread, Prone to Exorcism and Vampyre banes. In
terms of advantages, Vampyres have the Become as Mist, Immune to Mortal Weapons, Immunity
to Disease-4, Resistant to Poison-4, Magical flight-2, Transform Into Animal and Unaging Gifts.
All physical and mental attribute scores (including Fortune) are frozen the level they became a
Vampyre (the last bonuses they receive being the attribute boosts they acquired on becoming
infected), although skills can be improved. Saints who become Vampyres may retain their Piety
without penalty providing they revert to worshipping a Dark Lord and may also gain further
Piety in this instance. Vampyres who were Wizards in life may retain their Wizardry, but cannot
improve their Wizardry attribute thereafter, but may learn new spells.
Wilful Dead
Wilful Dead are skeletons magically articulated and occupied by a dead persons spirit. Unable to
cross over into the spirit world, these creatures attempt to live as they have done in life an
aspiration obviously limited by their reduced physical state! Being neither innately good nor evil,
they can be found in cemeteries, tomb complexes and magical places devoted to the dead. Wilful
dead may travel upto 10 miles from their place of origin. They take damage as bonekin
Wraith
A deadly class of restless spirit, wraiths are capable of inflicting serious harm on those unfortunate to
encounter them. Wraiths often resemble robed and hooded human-like creatures with pale white
skeletal limbs and faces. Wraiths can only be harmed by magical attacks and specially enchanted
weapons (such as those empowered by the Spirit Weapon spell).
Bonewraiths
These creatures, while resembling Bonekin are in fact animated by demonic spirits! Being
gifted with this essence makes them far stronger and a bit smarter; but also renders them
susceptible to exorcism. Treat them as Bonekin in all other respects.

18.60 Servitors:
This class of creature represent the magical servants of the gods. Servitors of good or neutral gods
resemble tall, noble humans surrounded by a light glow. Those concerned with war often wear
brilliantly reflective armour and are armed with large fiery swords. The Servitors of evil gods, on the
other hand, resembled winged monstrosities with both human and bestial features. Imps and
Cherubs are tiny Servitors thought to be the souls of people recently incarnated into a gods service.
Moderate Servitors are the guards and general servants of a specific deity. Greater Servitors are the
direct messengers and protagonists of their deities will, while Arch Servitors are effectively
demigods, commanders of specific groups of Greater Servitors. They have the same injury and
vulnerability profile as ghosts (see above).
Servitors (all C class).
D I H/MP M/S P/K DMG MV ARM
Imps/Cherubs +20 -10 10/1 0/+20 20/0 W/2 40F +10
Lesser +20 +20 40/2 +40/+40 40/60 W 80F +60
Moderate +40 +40 60/4 +60/+60 60/80 Wx2 80F +80
Greater +80 +80 100/6 +100/+100 120/100 Wx3 100F + 100
Arch +200 +220 200/12 +200/+200 200/220 Wx3 100F +120

228
18.70 Gods:
There are many explanations as to who (and what) the gods are. Some say they were once heroes
who somehow transcended to great power and eternal life. Others believe they are powerful
spiritual entities older than the world itself. It is also stated they are the physical embodiment of
various aspects of nature, or even the dreams of men given form through magical processes. Most
people believe the second possibility but many pantheons contain deities reputed to have once
been mortal. Whatever their origin, the gods are immensely powerful spiritual beings connected
with an aspect or element, effectively omnipotent in regard to their particular sphere of creation.
When manifesting in physical form they resemble tall, physically perfect ideal members of their
worshippers species, radiating a soft light. They have access to all spells associated with their aspect
or element (see Section 10.30) and cast them with a Wizardry level of 500 or more and disregard any
cited spell range penalties. They may further enhance their spells by expending one attribute point;
which boosts their wizardry by +500. One god attribute point also equals 1 HL in relation to Hallowed
Items (see Chapter 13). It is rumoured that each deity is vulnerable to one specific substance (which
in Magonia terms results in them dividing their attribute based H by 10 when attacked by a weapon
incorporating it). It is further whispered that the god sustain themselves with a magical substance
which, if drunken by a mortal transforms them into a god (in terms of Magonia game mechanics
multiplies a mortals attributes by x10). Sometimes, a god somehow becomes bound to a mortal
form and becomes a lesser or fallen god as a consequence. Lesser Gods have a Wizardry score
of around 500 and F ratings of around 100 or so.
Some typical Gods:
D I HD/MP M/S P/K DMG MV ARM
A. God +600 +1000 1000/50 1000/+1000 1000/1000 Wx10 300F (+200)
Fallen God +300 +500 300/15 300/ +600 +300 Wx5 200

18.80 - listing of Human stock backdrop characters:


The following table provides a listing of average human individuals from various professions. For
game purposes halve, double, triple or quadruple skills - and halve, add +20, +40 or +60 to attributes
other than HD/MP and MV to simulate weak, skilled, experienced, adept, master level NPCs.
Experienced, adept and master type characters also have 4, 8 and 12 Fortune points, respectively.

D I HD/MP M/S B/MS MV Class ARM


Alchemist +20 +30 20/1 +5/+5 +20/+60 21 V 0
Bandit +10 +10 30/2 +20/+10 +60/+10 23 V +20
Beggar -10 0 10/1 -20/+10 0/+20 10 V 0
Commoner 0 0 20/1 +10/+10 +40/+5 22 V 0
Craftsman +30 +15 30/2 +15/+20 +80/+30 23 V 0
Damsel +20 +15 20/1 +5/+10 +20/+50 23 V 0
Elite Guard +30 +20 60/3 +50/+40 +120/+50 29 C +60
Forester +20 +5 30/2 +20/+30 +50/+20 25 V +10
Knifeman +10 0 20/1 +10/+10 +40/+10 23 V +10
Knight +20 +10 50/3 +40/+30 +100/+40 27 I +80
Lackey +5 0 20/1 +10/+10 +50/+20 22 V 0
Mercenary +20 +5 30/2 +30/+20 +80/+20 25 V +60
Noble +10 +30 30/2 +30/+20 +50/+80 25 I 0/+60
Saint +10 +30 30/2 +10/+10 +20/+60 P:+40 22 C +10
Shop Keeper +20 +20 20/1 +10/+10 +20/+30 22 V 0
Thief +30 +10 30/2 +20/+10 +40/+20 23 V +10
Town Guard +10 0 30/2 +20/+10 +40/+10 23 V +40
Vice Server +20 +10 30/2 +10/+20 +30/+30 22 V 0
Wizard +10 +30 20/1 +10/+10 +20/+40/+50 W:+40 22 C +10

229
Appendix 1: THEMATIC INDEX :
TUOR system: 6-8 Character types: 14 Languages 20,21,
T*UOR Table: 7 Admixture Characters: 14,46 Basic Detailing: 21-35
Partial Success 8 Attribute Caps: 15 Expanded Detailing: 48-65
Skills over 351 8 Attribute Generation: 16 Starting Equipment: 64
Difficulty Levels: 9 Child Character 16,23,29 Recognition: 104
Quality of results: 9 Age: 18 Reaction 105
Duration of Actions: 9 B-Scores: 8,19 Insanity: 105-106
Fortune Use: 10 Social Class 18 Purity: 106
Wuxia Feats 10 Hardness(HD)/MPs 19
Attribute Scale 11 Height and Weight: 20 Abstract Experience: 116-117
Attribute Skill Caps: 12 Carry: 20
Experience: 12 Move 20
Attributes 13
Easy Option Species:
Elf 21 Doghead 22 Dwarf 22
Centaur 22 Dragkaan 22 Goblin 22
Manimal 22 Urrk 22-23

Expanded Option Species:


Centaur 48 Doghead 49 Dragkaan 49 Dwarf 49
Elf 49 Goblin 50 Giant 50 HelTrull 50
Hobb 50 Human 48 Manimal 50-51 Ogre 51
Seraph 51 Trull 51 Urrrk 51

Easy Option Professions:


Alchemist 25 Fool 28 Ranger 28
Artificer 25 Gladiator 27 Sailor 27
Artist 26 Gentleman 29 Saint 27
Assassin 26 Hedge Witch 25 Scholar 29
Bandit 26 Hoblar 27-28 Templar 28
Barbarian 27 Knight 28 Warrior 27
Bard 26 Lorist 26 Watchman 29
Chancer 26 Noble 27 Warrior-Wizard 25
Child 29 Mystic 28 Wizard 27
Cunning One 26 Open Hand Adept 30 Writer 26
Dwarf Huscarl 27 Performer 26 Yogi 29
Elf Lord 27 Priest 28
Explorer 27 Pirate 26
Freed Slave 29 Rustic/Townsman 28

Earther Options:
Artist 26 Modern Citizen 29 Sailor 27
Barbarian 27 Mystic 29 Scholar 29
Child 28 Performer 26 Solider 28
Criminal 26 Priest 28 Yogi 29
Explorer 27 Policeman 29 Writer 26
Fool 29 Open Hand Adept 29
Gentleman 29
Social Options:
Musician 30 Thrill-Seeker 30 Soical Adept 30 Gamer 30
Sportsperson 30 Person of Faith 30 Xeno 30 Courtesan 30
Mixed 30 Occultist 30

230
Castes (Easy/Expanded):
Liminals 33/62 Commoners 32/62 Priests 33/62 Mystics/Wizards 32/62
Warriors 32/62 Nobles 33/62

Variant Options:
Aeriewrights 53 Heloti 54 MoonKyne 56
Amazons 53 Highlonders 54 Merpeople 56
Bear (Wulf) Men 53 Horse Folk 55 Norlingas 57
Blessed People 53 Houas 55 SeaPeoples 57
Cave Dwellers 53 Icelonders 55 Sandlingas 57
Chyldkinde 54 Magonian 55 Wnderlings 57
Druidi 54 Marsh Tygers 56 Wyldman 57
Provincial 54 ManEaters 56

Expanded Option Cultures:

58: Aesthetic, Barbarian, Decadent, Feudal, Helot, Hunter, Idyllic


59: Imperial, Revier, Remnant, Spartan, Trader, Wanderer

SKILLS :
Physical Skills Base rating: A+M/2+5
Page 37: Armour Adeptness, Active, Climb.
Page 38: Creep, Drive (Chariot, Waggon, Boat) Flitch, Open, Ride (Horse,Great Wulf, Riding
Lizard, Flying Mount), Survive (Temperate, Tropical, Desert, Ice wastes, Sea),
Sailing/Pilot (water, flying), Shoot (point familiarity option), Melee (point familiarity
option), Shield.
Page 39: Skinclad, Track, Unarmed Combat, Workskills Armoury, Brewer, Blacksmith,
Butcher, Builder, Carpenter, Chandler/Inn Keeper, Cook, Farming. Housekeeper,
Jeweller.
Page 40: Lovecraft, Leatherworker, Mason, Nanny, Painting, Perfumer, Sapper, Servant,
Taylor, Wrangler.
Mental Skills: Base: -50 or I+C/2 if skill is +5 or more
Battlecraft, Estate, Education, Engineer
Page 40: Folklore, Gaming (point familiarity option), ,
Page 41: Healer, Herbalist, History, Nature Law, Logos, Language, Present, Philosophy,
Region, Theology, Trader
Soul Skills: Base: P+C/2+5
Page 41: Alchemy (Point Familiarity Option)
Page 42: Arcane, Compose, Debate.Dcor, Guise, Herbalist, Instrument (point familiarity
option), Social (Low Social, High Social).
Page 42-44: Expanded Rules Adeptness, Combat, Martial Arts
Page 44: Hidden knowledge; Example languages; Example Social Skill-Options.
Page 45: Yogic (point familiarity option).
Page 46: Admixture Skills

Banes:
Albino 67 *Feared 68 Scourge* (+2) 67
Bestial 67 Giant (+6) 68 Shun The Light! (+1) 67
Blind 67 Hung 68 Small 67
Blind Spot 67 Large/Large Eater 68 Useless! 67
*Cold Blooded 67 Maneater 68 Weak 69
* Chimera 67 Mute (+4) 68 Aloof 69
Diseased 67 Mostly Mute (+3) 68 Bad Reputation 69

231
*Distinctive reek. 67 Mutilated (+4) 68 Brazen Ape! 69
Distinctive Attribute 68 No abstract symbology (+3) 69 Crude 69
Disfigured (+2) 68 One Eye (+1) 69 Disliked 70
Enemy (Variable) 70 Heretic (+2) 71 Powerless 72
Fearful Symmetry 70 Hedonist 71 Poor 72
Freed Slave 70 Isolationist 71 Primitive 72
Fool 70 I know not my father..! 71 Rare 72
Banes (continued):
Flamboyant 70 Landless 71 Rural 72
Loves Money 70 Massacre Survivor 71 Rigid Etiquette 72
Distain (species) 70 Mentor 71 Rigid Code 72
Fear 70 Oppressed (+2) 71 Scattered 72
Gruff 70 Outlaw (+2) 72 Shy 74
Hard Master 70 Over Pious 72 Taboos 74
Hated 70
Spiteful 73 Gay/Lesbian 74 Do no evil 75
Subterranean 73 Monthly Curse 74 Doomed (+4) 75
Untouchable (+2) 73 Masochist 74 Fight Evil 75
Vain. 73 Passive 74 Fight Good 75
Vile in War 73 Pervert (+2) 74 Gisa 75
Vow Of Vengence 73 Sexual Predator 75 Jonah (+2) 75
Well Groomed 73 Squit-Tailed Brats 75 * Magical aura 75
Asexual 74 Sterile 75 Mortal Folly 76
Castrated (-1) 74 Transvestite 75 *No reflection 76
Eunuch (-2) 74 Blighted 75 *Petrifying Light (+6) 76
Fetish 74 Cursed 75 Protect nature 76
*Spirit Dread 75 Toxic Light (+2) 75 *Vampyre 76
Dominant 73 Switch 74 Sadist 73
Vile 76
GIFTS:
Ambidextrous 76 * Mystic Flight (-2) 77
Animal Empathy (+2) 76 *Gills (-2) 76 Gifted 79
Appealing 77 Gloomsight 77 *Protective Anatomy 78
Bite/Claw 77 Hairy 77 *Poison Stinger (-2) 79
Berserkergangr 77 Hold Breath 77 Quiet 79
Clawed Feet 77 Heals quickly 77 Rarely Sickens 79
*Extra Reach (-1 per R). 77 *Enduring: (-2) 77 Resistant to Cold 79
Far Hearing 77 *Mauler-Tail (-2) 77 Resistant to Fire (-2) 79
Far Vision 77 Man-Mountain 78 Resistant to Heat 79
*Flippers 77 Natural Dancer 78 Resistance to Hunger 79
*Flight 77 Natural Singer 78 Resistant to Poison 79
Resistant to Thirst 78 Adept 79 Race Enemy 80
Sprightly (-2) 78 Broad Experience 79 Sense Lies 80
* Small-Tough (0) 78 Friend 79 Stipend 80
Swift 78 Good reputation 79 Windfall 80
*Tail 78 High Ideals 79 Bisexual 80
Toxic Poison Stinger (-4) 79 Intuitive 79 Easy Childbirth 80
Tough 79 Lucky (-3) 80 Natural Birth Control (-2) 80
Tough skin 79 Lucky Omen 80 Chaste 80
* Unaging (-4) 79 Noble 80 Fertile 80
Warrior-Woman 79 Passion 80 Good in Bed 80
Pathogenesis (-2) 80 Magic Item 82
Sensual Charisma 80 Medusas Glance (-8) 82
Well Endowed 80 Pact (-6) 82

232
Animal Companion 80 Protecting Spirit 82
Bodily Return (-4) 81 Transform into animal 82
* Become as mist (-3) 81 Transform into Monster (-3) 82
Become Man-Monster (-4) 81 Wryd-blessed 82
Innate Spell (-4) 81 Necrotic Touch (-4) 82
Immune to mortal weapons (-10) 81 Pure 82
Magic Weapon 81
Mentioned in..... (-2) & (-4) 81

Combat Directory: Thematic breakdown of combat section (pp 74-86 plus other linked pages):

Grading of Adversaries 86 Combat Manoeuvres 94


Surprise 86 Special Considerations (Expanded) 94-97
Combat Sequence 87 Wnds (Expanded) 98
Easy Combat Resolution 88 <Ghost!> 98
Aimed Shoot attacks 88 Expanded Combat Table 99
Mitigation of Effect Injuries (Easy) 89 Effect Class Conditions (Expanded) 100
Wnd Accumulation (Easy) 89 Expanded Effect injuries description 101
Ranged Combat 89 Weapon Table (Late Medieval) 102-103
F Mitigation of wnd injuries (Easy) 89 Weapon Description 170-171
Easy Attack options 90 Armour and Shield Descriptions 172-175
Grapple/Disarm rules 90 Helm rules (optional) 176
Easy Option Conditions & Injuries 91-93 Weapon/Armour Enhancements 176-177
Easy Combat Table 91 Modern Weapons 178
Effect injuries (Easy) 92
Example of Easy Combat 93

SPELLS:
Astral Leap 121 Magic Circle 127
Astral Shift 121 Magic Staff 127
Avaelon Mist 121 Mindspeech 127
Ban good/evil 121 Mystic Vault 127
Be Gone! 121
Beast Control 121 Open/Lock 128
Blessing 121-122 Petrify 128
Break Curse 121 Retribution 128
Cloak 122 Sorceries Sleep 128
Corrupt 122 Spirit Weapon 129
Dream-Vision 123 Smite 129
Eclipse 123 Swiftfeet 129
Element Control 123 Superaction 129
Far Senses 124 Summon Servitor 129
Fearweave 124 Throw 129
Fix 124 Truthsayer 130
Fly 124 True Restoration 130
Fireseed 124 Weather Control 130
Guise 125 Weapon of Fire/Cold 130
Glories Arm 125 Wand of Wonder 130
Glories Blast 125 Necromancy Spells: Curse 131
Heal 125 Disease 131
Heroes Mirror 125 Deathly Discourse. 131
Illusion 126 Gory restoration 132
Invisibility 126 Revenant 132
Iron Skin 126 Wraith 132

233
Lightning 126 Summoning 133
Lost Wisdom 126
Lux (> ) 127 Realms 134
Mastery of Sun & Ice 127
View Aura 130
Piety Special Abilities:
Augury: 136 Exorcism: 135 Intervention: 137-138
Ancient Saints: 139 Relics: 139-140 Gods List: 140-141

ALCHEMY FORMULAS
Acid Key 148 Heroes Elixir 150
Attribute Empowerment 149 Love Potion 150
Alkahest 149 Magical Renewal 150
Beauty Elixir 149 Magic Fire 150
Banish Demons 149 Make 151
Black Powder 149 Panacea 151
Breathe Water 149 Poison Cure Elixir 151
Breathe Earth 149 Sharpen Senses 151
P, M or S enhancement 149 Sleeping Elixir 151
Claws of the Tiger 150 Spade Claws 151
Death Elixir 150 Spell Reagent 151
Empower Wizard Gem 150 Withstand Cold or Heat 151
Hate Potion 150 Withstand Fire 151
Healing Potion 150 Youth Elixir 151

MAGICAL ARTIFACING:
Base to Gold 151 Build Wise Head 153
Build Artificial Eye or Ear 152 Heal scarring 153
Build Athanor. 152 Witch Bottle 153
Build Superior Artificial Eye or Ear 152 Philosophers Stone 153
Build Artificial Limb 152 Unicorn Horn 153
Build Goluu 152 Ghost Bottle 153

Latency Talents:
Astral Leap 144 Fly 145 Swiftfeet 146
Beast Control 144 Guise 145 Superaction 146
Blessing 144 Glories Arm 145 Throw 146
Break Curse 144 Heal 146 Truthsayer 147
Channelling 144 Illusion 146 Weather Control. 147
Control 144 Invisibility 146 View Aura 147
Corrupt 145 Lost Wisdom 146
Dream-Vision 145 Mindspeech 146
Element Control 145 Open/Lock 146
Fearweave 145 Retribution 146
Fix 145 Smite 146

234
Appendix 2: Character Sheet
The following character sheet is presented as a means to quicken and simplify the creation of player
characters and record the resulting details.

The sheet follows the same order as the Easy and Expanded character generation rules and gives
many of the required calculations for derived attributes. Please note that the sheet assumes a
medium sized human character adjust calculations as necessary.

The Growth box can be used to record pools of Growth points acquired during play.

The list of deeds, notable people met and places visited box should be filled in as the character
progresses through their adventuring carrier.

Use the Notable mental and physical conditions to record lingering bouts of insanity, disease,
disfiguring wounds and similar afflictions.

Record accumulated goods which are neither weapons, armour nor magic items can be recorded in the
money and chattels box

235
236
237
Appendix 3: SOME USEFUL TABLES.

TUOR TABLE:
100d roll HERO WIN FAIL SORE
+350 or more 01-45 99 00 V
+300 01-40 98 99 V
+250 01-35 97 98 100 (/)
+ 200 01-30 96 97 100 (/)
+ 150 01-25 95 96 100 (/)
+ 120 01-21 93 94 99 (/)
+ 100 01-20 91 93 99 (/)
+ 90 01-19 90 91 99 (/)
+ 80 01-18 85 86 99 (/)
+ 70 01-17 80 81 98 (/)
+ 60 01-16 75 76 98 (x)
+ 50 01-15 70 71 98 (x)
+ 40 01-14 65 66 97 (x)
+ 30 01-13 60 61 97 (x)
+ 20 01-12 55 56 96 (x)
+ 10 01-11 52 53 96 (x x)
0 (10) 01-10 50 51 95 (x x)
-10 01-09 48 49 95 (x x)
-20 01-08 45 46 94 (x x)
-30 01-07 40 41 94 (x x)
-40 01-06 35 36 93 (x x)
-50 01-05 (-) 30 31 93 (x x)
-60 01-04 (-) 25 26 92 (x x)
-70 01-03 (-) 20 21 92 (x x)
-80 01-02 (-) 15 16 91 (x x)
-90 01-02 (-) 14 15 91 (x x)
-100 01-02 (- -) 13 14 90 (x x)
-120 01-02 (- -) 12 13 90 (x x)
-150 01-02 ( - -) 11 12 89 (x x)
-200 01 (- -) 10 11 88 (x x)
-250 01 (- -) 08 09 87 (x x)
-300 01( - -) 06 07 86 (x x x)
-350 or lower 01 (- - -) 05 06 85 (x x x)
Difficulty In Relation to skill/task, action is: Factor
(Simple+) +80
Simple: An everyday, basic task any normal child could do! +40
Easy An average task 0
Taxing A task with a slightly higher-than-average degree of difficulty - 20
Hard A task with a notable degree of difficulty -40
Difficult A very difficult task -80
Complex A highly complex task -120
Daunting Ever more complex. -160
Formidable A virtually impossible task! -200
Impossible You cannot do this, mortal! -300
(Impossible+) -400
Difficulty can be reduced or increased by hurrying or taking extra time to complete a task:
Take double time to attempt task = Task drops 1 Difficulty factor. Take half time to attempt task = Increase Difficulty factor by 1..

238
Exceptional Fortune factors on the TUOR Table:
Special Fortune conditions indicated by specific symbols on the TUOR Table are as follows:
(x x x) Expend 3F to amend Sore result into a Fail.
(x x) Expend 2F to amend Sore result into a Fail.
(x) Expend 1F to amend Sore result into a Fail.
(-) Expend 1F to enable otherwise score equals a WIN result
(- -) Expend 2F to enable otherwise score equals a WIN result
(- - -) Permanently Expend 1F to enable otherwise score equals a WIN result
Fractional F (/): Fractional Fortune (F) - depicted as (/)on the TUOR Table - involves the expenditure of 1 Fortune -
but all F points utilised in encounters associated with an / result are instantly returned to the characters F point pool 5
game minutes after that particular encounter.

Quality of results table:


HERO: Indicates an exceptional quality success
WIN: Equals a typical success result with no special consequences. Expending 1 Fortune
(F) point upgrades a Win to a HERO result.
FAIL: Results in a typical failure result with no special consequences. Expending 2 Fortune
(F) point upgrades this to a Win result.
SORE: An exceptional failure which often precludes any further attempts at this action.
Permanently expending 1 Fortune (F) upgrades this to a FAIL result.

Random Physical and mental attribute table (2d10):


Att Att Att
Roll Fav/ Bse/Lmt F Roll Fav/ Bse/Lmt F Roll F Fav/ Bse/imt
2 -10/-15/-30 (-1) 9-11 +10/ 0/-5 (+2) 17-18 (+4) +30/+15/+10
3-5 -5/-10/-20 (0) 12-13 +15/ +5/0 (+2) 19-20 (+5) +40/+20/+15
6-8 0/-5/-10 (+1) 14-16 +20/+10/+5 (+3)

Random Etheric attribute (2D10):

Roll Att Roll Att Roll Att


2-11 = Base 14-16 = -10 19 = +10
12-13 = - Base 17-18 = 0 20 = +20

Choose 1 attribute - The 2 remaining Etheric attributes is deemed to possess default rating.

Human Enduring Immortal


Child 11+1d10-4 12+2d10 20+2d10x2
Initial 15 +10d 20+2d10 15+1d10x3
Experienced 20+2d10 40+2d10 10+1d10dx10
Veteran 25+2d10 50+2d10x2 20+2d10x10

Age Based attribute points:


Skill points equal 30 x (age-10) +10 per year of age +100 up to the age of 100
+200 points each 50 years character exceeds 100, thereafter.

239
SKILLS :
Physical Skills Base rating: A+M/2
Page 37: Armour Adeptness, Active, Climb.
Page 38: Creep, Drive (Chariot, Waggon, Boat) Flitch, Open, Ride (Horse,Great Wulf, Riding
Lizard, Flying Mount), Survive (Temperate, Tropical, Desert, Ice wastes, Sea),
Sailing/Pilot (water, flying), Shoot (point familiarity option), Melee (point familiarity
option), Shield.
Page 39: Skinclad, Track, Unarmed Combat, Workskills Armoury, Brewer, Blacksmith,
Butcher, Builder, Carpenter, Chandler/Inn Keeper, Cook, Farming. Housekeeper,
Jeweller.
Page 40: Lovecraft, Leatherworker, Mason, Nanny, Painting, Perfumer, Sapper, Servant,
Taylor, Wrangler.
Mental Skills: Base: -50 or I+C/2 if skill is +5 or more
Battlecraft, Estate, Education, Engineer
Page 40: Folklore, Gaming (point familiarity option), ,
Page 41: Healer, Herbalist, History, Nature Law, Logos, Language, Present, Philosophy,
Region, Theology, Trader
Soul Skills: Base: P+C/2
Page 41: Alchemy (Point Familiarity Option)
Page 42: Arcane, Compose, Debate.Dcor, Guise, Herbalist, Instrument (point familiarity
option), Social (Low Social, High Social).
Page 42-44: Expanded Rules Adeptness, Combat, Martial Arts
Page 44: Hidden knowledge; Example languages; Example Social Skill-Options.
Page 45: Yogic (point familiarity option).
Page 46: Admixture Skills

Defined Social Skill-Options:


Active Physical Dances: Artistic (i.e. Ballet); Courtly(H); Festive; Ritual; Seasonal .
Active Physical Games: Batball (Cricket); Ballbounds (Medieval feetball); Court-Tennis (Royal
Tennis)(H); Run-Tag-Hide; Stickball (Hurley); Nets (basketball).
Gaming Fortuna (a card game played with a Tarot like deck); Millstones (Nine Mens Morris); Thrones
(Chess); Queensbane (Fiochell)(H); Warriors (Draughts).
Type: Instruments:
Aerophones: Voice, Bagpipes; Horn(m); Pipes; Mainflute (Recorder) Slidebone (Sakbutte).
Enclosed String: Buk: (Rebec - early Fiddle); SubBuk (Hurdy Gurdy); Lutt (Lute/Ood).
Keyboard: Organ; String-Organ (Harpsichord)
Percussive: Bells; Cymbals; Drum (m), Rattle; Soundsticks (Xylophone).
Open Stringed: Boxharp (Hammer Dulcimer); Harp; Lyre.
(H) skills are only taught to social class 1+ or more . (M) Skills are associated with warfare and not strictly
social skills, but are counted with them for ease of skill point allocation.

Magonia Height Conversion table:


The table below provides a means to convert the height statistic generated during character generation to an
approximate character height in feet and inches it covers heights ranging from 3 to 11 feet.
Score Feet INCHES:
1(6) 2(7) 3(8) 4(9) 5(10) 6(11)
32 Inches 3 feet 32 33 34 35 36 37
38 39 40 41 42 43
45 Inches 4 feet 46 47 48 49 50 51
52 53 54 55 56 57
59 Inches 5 feet 60 61 62 63 64 65
66 67 68 69 70 71
73 Inches 6 feet 74 75 76 77 78 79
80 81 82 83 84 85
87 Inches 7 feet 88 89 90 91 92 93
94 95 96 97 98 99
101 Inches 8 feet 102 103 104 105 106 107
108 109 110 111 112 113
115 Inches 9 feet 116 117 118 119 120 121
122 123 124 125 126 127
129 Inches 10 feet 130 131 132 133 134 135
136 137 138 139 141 142
144 Inches 11 feet

240
Basic Weapon and Armour List:

Melee Weapons:
Weapon WF M/D R Type C
Human bite -30 -10/-10 0 ch X
Human punch -50 -10/-10 0 ch X
Human kick/headbutt -40 -10/-10 0 ch X
Human chop -20 0/0 0 ch X
Dagger 20 -10/0 0 wb 5C
Club 30 0/0 1 ch 0
Short Sword 50 0/0 0 wb/sp 15C
Warsword 40 20/10 1 wb/sp 25C
Falchion 50 10/10 1 wb/sp 22C
Axe 30 10/10 1 hwb 10C
BattleAxe 60 20/15 2 hwb/sp 12C
Mace 50 10/10 1 hch 8C
Hammer 40 20/10 1 hch 10C
Quarterstaff 2 20/30 0/10 1 ch 0/1C
Spear 2 60 0/10 2 ch 1C
WarFlail 70 20/10 2 sp or ch 9C
Bastard Sword 1/2 50/80 10/10 2 wb/sp 30C
GreatSword 2 100 20/20 3 wb/sp 40C
Great Axe 2 90 20/20 3 hwb 15C
War Maul 2 70 20/10 3 hch 12C
Long Spear 1u/ 2 80/160 10/0 3 sp/sp charge 3C
Lance 1u/2 100/200 20/20 3 sp/sp charge 2C

RANGED WEAPONS:
Weapon AM WF ACC M/D Rng Type S ROF C
Dart 20 -50 10/10 8 sp 1 AS 2S
Knife 30 -60 0/10 4 sp 1 AS 6C
Hatchet 40 -50 15/15 8 wb 1 AS 10C
Spear 50 -40 10/0 10 sp 1 AS 1C
Sling 70 -60 10/15 100 sp 1 1/1 2C
Shortbow 60 -60 10/10 50 sp 1 AS 6C
Longbow 80 -50 15/20 70 sp 1 AS 12C
Yewbow 100 -40 20/30 80 sp 1 ! 16C
Elfbow 110 -20 10/10 100 sp 1 AS ?
Crossbow: 20 120 -20 10/10 80 sp 1 1/3 20C
Arquebus 40 150 -80 10/10 100 wb 1 1/6 30C

Type Bonus Mass Min M Cost Period


Wooden Buckler -20 3lbs M 0+ 5 Crowns Neolithic+
Medium shield b 0 5 lbs M 10+ 10 Crowns Bronze Age+
Round shield b 0 7 lbs M 15+ 15 Crowns Bronze Age+
Kite Shield b +50 7 lbs M 20+ 20 Crowns Early Medieval+
b = blocks frontal missile attacks

Armour:
Armour Hardness bonus: D-ADD Weight Action Penalty: Cost:
Leather +20 +10 2 lbs -5 2C
Ringed and boiled +40 +20 10 lbs -10 12C
Metalled +50 +20 30 lbs -20 50C
Chain +60 +30 25 lbs -30 60C
Mail shirt +50 +20 12 lbs -20 30C
Breast Plate +80 +30 14 lbs -15 100C
Platemail +80 +40 50 lbs -30 500C

241
Easy combat system
Duo-TUOR attack/damage table:
Base Result HERO WIN FAIL SORE
Chevauchee: Effect Wound Miss Error
Error Trip+Drop Drop+pick Drop Break
Wnd: +2 Wnd +1 Wnd Bash Graze
EFFECT <Killed> <Severe> <Injur> <Gashed>
100d roll HERO WIN FAIL SORE
+350 or more 01-45 99 00 V
+300 01-40 98 99 V
+250 01-35 97 98 100 (/)
+ 200 01-30 96 97 100 (/)
+ 150 01-25 95 96 100 (/)
+ 120 01-21 93 94 99 (/)
+ 100 01-20 91 93 99 (/)
+ 90 01-19 90 91 99 (/)
+ 80 01-18 85 86 99 (/)
+ 70 01-17 80 81 98 (/)
+ 60 01-16 75 76 98 (x)
+ 50 01-15 70 71 98 (x)
+ 40 01-14 65 66 97 (x)
+ 30 01-13 60 61 97 (x)
+ 20 01-12 55 56 96 (x)
+ 10 01-11 52 53 96 (x x)
0 (10) 01-10 50 51 95 (x x)
-10 01-09 48 49 95 (x x)
-20 01-08 45 46 94 (x x)
-30 01-07 40 41 94 (x x)
-40 01-06 35 36 93 (x x)
-50 01-05 (-) 30 31 93 (x x)
-60 01-04 (-) 25 26 92 (x x)
-70 01-03 (-) 20 21 92 (x x)
-80 01-02 (-) 15 16 91 (x x)
-90 01-02 (-) 14 15 91 (x x)
-100 01-02 (- -) 13 14 90 (x x)
-120 01-02 (- -) 12 13 90 (x x)
-150 01-02 ( - -) 11 12 89 (x x)
-200 01 (- -) 10 11 88 (x x)
-250 01 (- -) 08 09 87 (x x)
-300 01( - -) 06 07 86 (x x x)
-350 or lower 01 (- - -) 05 06 85 (x x x)
Kill results stand regardless of whether a positive modifier places them out of cited K result range!

242
EASY COMBAT RESULTS:
Effect Result
Break: The weapon currently in use breaks in combat (or on the next attack)

Trip & Drop: Character falls to floor, dropping weapon out of reach.
Stunned for 1 Recounter; one snatch to rise from prone
Move action + 1 snatch needed to retrieve it may be
Blocked by any opposing foe!

Drop & Pick: Character drops weapon within reach. One snatch
needed to pick it up; may defend while doing so!

Drop: Drop weapon out of reach; Move action + 1 snatch needed to


retrieve it may be blocked by any opposing foe!

Graze Recoil back 2 feet; -10 D next Recounter - but no other effect!

Bash Stagger back 2 feet. D and skills for 1 turn; no other effect.

Wnd(n) Take cited quantity in Wnd damage.


Target also Bashed; stagger back 2 feet. D and skills for 1 turn.
- A character naturally heals HD/30 non-effect related WNDs per day

<Effect!> Roll again on wound table; take equivalent Effect injury!

<Gashed > Take +1 Wnd damage plus a Bash result and also +1 Wnd per 5
Recounters due to bleeding. To staunch bleeding naturally, use Healer
skill vs. a Difficulty of 40.

<INJUR> Halve D and MOVE. Stunned 1 Recounter.


Take +1 Wnd. This damage naturally heals after 1 week -1 day per 20
Hardness. Target is UNCONSCIOUS for 20 Recounters if a Grievous grade
Effect (avoid by spending 1F)

<SEVERE> Take +2 Wnds, plus +1wnd per 2 Recounters due to bleeding. To


attempt natural healing use Healer vs. 80 Difficulty
Halve D and MOVE. Stunned for 5 Recounters.
Wnd damage heals naturally at the rate of 1 Wnd per 14 days
less 1 day per 20 Hardness. Target is UNCONSCIOUS for
10 Recounters if a Grievous Effect (avoid by spending 2F)

<KILLED> Victim is killed outright the higher the roll, the more gory the
demise! A Low result indicates a near-instantaneous death (in less than 1
Recounter), a higher roll death within 3 Recounters,

243
EXPANDED WOUND TABLE :
Chevauchee: Effect! Wnds Miss Sore
SORE Trip+stun odd Drop/stunned even Drop/Pushed even Break odd
Armour! even Confused! odd Drop+pick odd Hit even
Basic Weapons:
Wnds +2 +Stun odd +1 odd Bash odd 0 odd
Wnds + <Effect> even Bash even 0 even 0 even
Firearms & Giants:
Wnds + <Effect> even +2 even +1 even Bash even
Wnds XT +3+stun odd Se odd Bash odd 0 odd

<Effect> <Killed> <Severe> <Incap> <Gashed>


Kill odd Se odd Inj odd Bash odd
K:Mo/o even Sv/(AL) even In/ST even` Uncon even
+350 or more 01-45 99 00 V
+300 01-40 98 99 V
+250 01-35 97 98 100 (/)
+ 200 01-30 96 97 100 (/)
+ 150 01-25 95 96 100 (/)
+ 120 01-21 93 94 99 (/)
+ 100 01-20 91 93 99 (/)
+ 90 01-19 90 91 99 (/)
+ 80 01-18 85 86 99 (/)
+ 70 01-17 80 81 98 (/)
+ 60 01-16 75 76 98 (x)
+ 50 01-15 70 71 98 (x)
+ 40 01-14 65 66 97 (x)
+ 30 01-13 60 61 97 (x)
+ 20 01-12 55 56 96 (x)
+ 10 01-11 52 53 96 (x x)
0 (10) 01-10 50 51 95 (x x)
-10 01-09 48 49 95 (x x)
-20 01-08 45 46 94 (x x)
-30 01-07 40 41 94 (x x)
-40 01-06 35 36 93 (x x)
-50 01-05 (-) 30 31 93 (x x)
-60 01-04 (-) 25 26 92 (x x)
-70 01-03 (-) 20 21 92 (x x)
-80 01-02 (-) 15 16 91 (x x)
-90 01-02 (-) 14 15 91 (x x)
-100 01-02 (- -) 13 14 90 (x x)
-120 01-02 (- -) 12 13 90 (x x)
-150 01-02 ( - -) 11 12 89 (x x)
-200 01 (- -) 10 11 88 (x x)
-250 01 (- -) 08 09 87 (x x)
-300 01( - -) 06 07 86 (x x x)
-350 or lower 01 (- - -) 05 06 85 (x x x)
11,22,33,44,55,66,77,88 are <Ghost!> Sore results over 97 are <Ghost!>
Kill results are treated as <Ghost!> in regard to any positive table adjustment (they stand
regardless of whether modifier places them out of the cited K result range).

244
EXTENDED COMBAT SPECIAL CONDITIONS:

Effect Result
Armour!: A piece of the attackers armour falls off G.Ms choice
+10 bonus to be hit by attackers until fixed!

Break: The weapon currently in use breaks in combat (or will


do so the next time its used) Superior weapons are
immune to this effect, unless they are being used to
parry a weapon of better quality!

Confused!: Attacker loses concentration act as if Stunned


for one Recounter; no action possible other
than to defend themselves.

Drop & Pushed: Character drops weapon out of reach


and is pushed five feet in any direction by defender
(other than to cause the attacker to fall from a height,
etc.) Move action + 1 snatch needed to retrieve
weapon may be Blocked by any opposing foe!

Drop & Pick: Character drops weapon well within reach. One snatch
needed to pick it up; may defend while doing so!

Drop: Drop weapon out of reach; Move action + 1 snatch needed to


retrieve it may be blocked by any opposing foe!

Hit: Attacker inflicts a +50 WF hit on themselves; no defences apply!

Trip & Drop: Character falls prone dropping weapon out of reach
Stunned for 1 recounter; one snatch to rise from prone
Move action + 1 snatch needed to retrieve it may be
Blocked by any opposing foe!

Trip & stun: Character trips up but maintains hold of weapon

Graze: Recoil back 2 feet; -10 D next Recounter - but no other effect!

Bash Stagger back 2 feet. D, MV and skills for 1 turn; no other effect.

Wound Take cited quantity in Wnd damage.


- A character naturally heals HD/30 non-effect related WNDs per day

Effect! Roll again on wound table; take equivalent Effect injury!

245
Appendix 4 - Creature & Monster Creation:
Creation:
Monster Creation Rules.
Further monsters and creatures may be added to the game, if the G.M so desires. The following
creature/monster creation rules are presented to further such an aim. This system only generates
creatures and monsters with a Size rating of Small or greater given that anything smaller is unlikely
pose any significant threat or challenge to player characters! But should G.Ms wish to create smaller
creatures/Monsters, pick an appropriately sized entity from the Creatures section (18.20) and add
monster style attributes (as given at the end of section 18.30). The most important aspect in
designing such a creature is an interesting initial concept. What does the creature look like? What
are its physical attributes?? What is its niche in the game setting? What uses does a G.M want the
creature to play. While methods to randomly determine its attributes are presented the G.M should
ideally use his conceptions in place of them, dice throws only utilised to add some difference to the
creature or monster. Attribute levels can exceed cited values by G.Ms choice.

Step 1 Choose size:


Small M/3, +10 D Medium Base Tall +10 M
Large +30 M. Very Large +50 M, -10D Giant +1000 M. -20D
Massive +200M. -30D Titanic +300M -40D

2: Choose body-form:
Amorphous = Protoplasmic Blob move. + abilities n and m.
Arboreal = Lives in the trees. +10 D.
Amphibious = Creature can live on land and water Creature must return to water in 1-12 hrs
Bipedal = Walks or hops on two legs None
Carnivore Eats other animals +20 D; -10 S +1 natural weapons
Herbivore Eats plant matter -1 natural weapons
Fish = streamlined body with fins. Usually no manipulating appendages;
Restricted to water.
Floater = Magically floats in the air +10D, -10M, x4 running speed
(monsters only) Sometimes M & S.
Flyer = Can fly Creatures have M & S.
Crawler = Moves by crawling on its body move, no appendages.
Multi-limbed = Walks on 4+ legs +2 base speed, x3 running speed
Dual = Two of the above move modes
3 - Determine D:
Random D rating equals = 1d10-2 x10
4 - Determine I:
For a creature, I rating equals = 1d5-20x10, or 1d10-4 x10 for a Monster.
5 - Determine M & S:
Random M & S rating equals = 1d10 -2.

6 - Determine HD and MP:


HD: Hardness (injury tolerance) equals M+S/2 +10
This figure is further adjusted by size:
-10 = Small +20 = Large -Ogres
0 = Medium - Humans, Elves, Dwarves +40 = Huge - Giants
+10 = Tall - Urruks, Drakkar +50 = Giant - Titans
+100 = Titanic -Dragons
In play Hardness may be improved at the rate of +1 per 2 Growth points.

7: Determine Natural weapons


Primary 1d10-2 x10 Secondary 1d5-1 x10
Carnivore +1; Herbivore -1; Small -2; Tall +1; Large +2; Huge +3; Giant +5; Titanic +6

246
8: Determine armour rating. Creatures have a -1 penalty to this roll
1-3 0 4-5: +10 6-7 +20
8 +30 9-10 roll again = x2 +30. (max +400!)

9: Movement.
Determine creatures movement rate.
Move: 10 Yards/Recounter +1 Yard per M+S/10.
Smal = halve base move, Tall +2 base move, Large +5 base move, Huge +10 base move, Giant +20 Massive=
x3; Titanic = x5 Base move; base move.
Bipeds double their speed rating if running, while Quadrupeds have +2 base move and triple running speed.
Flying creature multiply ground speed by a factor of x2 to x5 (default value x3).

10: Determine Special Abilities


Roll below for special abilities Monsters should have at least one special ability (unless based on a real world
prehistoric lifeform). The same rule also applies in regard to magical intellect.
1 -5: None. 6-7: 1 special ability
8-9: 2 special abilities 10 : 3 special abilities.
Use the table below to randomly determine specific Special Abilities via a 1d10 roll; (roll first to choose
column,again for special effect):
Special Abilities:
1-5 6-10
1 = # or (#) 6 c 1 i = #,+,i6 s
2 ~ 7 d 2 n 7 t = a, b
3 = @ and + 8 g 3 m 8 u
4 a 9 h 4 p 9 x2
5 b 10 k 5 r 10 new/choose ability
Multi choice: 1-5 6-10 = 2 factors 1-4 5-7 8-10 = 3 factors.
Special Abilities:
# Fire attack = rng 30 WF +20 per 10 S. One such attack permitted every 20 S Recounters.
(#) As above, but body wreathed in flames only (range 0)
~ Poison attack. Take wnd in italics four intervals spaced 10 mins apart Poison strength equal to
1d10x10-10
(double rating for Giant+ creatures).
@Cold touch wnds inflicted by touch heal at the rate of 1 /per 10 recounters
+ = Vulnerable to Exorcism
a= Acid attack 1 Wnd/per 1 recounter for 3 recounters.
b= Constriction attack (1 wnds/Recounter while grasped.
c= Can skilfully climb trees
d= Blood drain n wnds/Recounter
g= Can climb (and cling on to) sheer surfaces and ceilings.
h- Hypnosis powers (80 power)
k= Well camouflaged (+80 skill may suprise)
i =Immunity to specific agent; #=fire , ~= poison attack or a=acid
n = Ignores (regenerates) Sever results; loses 2 attacks that Recounter, then recovers. If Sever hit is
augmented with fire, sever effect stands !
m ignores n number of bleed/sever effects before they have effect as cited on table
p= Spell like abilities. Entity has innate Wizardry equal to their S score; choose one spell
Astral Leap, Avaelon Mist, Beast Control, Cloak, Control, Curse. Corrupt, Glories Blast, Disease,
Eclipse, Element Control, Far Vision, Far Reach, Fireseed, Invisibility, Lightning, Iron Skin, Fearweave,
Fix, Fireseed, Fly, Guise, Heal, Illusion, Lux, Petrify, Sorceries Sleep, Spirit Weapon, Smite, Swiftfeet,
Superaction, Throw, (natural) Weapon of Fire & Cold.
r = Ranged attack Range 20, dmg equal to M+20. Can use once every 10 Recounters.
s= Long natural reach upto 3
t= Heals a= 1 wnd b= 2 wnd per recounter.
u = Paralysing touch or sting.
Xn = double number of permitted attack.

247
Appendix 5: Definition of technologies:
The various terms alluded to in the Fantasy Worlds section described below as defined in
terms of Magonia. In particular note the technologies related skill(s): if a culture doesnt
have access to the technology described, the skill doesnt exist within their culture.

Agriculture.
The knowledge of cultivating possible food crops from wild strains and repeatedly grow them
successfully providing a (fairly) reliable source of food. Agriculture is one of the cornerstones of
civilization, providing sufficient surplus wealth to support non agricultural professions (including
rulers) along with the cities and towns they live in! Agriculture has a base production modifier.
Agriculture (villa)
Villa economies are an early form of large-scale focused agricultural production focused on a large
estate centre the villa which often also acts as the owners home. Villa Agriculture has a x2
production modifier.
Agriculture (Open Field)
The Open Field system represents a development of the Villa economy, often focused on planned
villages located within a series of intensively farmed areas nearby. The land may be owned
communally or farmed on behalf of a landlord (usually a noble). Various fields are put in use and then
left fallow on a yearly basis, while villagers pay part of their rent obligation in the form of service
involving farming and maintaining the owners personal holdings. Open field agriculture has a x3
production modifier.
Agriculture (Advanced)
In many advanced cultures the Open Field system is eventually abandoned in favour of privately
owned land (enclosure) and better land management regimes such as crop rotation and improved land
drainage. Those who worked on the open fields become self-employed farm labourers. Open field
agriculture has a x4 production modifier.
Blast Furnace
A blast furnace is capable of generating temperatures sufficient to produce cast iron. This markedly
speeds up production of iron making in many processes.
Boat (Canoe)
The first type of boat invented by man either a series of timbers lashed together with rope or a dug
out/burnt out log.
Boat (Barge)
A larger, more sophisticated, form of canoe, barges are mostly propelled by oars. They are mostly
confined to rivers.
Boat (Galley)
Galleys are large boats with a central sail although their main means of propulsion are groups of
oarsmen, located either side of the vessel. While useful in war and commerce their ability to travel
large expanses of landless ocean is limited. Galleys represent the first true form of ship.
Boat (Drakkar)
Drakkars are large open boats steerable either by wind or (more often) by oarsmen. They are very
uncomfortable to travel in, but are (barely) capable of long ocean voyages.
Boat (Cog)
Cogs are ships propelled mainly by the wind. This frees up considerable space for cargo markedly
enhancing travel and trade. Cogs do not, however, have the range for long ocean voyages.
Boat (Carrack)
Representing a more advanced form of Cog, the Carrack is capable of long ocean voyages opening
up the world to the cultures that develop them.
Bronze.
Usually an alloy of copper and tin (although other admixtures are possible), Bronze provides a
capable, hard material useful for tools and weapons albeit more rare (and hence more expensive)
than iron. Bronze implements are cast in clay or stone moulds of varying complexity.

248
Carpentry
The series of skills and techniques allowing wood to be used for building and various commonplace
objects.
City
Large concentration of occupation, usually based near rivers (for easy access to traders), these form
the administrative and commercial centre of sophisticated cultures. Cities require both a good flow of
trade and food to sustain them.
City State
A sizable, but localised region controlled by a City.
Clothing.
The knowledge to turn skins and skin products (such as wool) into clothes and shoes.
Empires
A substantial region under the control of a single ruler (or similar agency). Empires can span most of a
continent or upto several; in the latter case most areas will be close to the seaboard thats most
accessible to the ruling city.
Provincial riding saddle
Use of an Provincial riding saddle without stirrups results in only a riding Difficulty penalty of 10.
Attacking with a couched lance results in a difficulty 60 roll to stay mounted on a successful hit.
Flint
The knowledge to turn a fairly commonplace form of stone into cutting implements and other forms of
tools. Represents one of mankinds first artefact technologies
Glass (faience)
This represents first form of glass discovered; namely faience comprising of ground silica heated in
a crucible. Often used to make the glass beads highly prized by early cultures.
Glass
Eventually, the discovery of fluxes (i.e. soda) allow the creation of true glass, by lowering the required
temperature to manageable levels. Fragile but attractive and highly prized vessels can be made when
combined with the use of colorants and glass blowing. Only technomagical or industrial cultures are
capable of making large one- piece glass panes.
Glass (Stained)
This knowledge represents a series of advanced glass-working techniques often used in religious
houses to create astounding colourful images representing god-stories, saint legends and so on.
Glass (Plate)
The ability to make large single-piece panes of glass; usually a technomagical-era skill in this game.
Gunpowder
A combination of several elements (in our world charcoal, saltpetre and sulphur) to create a powder
generating a powerful explosion when exposed to a source of heat. It is eventually utilised in warfare
in the form of gunnes and their successors (if any).
Iron
The ability to work iron, a robust, commonplace metal. Iron is worked via forging techniques the
temperatures capable of melting iron only made possible by processes developed by technomagical
cultures.
Towns
Modest-sized urban aggregations, usually the economic focus of several villages, who use it as their
market place, trade centre and access point for exotic goods and services otherwise not available in
isolated rural areas.
Wheel
One of the first complex devices to be invented. When combined with Carpentry and Mounts it results
in the development of horse drawn vehicles such as carts and chariots. It also has other vital uses, such
as the stone wheels used to grind flour.
Waterwheel
A development of the Wheel: basically a hollow wheel with internal paddles, capable of powering
low-energy processes such as milling.

249
Associated skills:
Herding
The domestication of wild animals, selective breeding and husbandry resulting in the various farm
animals vital to agriculture.
Mathematics
The ability to calculate complex values beyond simper methods such as tallying or finger counting.
Magical Power.
The metaphysical knowledge underlying the manipulation of non-divine sources of supernatural
power; a prime requirement for Wizardry.
Mounts
Domesticating various wild animals for riding and as beasts of burden. Riding on a mount without a
saddle results in an additional 60 Difficulty.
Religion
Knowledge of Gods, the understanding of their underlying theological principles including how to
channel their power.
Saddle
Facilitates Riding skill; Riding a mount without one results in a 40 Difficulty penalty; riding just
without stirrups results in an 30 Difficulty penalty . Without a saddle, attacking with a couched lance
results in a difficulty 80 roll to stay mounted on a successful hit!
Saints
The knowledge required to allow an individual to channel their innate supernatural power gifted to
them by divine sources.
Soft Metals
The cold working of soft metals gold, silver, lead and copper. This eventually leads to more useful
forms of metallurgy, as well as being the basis to establish money-based economies.
Steam
A technomagical process in this game, it usually represents the most powerful means of naturally
generating power available. However, in some fantasy worlds it is supplemented (or ousted altogether)
by magical or technomagical forms of energy production.
Steel
The knowledge of combining iron with carbon and other additives, along with special heating regimes
to create a metal of superior hardness and the ability to retain a keen edge. The base Magonia weapon
tables assumes the use of steel in swords, etc. along with the cutting edges of axes, spears etc.
Stirrups
These allow superior control of mounts particularly in combat situations. They allow the Riding skill
to be used without penalty, along with the ability to fight with a couched lance.
Stone Buildings
The ability to create buildings from blocks of stone.
Stone Buildings (pillar)
Allows the construction of stone buildings with extensive ceilings. However, pillars often take up
considerable floor space.
Stone Buildings (Arch and Dome)
Represents various advanced building techniques allowing high vaulted ceilings and buildings with a
greater degree of free floor-space.
Writing
The ability to record direct and abstract ideas through a series of symbols. This allows knowledge to
be retained without rote learning.
Wizardry.
Ability to utilise natural magical forces without the aid of any god and train others in its use.

250
Appendix 6: BACKDROP OPTION CHECKLIST:
The following tables reproduce the genre selection options given on pages 155-160 and 175-177 of
the Magonia rulebook in checklist form, to speed up the setting creation process. Go through this
sequence, selecting one or more option(s) from each list to reflect the unique character of your
game setting. Pages 221 225 need only to be completed once per game-world, while the Main
Setting data on pages 225 227 ideally should be completed for each significant state or kingdom
existing within it:

Genre Setting Options:


These choices define the general type of fantasy represented by the setting circle
whatever choice best represents it:-
The Gods:
Never intervene Might well not exist. Base Saint powers only Standard Saints Standard Gods
Priests Monotheism Dark Lord Dualism Priests
No Monotheism Ancient Evil Dark Gods Saints and Priests are Intellectuals

Wizardry
No magic Rare Magic Excess corruption Psychics Cunning Ones
Base Psionics /only Dual powers Low Magic Artefact magic only
Standard Magic Alchemy exists Limited Alchemy Only Wizardry equals Sorcery .
Wizards are intellectuals.
Characters start play as:
High Status only Admixture Characters. No Admixture characters Freebooters.
Low status Social Outsiders Mixed classes and motivations.
Serving Their Lord Wanting to Go Home

Available Race-types:
Only standard humans Some Variants Many Variants A few species
Many species Many Variants/species Anthromorphic animals Anthromorphic animals only
Humans dominant
Population:
Nomadic Pockets Scattered Normal
Crowded Dense
Monsters:
Only normal animals Normal & prehistoric animals Prehistoric creatures only All Unliving
Prehistoric animals. Monsters as outsiders Monsters once existed. All Monsters
One type of monster Some exist One type of Unliving Monsters Are Evil
Only Ghosts and Faeries. Some Unliving creatures exist. Some Unliving
Monsters are rare Monsters are commonplace Encroaching Monsters
Period:
Prehistoric Early Civilization Medieval Pseudo Medieval
Post Medieval 0 Tech future Technomagical

Morales
Black and White Corrupt Darwinian Stoic
Innocent Indifferent Socially Stratified. Feudal
Venal & heartless Vindictive justice True medieval Money Rare
Variant Medieval Taboo Driven Pseudo-Modern Decaying
Reasonably egalitarian Egalitarian Innately good Corrupted with evil
In Peril Features Sensuality Superficially Pleasant Mobility via Deeds
Follow Chivalry Amoral Anarchic
Adventures are:
Episodic Episodic but character focused Episodic with Story Arc Single Quest Mixed.

251
RULES OF MAGIC
Circle 2-8 options to represent the characteristics of magic in this setting:
Option Cost Option Cost
Aging wizardry (2)# Banned Wizardry (2) #
Bespoke Magic only (1) Banned Religion (2)#
Banned Psionics (2) Component wizardry (1)
Chaos! (1) Confounded Component wizardry (1)#
Corrupting Magic (2)# Difficult Wizardry (2)
Earth Magic (1)# Earthed Magic (2)#
Evil Source (4)# Fetish Based (1)#
High Magic Setting (1)# Holy Source (1)#
If it harms none.. (2)# Item based wizardry only (2)
Ley Lines (1)# Mark of the Gifted (1)#
Metal Affects Wizardry (1) No Magical Alchemy (2)
No Wizards in this world... (3) # No Wizardry Stores (1)
Latency = Wizardr/ Piety (1) Latency equals Psychic Powers (2)
Places of Power (1)# Realms of Magic (1)
Realms of Magic dominate (3) Realms of Magic - some limitations (2)
Realms of Magic actual but not significant (1) Realms of Magic dont exist (1)
Obvious signature (1) #. Ordeal! (1)#
Sacrifice! (3) # Sore Loser: (2)
Sleeping Sorcerers: (1) Sleeping Sorcerers Extreme (1+)
Slow Spells (1)# Spell based wizardry only (1)
Spells only (1) Spells and Bespoking (1)
Special activation: (1)# Spacetime stress wizardry (2)
Stigmata (1) Psionics and Piety Only (2)
Psionics Only (3) Unique Beings (2)#
Weak wizardry: (2)# Your Gods are Dead! (3)#
Variable Spells (1)
# = Also Relevant to Piety!

World Creation:
Circle whatever choice best represents the particular cited option(s)for this setting.

The Stars and space:


Nul = There is no Sun, Moon or Stars the world is illumined by a magical source of light.
Stargods = The stars are supernatural beings.
Planetgods = Visible planets are gods, elemental realms or god-realms.
Pinpricks = The stars are lamps or pinpricks within a celestial sphere.
Suns= The stars are merely other, more distant suns.
Recounters = The game world has experienced many Recounters of creation
Mageflight = Other worlds can be reached via using magical flying ships
Ether = Outer Space is not a vacuum it is full of breathable ether.
Ethersails = Space-Ships and Star-Ships (see below) can travel through space on sails
Void = Other worlds dont exist the game world exists in isolation.
Isolated = Other worlds exist, but they dont interact.m8ii

World Creation Myth:


The world was created/formed from void years ago. It came into being/formed naturally/from
the bones of dead gods/from enemies of the gods/from tears/blood/seed of Gods/sired by a magical
creature/coupling of Gods/ . The Gods, who were once men/pre-dated the Earth
they found/created mankind and toyed with them /gave them civilization/ . The
Humans were the first/one of the first/one of the later/one of the last species to come into existence.
Nothing/ An angry god/Human wilfulness brought evil into the world. This was because humans can be both
good and evil/ was jealous of man/ regarded them with contempt/wished to corrupt them/take dominion
over the world/ .

252
The World:
Eras = The settings continents have changed form, resulting in distinctive eras of existence.
Ages = The present game universe was preceded by earlier one
Others! = Other worlds exist and can be reached via magic gates or portals.
Earthers = Visitors from our world can reach the game setting via magic portals
Flat = The game world is flat.
Endless = The game world is a vast flat dimension ending in seas, mists or woods.
Hollow = The world is a hollow sphere with both inner and outer regions inhabited.
Sphere = The setting is a globular world much like our own.

The Gods:
Immortals = immortal supernatural entities existing independently of the game world.
Transcended = Were mortals existing at creation, who became divine through heroic deeds
Age= They (very slowly) age and die over thousands of years to be replaced by mortals
Myth! = The Gods do not actually exist There is no Piety attributes (and hence no Saints)
Vulnerable = Can die in wars with other Gods and fade away if they are not sufficiently worshipped.
Emotional = The gods are jealous, capricious beings who toy and sometimes pester humans.
Visitors = Can visit the game world, fall in love with mortals which can result in Seraphs.
Some once Mortal = Especially heroic mortals can become Gods if specific criteria are met.
Age: The World can be described as follows:
New = has just been created.
Young = has only recently been created.
Youthful = has a significant but not particularly deep history.
Mature = is mature, which has seen the rise and fall of many races and cultures.
Ancient = is an ancient world with few natural resources and a dying sun.
Dying = is effectively dead, with small groups of survivors clinging to existence.

Aspect: In comparison with Earth, the game world is:


Arid.
Mostly Desert.
Wetter.
Hotter.
Colder.
Rich = has more mineral resources- including metals.
Poorer = poorer in mineral resources - including metals.
Harsh = poorer in soil nutrients (and hence less green).
Gaia = richer in soil nutrients (and hence more green).
Volcanic = Host to a greater degree of volcanic activity.
Balanced = various temperature zones and variable distribution of resources.
Uneven = The world suffers from marked and variable seasonal patterns.
Fixed = The setting is dominated by one general weather pattern or
season (its always misty, the world is locked in continual winter,etc).

Additionally (in comparison with Earth), it:


Less Land = Has less land in proportion to its oceans.
Less Water = Has less water in proportions to its landmass.
Ur Mass = Comprises of a single massive super-continent.
Islands = Has less significant land masses.
Balanced = The world has a similar distribution of land and topology.
Dramatic = Has more monumental landscape features.
Diverse = Has a wider diversity of landscape features within a smaller area.
Plain = The land is mostly flat with little variation in topology.
Haunted = Has landscape features of a supernatural origin.

253
Ages/Eras -
Choose quantity required and score out rest:
Use events cited below as an inspirational guide for historical events:

1st Age:
Its beginning was marked by:___________________________________________________________
This era was Stone Age/Neolithic/Bronze Age/Iron Age/Early High Late Medieval /Technomagical

It was a Time of ______________________________________________________________________

It lasted ______________________(years/ ) It Ended due to_______________________

___________________________________________________________________________________

Most significant events & people:_______________________________________________________

___________________________________________________________________________________

nd
2 Age:
Its beginning was marked by:___________________________________________________________
This era was Stone Age/Neolithic/Bronze Age/Iron Age/Early High Late Medieval /Technomagical

It was a Time of ______________________________________________________________________

It lasted ______________________(years/ ) It Ended due to ______________________

___________________________________________________________________________________

Most significant events & people:_______________________________________________________

___________________________________________________________________________________

3rd Age:
Its beginning was marked by:___________________________________________________________
This era was Stone Age/Neolithic/Bronze Age/Iron Age/Early High Late Medieval /Technomagical

It was a Time of ______________________________________________________________________

It lasted ______________________(years/ ) Comments:__________________________

___________________________________________________________________________________

Most significant events & people:_______________________________________________________

___________________________________________________________________________________

___________________________________________________________________________________

254
4th Age:
Its beginning was marked by:___________________________________________________________
This era was Stone Age/Neolithic/Bronze Age/Iron Age/Early High Late Medieval /Technomagical

It was a Time of ______________________________________________________________________

It lasted ______________________(years/ ) Comments: _________________________

___________________________________________________________________________________

Most significant events & people:_______________________________________________________

___________________________________________________________________________________

___________________________________________________________________________________

th
5 Age:
Its beginning was marked by:___________________________________________________________
This era was Stone Age/Neolithic/Bronze Age/Iron Age/Early High Late Medieval /Technomagical

It was a Time of ______________________________________________________________________

It lasted ______________________(years/ ) Comments:__________________________

___________________________________________________________________________________

Most significant events & people:_______________________________________________________

___________________________________________________________________________________

___________________________________________________________________________________

Some example events are cited below for inspiration combine and add to this list as desired:

Abundance; Absolution; Act; Addiction; Advancement; Alliance; Amendment; Anathema;


Antagonism; Art; Artefact; Appearance; Beginning; Banishment; Beguilement; Birth; Betrayal;
Blasphemy; Blessing; Boom; Chaos; Crime; Crusade; Creativity; Civil War; Curse; Conquest;
Corruption; Conversion; Culture; Contentment; Destiny; Decline; Discovery; Decadence; Discontent;
Decay; Death; Disaster; Divine; Drug; Destruction; Elder Race; Expansion; Exploration; Extinction;
Enlightenment; Evil; Ending; Fall; Faction; Fate; Fragmentation; Gods; Genocide; Genius; Gift; Glory;
Good; Heresy; Heroes; Intervention; Ignorance; Invention; Ideology; Invasion; Imbalance; Influence;
Judgement; Knowledge; Learning; Law; Lawlessness; Legends; Oath; Occurrence; Obligation;
Oppression; Omen; Overlord; Plague; Peace; Poverty; Plenty; Magic; Manifestation; Miracles;
Migration; Monuments; Monsters; Nation; Neglect; New Peoples; Rebirth; Rebellion; Reformation;
Retrogression; Recession; Sin; Strife; Stasis; Transgression; Transformation; Trade; Terror;
Unification; Valor; Vice; Virtue; War; Wisdom; Wealth; Wasting.

Main Setting - Social Factors.

Circle whatever choice(s) best represents the particular cited option for this setting:

The main setting area is a.


1: Democracy - Rulers are elected by/from a pool consisting of:
Seraphs.
Adults (aged 21+).
+Landowners.

255
Nobles (status 1+).
A Profession (Criminals, Merchants, Priests, Saints, Wizards, etc.)
A specific species.
Sexist = One or more of the above but women are excluded.
Racist = One or more of the above but other species/Variants are excluded.

2: Dictatorship - ruled by:


A King or Queen originating from:
An established dynasty.
A newly established dynasty.
The General populace = the rulers spirit is thought to reincarnate
into another body on death (or be replaced by a new ruler spirit)!
The shadows = The king is a puppet, with others actually ruling behind the scenes!
Minor Royalty = The king is only a petty king, ruling on behalf of a large empire.
Symbolic Petty Rulers = Rulers have titles not reflecting their actual rank
Parliament = The ruler is advised by a hereditary parliament comprising of powerful nobles
Proles = The ruler is advised by an elected parliament, consisting of those eligible to vote.

Or someone else other than a King, who is:


A Noble = An aristocrat effectively rules the country.
Military = The army or cabal of militaristic nobles.
A Prole = A powerful leader with commoner origins.
A Mystic = A powerful Wizard or Saint (or a cabal of same).
An Alien = From a non-human group.
Inhuman = A powerful monster or unliving being.
A Demigod = A powerful Seraph or Servitor.
A Professional = From a specific profession (Wizard, Saint, Merchant, criminal, etc.)

3: Anarchy:
Civil War = The country is suffering from a protracted civil war.
Invasion = The country is often attacked by forces from outside
(either of the same or different species).
Lax Rule = The rule of law is very lax and limited in scope.
Corrupt = The rulers and administrators are corrupt and in pay of lawless elements.
Free = The population follows few laws due to personal choice.
Harmonious = The populace is so innately lawful that there is no need to enforce the law.

The regions general aspect is then determined:

This region is organised on the following level:


Nomadic = Population is nomadic and the country has no permanent settlements.
Village = Each settlement has full autonomy over its region, but nowhere else!
Towns = As above, but with larger zones of control and market towns appearing.
City States = The country is controlled by a series of states focused around cities.
Kingdoms = The country consists of a series of independent kingdoms.
United = While composed of distinctive regions, the country is controlled by a single ruler.
Single Kingdom = The country is considered to be a single state.

In regards to population the country:


Crowded = Is very crowded.
Teeming = Densely populated.
Base = Has an average population.
+Scattered = Has a low population.
Isolated = Is sparsely populated.
Empty = The land is virtually empty (of humans.).

256
The country is:
Taped = Stifled by needless bureaucracy.
Efficient = Well run and ordered.
Fair = Fairly well run.
Shoddy = Laxly run.
Weak = Very poorly run with civil crises often flaring up as a result!

Taxation is:
Oppressive.
High.
High & arbitrary = taxes are high, new ones often raised on the slightest pretext.
Targeted = Certain items are heavily taxed to discourage their use.
Conditional = Some items or individuals are exempt from taxation.
Average = Set at average levels.
Low.
Very Low.
Variable = Only imposed when required but is of a variable level depending on need.
Purposeful = Select a taxation level (average or more); the state provides citizens with many
services and utilities.
Tight-fisted = Select a taxation level (average or more); the state provides citizens with virtually no
benefits for their taxation!

The rule of Law is:


Oppressive.
Stern and strict.
High-handed and unfair.
Average.
Lax.
Variable = Does not apply to everyone equally.
Loose utopia = Virtually non-existent; but society remains well ordered.
Dystopia = Law is non-existent; the land is plagued by bandits and criminals.
Insurgents = Select one degree of law above - bur the state has a significant rebel or lawless element.

The Lands resources are:


Bountiful = Very abundant for virtually everything.
Fair = Good for some minerals, abundant in regard to a few others.
Average = Good in regard to some elements.
Uneven = Average in most areas, but lacking a few elements
Poor = Poor in regard to most elements
Exhausted = The land has little remaining resources and is polluted
Resources relevant to this game include: Building Stone (required for Stone Buildings), Copper and Tin (required for Bronze), Flint (required
for stone tools), Gold, Gemstones and Diamonds, Iron (required for all Iron Age+ era tools), Lead (for sling and gunne bullets), Lime
(required for farming), Plough Soil (required for Agriculture), Silver, Star Metal, Timber, Wizard Gems, Water.

Settings Current Technological Basis (circle one):


Stone Age Bronze Age Iron Age Early Medieval High Medieval Post Medieval
Technomagical

Lastly, the G.M needs to consider:


How many neighbouring powers are there within the game-setting region?
What are their names? Who controls them; humans, another species or a diversity of species?
What is their relationship to the main game setting area? What is most distinctive about them?

257
Appendix 8: Character Conversions
Two tables are presented below, for attributes and skill levels, respectively, to facilitate the conversion of
characters from other games to the Magonia system (). Given the great diversity of RPG systems these tables
are provided for guidance only; players should feel free to amend attribute and skill levels to those that feel
right. The G.M may decide to adjust conversion results for the purposes of game balance depending on the
current games power level.
Attribute Conversion:
To use this system, note what groupings of dice were used to originally generate the characters attributes;
alternatively, note what kind of dice attribute rolls are made on and select the closest match on the table below as
the conversion benchmark. Then read the attribute descriptions in the original system, matching them to the
most appropriate Magonia attribute. Find the characters original attribute level in the appropriate column and
find the matching value in the Magonia Attribute column; this equals the characters attribute level within the
Magonia System! Derive the characters secondary Magonia attributes based on the converted values. Fortune
equals highest attribute/10 +5. Wizardry, Piety or Latency equals characters highest skill or nearest related
magical attribute but only those originally with such abilities - all other characters are mundanes. Choose
and retain all spells comparable in those previously known in the originating system. The characters REC
equals characters highest rated Skill.
|-- -------Attributes Generated on a-------------|
Magonia Attribute 3d6 2d6 1d100
-35 3 2 10
-30 4 3 15
-25 5 4 20
-20 6 4 25
-15 7 5 30
-10 8 5 35
-5 9 6 40
0 10 7 50
+5 11 8 60
+10 12 9 70
+15 13 10 75
+20 14 11 80
+25 15 12 85
+30 16 13 90
+35 17 14 95
+40 18 15 100
+45 19 16 105
+50 20 17 110
+55 21 18
+60 22 19
+65 23 20
+70+ 24
Dice pool = +10 per die (large pools of dice) or +20 (smaller pools of dice).

Skills: Converting skills can be notably difficult every system having a radically different approach to what
actually constitutes a skill - even between those using the same resolution dice throws! Note what dice (and/or
how) skill actions are resolved on and pick the nearest match among those cited below. Convert skills to talents
that represent the best match within the Magonia system. Some may well be covered by a single skill under this
system these lesser skills equating to a point familiarity option of the most appropriate ability). If absent,
give character a skill value equal to half their highest-rated skill in the following: Active, Climb, Creep,
Folklore, Gaming, Ride, Survive, Shield, Unarmed, Nature, Present, Region, World, Low (or High) Social
plus any 1 Workskill. In systems that use levels, use level x10 (upto 20 levels) or +2/level (if higher).
Skill rolls equate to/Magonia Skill level
+1 on a 2d6 throw = +20 +1 on a 20D throw = +5
Roll score on a D100 = Skill level /2 (max +100) Add score to a D100= Use cited skill rating.
Dice pool = +10 per die.
Hit points = Amend any improvable hit point totals (or similar) into an F rating. In most systems this should
equate to HPs/5. Where no such ratings, exist characters have an F rating equal to their highest skill/5 +5.

258
- APPENDIX 8 -
1: Retained Difficulty Counters:

259
2: Fortune and Fatigue Counters:

260

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