Professional Documents
Culture Documents
Page 1
3/15/12
Page 2
3/15/12
TABLE OF CONTENTS
INTRODUCTION ....................................................................................................................................................7
THE
BASICS.............................................................................................................................................................9
WHAT
IS
ROLEPLAYING? .........................................................................................................................................................9
THE
REFEREE .............................................................................................................................................................................9
THE
PLAYERCHARACTERS..................................................................................................................................................10
GAME
PLAY ..............................................................................................................................................................................10
THE
SWORD
&
PLANET
SYSTEM..........................................................................................................................................10
A
NOTE
ON
DICE .....................................................................................................................................................................10
THE
CORE
MECHANIC ............................................................................................................................................................11
CREATING
A
CHARACTER ............................................................................................................................... 12
HOW
TO
BUILD
A
CHARACTER .............................................................................................................................................12
ABILITY
SCORES ................................................................................................................................................ 13
CHARISMA ................................................................................................................................................................................13
CONSTITUTION ........................................................................................................................................................................13
DEXTERITY ...............................................................................................................................................................................13
INTELLIGENCE .........................................................................................................................................................................13
STRENGTH ................................................................................................................................................................................14
WISDOM ...................................................................................................................................................................................14
UNIVERSAL
ATTRIBUTE
BONUS ...........................................................................................................................................14
CHARACTER
RACES........................................................................................................................................... 15
HUMAN,
EARTHLING ..............................................................................................................................................................15
HUMAN,
RED
MARTIAN .........................................................................................................................................................15
GREEN
MARTIAN ....................................................................................................................................................................16
KALDANE ..................................................................................................................................................................................16
CHARACTER
CLASSES....................................................................................................................................... 18
THE
EXPERIENCE
TABLE .......................................................................................................................................................18
CLASS
LEVEL
MODIFIER
(CLM) ..........................................................................................................................................18
SUGGESTED
RULE:
STATIC
HIT
DICE
VALUES ...................................................................................................................18
THE
WARRIOR ........................................................................................................................................................................19
Special
Abilities ...................................................................................................................................................................19
THE
EXPERT ............................................................................................................................................................................21
Special
Abilities ...................................................................................................................................................................21
THE
MYSTIC.............................................................................................................................................................................22
Special
Abilities ...................................................................................................................................................................23
ABILITY
CHECKS ................................................................................................................................................ 26
DIFFICULTY
CLASS ..................................................................................................................................................................26
OPPOSED
CHECKS ...................................................................................................................................................................26
TRYING
AGAIN.........................................................................................................................................................................26
SKILLS ................................................................................................................................................................... 27
COMBINING
SKILL
ATTEMPTS ..............................................................................................................................................27
Page 3
3/15/12
SKILL DESCRIPTIONS .............................................................................................................................................................27 EQUIPMENT......................................................................................................................................................... 29 FINAL TOUCHES ................................................................................................................................................. 32 CALCULATING DEFENSE ........................................................................................................................................................32 HOW MUCH YOU CAN CARRY...............................................................................................................................................32 MOVEMENT ..............................................................................................................................................................................33 HOW TO PLAY..................................................................................................................................................... 34 GAINING EXPERIENCE ............................................................................................................................................................34 TIME ..........................................................................................................................................................................................34 SAVING THROWS.....................................................................................................................................................................34 Saving Throw Types ..........................................................................................................................................................35 COMBAT ............................................................................................................................................................... 36 SURPRISE ..................................................................................................................................................................................36 DECLARE INITIATIVE .............................................................................................................................................................36 THE COMBAT ROUND ............................................................................................................................................................36 ACTION TYPES .........................................................................................................................................................................37 THE ATTACK ROLL .................................................................................................................................................................37 SPECIFIC SITUATIONS ............................................................................................................................................................38 DAMAGE AND DEATH .............................................................................................................................................................40 HEALING ...................................................................................................................................................................................40 MONSTERS AND COMBAT .....................................................................................................................................................41 ONE LAST REMINDER ............................................................................................................................................................41 HAZARDS.............................................................................................................................................................. 42 COLD .........................................................................................................................................................................................42 DARKNESS & DIM LIGHT .......................................................................................................................................................42 DISEASE ....................................................................................................................................................................................42 FALLING ....................................................................................................................................................................................42 Falling Objects .....................................................................................................................................................................43 HEAT .........................................................................................................................................................................................43 Catching Fire ........................................................................................................................................................................43 Smoke ......................................................................................................................................................................................43 POISON......................................................................................................................................................................................44 STARVATION & DEHYDRATION ............................................................................................................................................44 SUFFOCATION ..........................................................................................................................................................................44 WATER .....................................................................................................................................................................................44 MASS COMBAT.................................................................................................................................................... 46 STEP ONE: EVALUATE THE SIDES ........................................................................................................................................46 STEP TWO: DETERMINE MODIFIERS ..................................................................................................................................46 STEP THREE: IMPACT OF MAJOR CHARACTERS ................................................................................................................46 STEP FOUR: RESOLVE MASS BATTLE CYCLE .....................................................................................................................47 STEP FIVE: MORALE...............................................................................................................................................................47 THE AFTERMATH OF A MASS BATTLE ................................................................................................................................48 MYSTIC POWERS ............................................................................................................................................... 49 MYSTIC 1ST LEVEL POWERS ................................................................................................................................................49 Daze..........................................................................................................................................................................................49 Distract ...................................................................................................................................................................................49
Page 4
3/15/12
Dousing, Lesser....................................................................................................................................................................49 Guidance.................................................................................................................................................................................49 Object Reading.....................................................................................................................................................................50 Telepathic Bond, Lesser ...................................................................................................................................................50 Tongues, Lesser ...................................................................................................................................................................50 Touch of Fatigue .................................................................................................................................................................51 MYSTIC 2ND LEVEL POWERS ...............................................................................................................................................51 Cause Fear .............................................................................................................................................................................51 Charm Person.......................................................................................................................................................................51 Command...............................................................................................................................................................................52 Disguise Self ..........................................................................................................................................................................52 Doom........................................................................................................................................................................................52 Empathic Healing...............................................................................................................................................................52 Hypnotism..............................................................................................................................................................................52 Remove Fear .........................................................................................................................................................................53 MYSTIC 3RD LEVEL POWERS ...............................................................................................................................................53 Aura of Unnoticeability....................................................................................................................................................53 Calm Emotions.....................................................................................................................................................................53 Detect Thoughts..................................................................................................................................................................54 Dousing ...................................................................................................................................................................................54 Hold Person...........................................................................................................................................................................54 Location Reading................................................................................................................................................................54 Vampiric Healing................................................................................................................................................................55 Whispering Wind................................................................................................................................................................55 MYSTIC 4TH LEVEL POWERS ...............................................................................................................................................55 Bestow Curse ........................................................................................................................................................................55 Clairaudience/Clairvoyance..........................................................................................................................................56 Heroism...................................................................................................................................................................................56 Rage..........................................................................................................................................................................................56 Ray of Exhaustion...............................................................................................................................................................56 Remove Curse .......................................................................................................................................................................57 Suggestion .............................................................................................................................................................................57 Tongues...................................................................................................................................................................................57 MYSTIC 5TH LEVEL POWERS ...............................................................................................................................................57 Dominate Person ................................................................................................................................................................57 Fear...........................................................................................................................................................................................58 Phantasmal Killer...............................................................................................................................................................58 Raise Dead .............................................................................................................................................................................58 Scrying.....................................................................................................................................................................................59 Telepathic Bond ..................................................................................................................................................................59 True Seeing ...........................................................................................................................................................................59 Waves of Fatigue ................................................................................................................................................................59 BESTIARY ............................................................................................................................................................. 60 APT ............................................................................................................................................................................................60 BANTH ......................................................................................................................................................................................60 CALOT .......................................................................................................................................................................................60 ORLUK .......................................................................................................................................................................................60 SITH ...........................................................................................................................................................................................61 THOAT ......................................................................................................................................................................................61
Page 5
3/15/12
ULSIO ........................................................................................................................................................................................61 WHITE APE ..............................................................................................................................................................................61 ZITIDAR ....................................................................................................................................................................................61 MONSTER CLASS LEVELS AND EXPERIENCE VALUES ......................................................................................................62 THE LEGAL TEXT ............................................................................................................................................... 63 OPEN GAME CONTENT....................................................................................................................................................63 OPEN GAME LICENSE VERSION 1.0A ............................................................................................................................63
Page 6
3/15/12
INTRODUCTION
Welcome
to
Sword
&
Planet:
An
Old
School
Roleplaying
Game
of
Planetary
Romance.
Planetary
Romance,
or
Sword
&
Planet
gaming,
is
a
favorite
literary
genre
of
mine.
Over
the
last
few
years,
I've
discussed
it
occasionally
on
my
blog,
"In
Like
Flynn"
(http://flynnwd.blogger.com).
For
those
of
you
who
may
not
be
familiar
with
the
genre,
I
offer
the
following:
"Planetary
Romance
is
a
type
of
science
fiction
or
science
fantasy
story
in
which
the
bulk
of
the
action
consists
of
adventures
on
one
or
more
exotic
alien
planets,
characterized
by
distinctive
physical
and
cultural
backgrounds.
Some
Planetary
Romances
take
place
against
the
background
of
a
future
culture
where
travel
between
worlds
by
spaceship
is
commonplace;
others,
particularly
the
earliest
examples
of
the
genre,
do
not,
and
invoke
flying
carpets,
astral
projection,
or
other
methods
of
getting
between
planets.
In
either
case,
it
is
the
planetside
adventures
which
are
the
focus
of
the
story,
not
the
mode
of
travel."
-
From
the
Planetary
Romance
entry
in
Wikipedia.
The
following
are
classic
tropes
or
characteristics
of
the
Planetary
Romance
genre.
Within
these
trappings,
however,
adventures
are
typically
of
those
formats
already
familiar
to
most
gamers'
experience:
urban,
wilderness,
dungeons,
ruins,
political
intrigue,
mystery,
etc.
Space
Princesses.
Although
Planetary
Romance
is
based
on
the
concept
of
Chivalric
Romance,
a
vast
majority
of
novels
in
the
genre
revolve
around
saving
a
space
princess,
the
most
beautiful
woman
on
two
worlds,
from
whatever
dire
straights
in
which
she
has
managed
to
find
herself
trapped.
She
is
often
gorgeous,
alluring,
independent,
intelligent
and,
all
in
all,
the
ideal
woman,
except
that
she
keeps
getting
into
trouble
and
requires
saving.
Most
PCs
have
trouble
with
exploring
romance
within
a
roleplaying
environment,
but
if
this
element
can
be
captured
in
a
game,
it
is
well
worth
it.
Pulp
Action.
Growing
out
of
the
adventure
novels
and
pulp
romances
of
the
turn
of
the
20th
century,
Planetary
Romance
are
filled
with
pulp
action,
such
as
swashbuckling
adventure,
imprisonment,
forced
gladiatorial
combat,
daring
escapes,
monster-killings,
and
duels
with
villains.
Exotic
Locales.
Most
often
filled
with
untamed
wilderness,
Planetary
Romance
features
exotic
locations
on
another
world.
Alien
Interactions.
The
cultures
of
the
planet
are
often
varied,
and
much
of
the
literature
explores
cultural
clashes
between
two
distinct
groups,
or
between
the
hero
and
a
specific
culture.
Hostile
Savages.
A
significant
amount
of
the
planet's
common
population
are
typically
hostile
savages
living
a
tribal
or
nomadic
existence,
making
the
wilderness
between
"civilized
lands"
very
dangerous
for
the
average
man.
Despite
this,
the
women
are
often
highly
attractive,
and
the
men
are
fiercesome
warriors.
Decadent
Monarchies.
Pockets
of
civilization,
often
decaying,
exist
as
isolated
city- states
ruled
by
despotic
monarchs.
Mysticism
&
Mentalism.
The
pulp
concept
of
magic,
centering
around
mysticism
and
mentalism,
often
makes
an
appearance
in
Planetary
Romance.
While
telepathy,
divination,
enchantment
and
even
illusions
make
their
appearance
in
some
Sword
&
Planet
series,
you
will
rarely
(if
ever)
see
examples
of
evocation,
transmutation,
Page 7
3/15/12
necromancy and conjuration magic. (Necromancy and conjuration, in particular, tend to pull you into a Sword & Sorcery mode, which can happen in some Planetary Romance series, but isn't a strong representation of the genre as a whole.) Lost Technology. In some examples of the genre, the remnants of some lost technology from a prior civilization still remains in use among the decadent pockets of civilization. These range from "radium pistols" and "crystal ray guns" to flying ships and anachronistic power supplies. Medieval Weaponry. Despite the possible presence of firearms or other high-tech weapons, swords and occasionally other medieval weaponry settle most disputes among common men. This is the tie-in that allows most fantasy players to more quickly adjust to a Planetary Romance setting, because it is in many ways similar to a Low Fantasy setting. Alien Interactions. The cultures of the planet are often varied, and much of the literature explores cultural clashes between two distinct groups, or between the hero and a specific culture. Action Heroes. While the main characters do not have to be heroes per se (and in some cases were criminals or anti-heroes intentionally), they do undertake heroic actions. When given a choice between acting in haste or acting with deliberation, success often goes to the one that acts quickly and decisively. Competent Characters. Heroes are just plain better than the average Joe on the street, as are the major villains they face. The main villains are generally competent, and thus a challenge. Their minions, though, are often pretty easy to take down one-on-one. Individual Focus. Planetary Romance settings tend to focus on the trials and tribulations of individuals instead of those of the world. Villains don't want to destroy or take over the world; instead, they want much more personal and localized goals. Weird Monsters. Most of the monsters encountered in a Planetary Romance setting are unusual, having multiple pairs of limbs, large death-dealing natural weapons, and similar characteristics. They are almost always larger, meaner and stranger than anything commonly seen on Earth, but without the magical powers associated with many creatures of mythology. Dinosaurs Live. Despite the unusual nature of the wildlife on the planet, creatures recognizable as dinosaurs exist and terrorize the countryside. Some are even likely to be domesticated and used as livestock or mounts. Arena Combat. Gladiatorial games and arena combat often have a place in most Planetary Romance settings. Even major duels and challenges against leaders take on this kind of atmosphere. Chess Variants. Almost every major Planetary Romance series introduces some local variant of Chess, a tactical simulation similar to but often more complex than the game we know here on Earth. At least once over the course of the series, the hero plays in a living version of this game, fighting opponents to the death. Knocked Unconscious. Characters in this genre are rarely slain when fighting multiple humanoids. Often, they are simple beaten down and knocked unconscious rather than slaughtered out right, only to find themselves later in another situation from which they have to extricate themselves.
Page 8
3/15/12
THE BASICS
This
supplement
outlines
the
core
rules
used
to
play
a
roleplaying
game
in
the
Sword
&
Planet
genre.
This
introduction
provides
you
with
an
overview
of
what
the
Sword
&
Planet
system
is
and
how
it
works,
while
the
later
chapters
show
you
how
to
create
characters
and
pursue
your
own
exciting
adventures.
What Is Roleplaying?
If
Sword
&
Planet
is
your
introduction
to
the
world
of
roleplaying
games
(RPGs
for
short),
then
you
might
be
wondering,
"What's
all
this
'roleplaying'
stuff
about?"
Essentially,
in
a
roleplaying
game,
you
(the
player)
take
on
the
role
of
a
fictional
character
in
a
world
of
your
imagination.
One
player,
the
Referee,
acts
like
the
Referee
of
a
story
or
the
director
of
a
play.
The
Referee
sets
the
scene
and
describes
what
happens
in
the
world
around
your
character.
Then
the
other
players
decide
what
their
characters
do,
the
Referee
describes
the
outcome
of
those
actions,
and
off
you
go,
spinning
your
own
story
of
adventure
and
daring
deeds.
Roleplaying
is
much
like
cooperative
fan
fiction
or
simulation
gaming,
where
players
work
together
to
build
a
fun
and
exciting
story.
Although
it's
the
Referee's
job
to
portray
the
various
antagonists
in
the
story,
as
well
as
the
heroes'
allies,
the
Referee
isn't
playing
against
everyone
else.
In
fact,
it's
the
Referee's
job
to
work
with
the
players
to
ensure
everyone
has
fun
and
the
group
tells
an
enjoyable
story.
Think
of
a
roleplaying
game
like
an
extended
version
of
the
various
games
of
make
believe
we
all
played
as
children,
only
with
rules
to
help
guide
the
story
and
a
central
Referee
to
help
set
the
stage
and
keep
things
moving
along.
The Referee
One
of
the
players
in
a
Sword
&
Planet
game
takes
the
role
of
Referee.
The
Referee
is
responsible
for
running
the
game
and
is
a
combination
of
writer,
director,
and
referee.
The
Referee
creates
adventures
for
the
heroes,
portrays
the
villains
and
supporting
characters,
describes
the
world,
and
decides
the
outcome
of
the
heroes'
actions
based
on
the
guidelines
given
in
the
rules.
It's
a
big
job,
but
also
a
rewarding
one,
since
the
Referee
gets
to
create
the
setting
and
the
various
characters
in
it,
as
well
as
inventing
fun
and
exciting
plots.
If
you're
going
to
be
a
Referee,
you
should
read
through
this
whole
book
carefully.
You
should
have
a
firm
grasp
of
the
setting
and
rules,
since
you're
expected
to
interpret
them
for
the
players.
The
most
important
rule
of
the
game
is
that
the
Referee
always
has
the
right
to
modify
the
rules.
In
fact,
it's
encouraged.
There
are
gaps
in
the
rules
holes
which
were
intentionally
not
filled
because
much
of
the
fun
of
"old
school"
gaming
is
being
able
to
make
rules
up
as
you
need
them.
This
could
be
as
simple
as
"um,
make
me
a
Strength
ability
check
and
tell
me
what
you
rolled"
or
more
complex
homebrew
charts
that
cover
the
smallest
of
details.
So
long
as
everyone
is
having
fun,
then
you
are
playing
the
game
right.
Page 9
3/15/12
The PlayerCharacters
The
other
players
in
a
Sword
&
Planet
game
create
heroes
the
main
characters
of
their
own
adventure
series,
like
an
ongoing
series
of
short
stories
or
novels.
These
heroes
are
called
playercharacters,
or
PCs
for
short,
because
these
are
characters
controlled
by
the
players.
The
Referee
portrays
and
controls
characters,
as
well.
His
characters
are
called
NonPlayer
Characters,
or
NPCs
for
short.
As
a
player,
you
create
your
character
following
the
guidelines
in
this
book,
with
the
assistance
and
guidance
of
your
Referee,
building
the
sort
of
hero
you
want
to
play.
There
are
several
components
to
creating
a
character,
which
are
described
in
detail
in
the
following
chapters.
Game Play
A
session
of
Sword
&
Planet
play
resembles
one
or
more
chapters
from
a
novel.
The
Referee
and
the
players
get
together
and
tell
a
story
by
playing
the
game.
The
length
of
the
game
session
can
vary,
from
two
to
four
hours
or
even
longer.
Some
adventures
are
completed
in
a
single
session,
while
others
take
many
sessions.
You
can
choose
when
to
stop
playing,
and
you
can
start
up
again
anytime
later.
Just
like
a
story,
a
Sword
&
Planet
adventure
consists
of
a
series
of
scenes.
Some
scenes
are
fairly
straightforward,
with
the
characters
interacting
with
each
other
and
the
world
as
the
Referee
describes
it.
In
these
cases
the
Referee
generally
asks
the
players
to
describe
what
their
characters
are
doing
and
in
turn
describes
how
the
nonplayer
characters
react
and
what
they
say
and
do.
When
the
action
starts
happening,
such
as
when
the
characters
are
staving
off
a
disaster
or
fighting
villains,
time
becomes
more
crucial
and
is
broken
down
into
rounds,
each
six
seconds
long,
and
the
players
generally
have
to
make
die
rolls
to
see
how
well
their
heroes
do.
A Note on Dice
Sword
&
Planet
uses
several
different
kinds
of
dice,
and
we
abbreviate
them
according
to
how
many
sides
they
have.
So,
the
foursided
die
is
called
a
d4,
and
if
were
telling
you
to
Page 10
3/15/12
roll 3 of them, we say to roll 3d4. The sixsided die is a d6, the eightsided die is a d8, the tensided die is a d10, the twelvesided die is a d12, and the twentysided die is a d20. There is no die with 100 sideswhen you need to roll a d100, just roll two tensided dice, treating the first die as the tens and the second die as the ones. So, if you were to roll a 7 and then a 3, that would mean a 73. A roll of 0 and 0 means a result of 100.
Page 11
3/15/12
CREATING A CHARACTER
Unless
youre
going
to
be
the
Referee,
you
start
by
creating
a
character.
Youll
roll
some
dice
to
determine
your
characters
Charisma
and
other
basic
attributes,
pick
a
character
race,
pick
a
character
class,
pick
a
profession,
pick
some
skills
for
your
character,
pick
powers
(if
you
are
a
Mystic),
pick
some
equipment,
choose
a
name
and
youre
ready
to
begin
playing.
If
youre
the
Referee,
youve
got
a
bit
more
preparation
to
dothats
covered
later
in
a
section
especially
for
you.
Page 12
3/15/12
ABILITY SCORES
The
basic
attributes
of
a
character
are
numbers
representing
Charisma
(leadership),
Constitution
(general
health
and
hardiness),
Dexterity
(quickness
and
coordination),
Intelligence
(education
and
IQ),
Strength
(physical
strength
and
brawn)
and
Wisdom
(common
sense).
The
standard
way
to
create
ability
scores
is
to
roll
3d6
twelve
times,
then
select
the
best
six
results
and
arrange
them
to
taste.
This
allows
the
player
to
put
the
best
rolls
on
the
attributes
that
best
fit
the
character
concept.
Each
class
is
defined
by
a
prime
attribute.
The
prime
attribute
of
a
class
is
most
often
used
to
modify
the
effectiveness
of
that
classs
abilities,
and
can
impact
other
elements
of
playing
that
class.
Many
people
place
their
highest
ability
score
under
their
prime
attribute.
Charisma
A
highly
charismatic
character
has
a
better
chance
to
talk
his
way
out
of
trouble,
and
can
lead
more
special
followers
than
characters
with
a
low
charisma.
You
can
use
your
Charisma
Bonus
to
modify
the
number
of
loyal
NPC
hirelings
you
can
acquire
(from
a
base
number
of
4).
You
can
use
your
Charisma
Bonus
to
modify
the
loyalty
of
your
NPC
hirelings.
You
can
use
your
Charisma
Bonus
to
modify
checks
when
attempting
to
influence
others.
The
Referee
may
want
to
make
a
loyalty
check
for
an
NPC
put
into
a
dangerous
situation
or
one
who
is
offered
a
bribe
to
change
sides
in
a
conflict.
Constitution
Constitution
is
the
health
and
endurance
of
the
character.
A
high
constitution
gives
your
character
extra
hitpoints.
You
can
use
your
Constitution
Bonus
to
gain
additional
hitpoints
on
each
hit
die.
You
can
use
your
Constitution
Bonus
to
modify
certain
saving
throws.
Dexterity
Dexterity
is
a
combination
of
coordination
and
quickness.
A
high
dexterity
score
gives
your
character
bonuses
when
attacking
with
a
bow
or
other
ranged
weapon.
You
can
use
your
Dexterity
Bonus
to
modify
your
tohit
number
with
ranged
(also
called
missile)
weapons.
You
can
use
your
Dexterity
Bonus
to
modify
your
Defense.
You
can
use
your
Dexterity
Bonus
to
modify
certain
saving
throws.
Intelligence
Intelligence
represents
IQ,
reasoning,
and
the
ability
to
solve
puzzles
or
understand
difficult
concepts.
If
appropriate
to
the
setting,
you
gain
a
number
of
extra
languages
equal
to
your
Intelligence
Bonus,
if
any.
Page 13
3/15/12
Strength
A
high
strength
can
give
your
character
bonuses
when
attacking
with
a
sword
or
other
handheld
weapon
(called
a
melee
weapon),
and
lets
him
carry
more
weight.
You
can
use
your
Strength
Bonus
to
modify
your
tohit
number
with
handheld
(melee)
weapons.
You
can
use
your
Strength
Bonus
to
modify
your
damage
number
with
handheld
(melee)
or
thrown
weapons
(including
slings).
Wisdom
Wisdom
determines
a
characters
insight,
perception,
and
good
judgment.
You
can
use
your
Wisdom
Bonus
to
modify
certain
saving
throws.
Page 14
3/15/12
CHARACTER RACES
Once
youve
rolled
up
your
ability
scores,
the
next
step
is
to
choose
a
character
race.
In
the
core
rules,
which
model
the
Barsoom
setting
of
the
John
Carter
of
Mars
series
by
Edgar
Rice
Burroughs,
there
are
four
character
races:
Earthling,
Red
Martian,
Green
Martian,
Kaldane.
Your
Referee
may
also
have
invented
other
character
races,
depending
on
the
setting.
Human, Earthling
Earthlings
come
from
Earth.
Although
most
of
the
sentients
in
the
game
will
be
the
local
equivalent
of
human
(Red
Martian,
in
the
case
of
Barsoom),
Earthlings
are
often
a
special
case
in
most
Sword
&
Planet
settings.
Earthlings
come
in
a
broad
variety
of
shapes
and
sizes.
An
average
Human
male
in
good
health
stands
around
six
feet
tall
and
weighs
about
175
pounds.
Most
Humans
live
around
75
years.
Basic
Abilities:
Earthlings
have
no
ability
score
adjustments.
Humans
have
a
base
speed
of
6.
Special
Abilities:
Earthlings
are
very
adept
beings,
and
gain
training
in
one
additional
Starting
Skill,
beyond
what
is
determined
by
their
class.
In
addition,
Earthlings
automatically
have
the
Athletics
skill,
reflecting
their
superior
physique
from
growing
up
under
a
higher
gravity.
Saving
Throws:
Earthlings
are
the
standard
per
the
rules,
and
thus
have
no
special
bonuses
to
saving
throws.
Common
Languages:
Earthlings
speak
both
Trade
(or
whatever
world-wide
language
is
spoken
in
the
setting)
and
their
native
tongue
back
on
Earth,
in
addition
to
a
number
of
languages
equal
to
their
Intelligence
bonus,
if
any.
Suggested
Skills:
The
following
skills
are
suggested
for
Human
characters:
Riding,
Tactics.
Page 15
3/15/12
Suggested Skills: The following skills are suggested for Red Martian characters: Craft, Persuasion.
Green Martian
The
Green
Martians
are
the
largest
of
the
Martian
races,
the
males
standing
up
to
fifteen
feet
tall
and
the
females
up
to
twelve.
They
have
green
skin,
small
antennae-like
ears
just
above
the
eyes,
and
large
tusks.
In
the
males
these
tusks
extend
upwards
to
the
level
of
the
eyes.
The
eyes
themselves
are
large
and
wide-set,
with
snowy
white
sclera
and
blood
red
irises.
Each
eye
is
capable
of
moving
independently
of
the
other.
Green
women
differ
in
the
fact
that
their
skin
color
is
lighter,
their
tusks
extend
up
to
the
level
of
their
antennae,
and
they
also
have
vestigial
fingernails.
Like
all
other
Martian
humanoids,
they
lay
eggs;
newly
laid
eggs
are
described
as
being
the
size
of
a
goose
egg,
and
the
young
take
up
to
five
years
to
hatch.
The
young
are
miniature
replicas
of
the
adults,
standing
3
to
4
feet
in
height
when
hatched,
with
yellowish-green
skin
that
darkens
as
they
age.
The
most
distinct
trait
of
the
species
is
their
six
limbs
-
two
arms,
two
legs,
and
an
intermediary
set
of
limbs
that
can
be
used
as
arms
or
legs.
Like
most
other
Martian
humanoids,
the
Green
Martians
go
almost
completely
naked,
wearing
only
a
harness
and
jewelry.
Basic
Abilities:
Green
Martians
have
a
+4
bonus
to
Strength,
but
a
-2
penalty
to
Dexterity
and
a
-2
penalty
to
Intelligence,
reflecting
their
large
stature
and
barbarous
nature.
Green
Martians
have
a
base
speed
of
6.
Due
to
their
larger
size,
Green
Martians
suffer
a
-1
penalty
to
their
Defense
and
a
-2
penalty
to
their
Stealth
rolls.
Special
Abilities:
Green
Martians
have
an
additional
pair
of
limbs
that
can
be
used
as
either
legs
or
arms.
When
used
as
legs,
Green
Martians
gain
a
+2
to
their
base
speed.
When
used
as
arms,
Green
Martians
gain
an
additional
attack
or
similar
action
at
a
-2
penalty.
Green
Martians
must
choose
each
round,
on
their
turn,
whether
to
use
these
limbs
as
either
arms
or
legs.
Saving
Throws:
Green
Martians
gain
a
+2
bonus
on
all
Fortitude
saving
throws.
Common
Languages:
Green
Martians
speak
both
Trade
(or
whatever
world-wide
language
is
spoken
in
the
setting)
and
their
tribal
tongue,
in
addition
to
a
number
of
languages
equal
to
their
Intelligence
bonus,
if
any.
Suggested
Skills:
The
following
skills
are
suggested
for
Green
Martian
characters:
Athletics,
Survival.
Kaldane
Kaldanes
are
a
highly
intelligent
race
inhabiting
a
small
area
on
Barsoom.
Kaldanes
appear
as
over
sized
blue-grey
heads,
with
six
spider-like
legs
that
they
walk
with
when
not
using
a
rykor
(a
mount
resembling
a
headless
Red
Martian),
as
well
as
two
symmetrical
chelea
that
they
use
to
eat.
Their
large
bulging
eyes
are
lidless,
their
noses
nothing
more
than
narrow
slits,
and
their
mouths
round
tooth
filled
holes
described
as
being
sphincter
like.
To
control
the
rykor
they
use
small
tentacles
that
descend
from
their
underside.
Because
of
their
current
state
they
are
reliant
on
rykors
for
most
manual
labor.
Basic
Abilities:
When
connected
to
their
rykor,
Kaldanes
have
a
+2
bonus
to
Dexterity,
but
a
-2
penalty
to
Strength,
reflecting
the
physical
abilities
of
their
rykor.
Red
Martians
have
a
base
speed
of
6.
Page 16
3/15/12
Special Abilities: Kaldanes can separate themselves from their rykor. When moving on their own, Kaldanes gain a +2 bonus to their Defense, as well as a +4 bonus to their Stealth rolls, due to their small size. Kaldanes without rykors act as if they have a -8 penalty to Strength (minimum of 1), a +4 bonus to Dexterity, and a -2 penalty to Constitution (minimum of 1). Saving Throws: Kaldanes gain a +2 bonus on all Will saving throws. Common Languages: Kaldanes speak both Trade (or whatever world-wide language is spoken in the setting) and their local tongue, in addition to a number of languages equal to their Intelligence bonus, if any. Suggested Skills: The following skills are suggested for Kaldane characters: Craft, Persuasion.
Page 17
3/15/12
CHARACTER CLASSES
Once
youve
chosen
a
character
race,
the
next
step
is
to
choose
a
character
class.
The
three
core
character
classes
are
Warrior,
Expert
and
Mystic.
Given
the
strong
presence
of
stereotypes
in
Planetary
Romance
literature,
Referees
are
not
encouraged
to
allow
multi- classing,
as
it
dilutes
the
flavor
of
the
genre.
Page 18
3/15/12
additional hitpoints equal to half their maximum hit die type minus two, with no Constitution modifier. The following table captures the basics: Table: Static Hit Dice Values Class 1st Level 2nd 7th Level 8th Level+ Warrior 30 + 3xCON modifier 6 + CON modifier per level +3 per level Expert 24 + 3xCON modifier 5 + CON modifier per level +2 per level Mystic 18 + 3xCON modifier 4 + CON modifier per level +1 per level
The Warrior
The
Warrior
is
essentially
the
basic
combatant
of
the
trio
of
Sword
&
Planet
classes.
In
the
end,
almost
every
protagonist
of
a
Planetary
Romance
series
is
a
Warrior.
Based
on
his
selection
of
skills
and
profession,
he
can
represent
any
of
a
number
of
diverse
character
concepts
such
as
a
crusader,
a
duelist,
a
hunter,
a
soldier
or
a
tribesman.
The
Warrior
is
highly
skilled
in
combat,
whose
martial
training
allows
him
to
make
use
of
heavy
armor
and
powerful
weaponry.
As
such,
the
Warrior
is
typically
a
wellrounded
physical
combatant.
The
Warrior
prefers
direct
solutions
to
problems.
If
a
matter
can't
be
resolved
quickly
and
effectively,
then
the
Warrior
often
pursues
a
straightforward
physical
resolution.
Physically
oriented,
Warriors
traditionally
enjoy
combat,
hard
labor
and
physical
exertion.
Prime
Attribute:
Constitution,
Strength
Starting
Hit
Dice:
3d10,
+(3x
Con
modifier)
Hit
Dice/Level:
1d10/level
(gains
3
hp/level
after
7th)
Armor/Weapons
Permitted:
All/All.
Saving
Throw
Bonus:
Warriors
gain
a
+2
bonus
on
Fortitude
saving
throws.
Skills:
2
+
Int
modifier
Table:
The
Warrior
Level
HD
BAB
DEF
Special
1
3d10
+3
+7
Profession,
Weapon
Mastery
(+1
atk,
+0
dmg)
2
4d10
+4
+7
3
5d10
+5
+7
4
6d10
+6
+8
Weapon
Mastery
(+1
atk,
+2
dmg)
5
7d10
+7
+8
6
8d10
+8
+8
7
9d10
+9
+9
Weapon
Mastery
(+2
atk,
+2
dmg)
8
9d10+3
+10
+9
9
9d10+6
+11
+9
10
9d10+9
+12
+10
Weapon
Mastery
(+2
atk,
+4
dmg)
Special Abilities
The
Warrior's
core
special
ability
is
Weapon
Mastery.
Page 19
3/15/12
Weapon Mastery: At 1st level, the Warrior selects one weapon group from the following list: Axes, Bows, Claw Weapons, Crossbows, Flails and Chains, Heavy Blades, Light Blades, Maces and Clubs, Personal Firearms, Picks and Hammers, Polearms, Slings and Thrown Weapons, or Spears and Lances. When using a weapon that belongs to this group, the Warrior gains a +1 bonus to attack rolls. This bonus increases to +2 at 7th level. At 4th level, the Warrior gains a +2 bonus to damage with a successful attack from a weapon of his chosen group. This bonus increases to +4 at 10th level. Profession: At 1st level, the Warrior selects one of the following professions. He immediately gains the profession's special ability, as weill as the profession's skill as a bonus skill. Equestrian: The Equestrian is a skilled rider most at home in the saddle. Despite the name, the Equestrian's mounts are not necessarily horses or even horse-like, depending on the setting. Martial Artist: The Martial Artist is skilled at unarmed combat, and continuously hones his body to its peak physical condition. Mercenary: The Mercenary sells his weapon talents to those willing and able to pay for them, and is skilled at holding the line against attackers. Outlander: The Outlander is typically a tribal or nomadic warrior more comfortable with the wilds than the confines of civilization. Most Outlanders are accomplished hunters. Pilot: The Pilot is a master of his ship, whether the setting uses airships, sailing ships or dune ships (that "sail" across the surface of a silt-like desert on skids and/or runners.) Tactician: The Tactician is highly skilled at massive battles, and inspires courage to those around him. Table: Warrior Professions Profession Skill Special Equestrian Riding Mounted Combat: Once per round, the Equestrian can negate an attack against his mount by making a Riding check against the attack roll. Martial Artist Athletics Unarmed Combat: The Martial Artist can use his body as a weapon, inflicting 1d6 with a successful unarmed melee attack. Mercenary Streetwise First Strike: Once per round, the Mercenary receives a free melee attack against an opponent that moves into the range of his melee weapon. This attack is resolved immediately, before the opponent finishes his action. Outlander Survival Hunter: On a successful melee attack against a non- humanoid creature more than twice the size of the Outlander, he gains an amount of bonus damage equal to his level. Pilot Piloting Shipborn: The Pilot gains a +1 DEF when fighting on a ship, and ignores any movement penalties for fighting on a slippery or pitching deck.
Page 20
3/15/12
Tactician
Tactics
Inspire Courage: Once per rest, the Tactician can spend an action to inspire his comrades. For the next five rounds, all characters within thirty feet of the Tactician gain a +1 bonus to saving throws, attacks and melee damage.
The Expert
The
Expert
can
be
a
jack-of-all-trades
or
a
master
of
a
limited
area
of
expertise.
Based
on
his
selection
of
skills
and
profession,
he
can
focus
on
diplomatic
matters,
stealth,
combat,
wilderness
survival,
thievery,
or
any
of
a
number
of
critical
tasks.
He
prefers
to
address
challenges
through
the
application
of
skill
and
agility.
Experts
are
usually
capable
of
melee
or
ranged
combat,
and
tend
to
be
focused
on
dodging
attacks
rather
than
withstanding
damage.
The
Expert
prefers
to
resolve
problems
through
the
use
of
precision
and
skill.
Experts
rely
on
speed,
agility
and
adaptability
to
overcome
most
obstacles.
Physically
and
mentally
flexible,
the
Expert
often
feels
that
the
best
way
to
defeat
an
obstacle
is
to
simply
go
around
it.
Prime
Attribute:
Dexterity,
Intelligence
Starting
Hit
Dice:
3d8,
+(3x
Con
modifier)
Hit
Dice/Level:
1d8/level
(gains
2
hp/level
after
7th)
Armor/Weapons
Permitted:
Light/Any
two
weapon
groups
(see
Warrior
for
details).
Saving
Throw
Bonus:
Experts
gain
a
+2
bonus
on
Reflex
saving
throws.
Skills:
4
+
Int
modifier
Table:
The
Expert
Level
HD
BAB
DEF
Special
1
3d8
+2
+4
Profession,
Skill
Mastery
(1/rest)
2
4d8
+3
+4
3
5d8
+3
+4
4
6d8
+4
+5
Skill
Mastery
(2/rest)
5
7d8
+5
+5
6
8d8
+6
+5
7
9d8
+6
+6
Skill
Mastery
(3/rest)
8
9d8+2
+7
+6
9
9d8+4
+8
+6
10
9d8+6
+9
+7
Skill
Mastery
(4/rest)
Special Abilities
The
Expert's
core
special
ability
is
Skill
Mastery.
Skill
Mastery:
At
1st
level,
the
Expert
selects
one
skill
from
among
those
he
knows.
Once
per
rest,
when
attempting
a
skill
check
with
their
skill
of
mastery,
the
Expert
can
elect
to
roll
two
d20s
at
the
same
time
and
take
the
better
of
the
two
rolls.
This
increases
to
twice
per
rest
at
4th
level,
three
times
per
rest
at
7th
level
and
four
times
per
rest
at
10th
level.
Page 21
3/15/12
Profession: At 1st level, the Expert selects one of the following professions. He immediately gains the profession's special ability, as weill as the profession's skill as a bonus skill. Assassin: The Assassin is an Expert at killing without being seen, be it for money, duty or honor. Diplomat: The Diplomat is highly skilled at negotiations, particularly with the aristocracy. Healer: The Healer is an Expert at tending to the wounds of others. Sage: The Sage is reknowned for their expertise on a single given subject. Warden: The Warden is an Expert at surviving in a specific terrain, and is trained in combating creatures from that area. Table: Expert Professions Profession Skill Special Assassin Stealth Sneak Attack: When attacking a flat-footed opponent, the Assassin gains an additional +2 attack bonus, and his damage is doubled. Diplomat Persuasion High Society: The Diplomat gains a +3 bonus on Bluff and Persuasion skill checks when interacting with members of the highest levels of society. Healer Healing Improved First Aid: A Healer can apply First Aid up to an hour after combat, rather than be limited to immediately after combat. Sage Lore Defining Interest: The Sage selects a defining interest, and all Lore skill checks related to this interest gain a +3 bonus. Warden Survival Terrain Mastery: The Warden selects a specific terrain type: Aquatic, Desert, Forest, Hills, Mountains, Plains or Underground. He gains a +1 bonus on attack and damage rolls against creatures native to that terrain type, and gains a +2 bonus on Survival skill checks made in that terrain.
The Mystic
The
Mystic
is
a
practitioner
of
mentalism
and
mysticism,
and
has
an
array
of
seemingly
magical
powers
at
her
beck
and
call.
Based
on
his
selection
of
skills
and
profession,
he
can
be
a
healer
or
an
enchanter,
a
shaman
or
a
cultist.
He
prefers
to
address
challenges
through
supernatural
or
scholarly
means.
The
Mystic
is
a
ritualist,
and
is
generally
less
effective
in
melee
combat
than
others.
For
that
reason,
the
Mystic
prefers
to
resolve
problems
through
the
application
of
logic
and
occult
lore.
The
Mystic's
greatest
strengths
lie
in
his
or
her
vast
insight
and
the
ability
to
bend
the
bizarre
forces
of
mysticism
to
his
will.
Mystics
often
possess
an
unquenchable
thirst
for
knowledge,
occult
and
otherwise,
and
for
challenging
puzzles
that
stretch
his
faculties.
Prime
Attribute:
Charisma,
Wisdom
Page 22
3/15/12
Table: The Mystic Level HD BAB DEF Special 1 3d6 +1 +3 Profession, Mystic powers 2 4d6 +2 +3 3 5d6 +2 +3 4 6d6 +3 +4 5 7d6 +3 +4 6 8d6 +4 +4 7 9d6 +4 +5 8 9d6+1 +5 +5 9 9d6+2 +5 +5 10 9d6+3 +6 +6 Table: Mystic Powers Known Level 1st 2nd 3rd 4th 5th 1 2 2 2 3 3 4 3 1 5 4 2 6 4 2 1 7 5 3 2 8 5 3 2 1 9 5 4 3 2 10 5 4 3 2 1
Starting Hit Dice: 3d6, +(3x Con modifier) Hit Dice/Level: 1d6/level (gains 1 hp/level after 7th) Armor/Weapons Permitted: None/Any one weapon group (see Warrior for details). Saving Throw Bonus: Mystics gain a +2 bonus on Will saving throws. Skills: 2 + Int modifier
Special Abilities
The
Mystic's
core
special
ability
is
Mystic
Powers.
Mystic
Powers:
A
Mystic
gains
mystic
powers
that
are
selected
from
the
Mystic
power
list.
Each
power
defines
how
often
it
can
be
used,
and
the
Mystic
does
not
forget
these
powers
once
they
have
been
used.
A
Mystics
selection
of
powers
is
extremely
limited.
A
Mystic
begins
play
knowing
two
1st-level
powers
of
your
choice.
At
each
new
Mystic
level,
he
potentially
gains
one
or
more
new
powers,
as
indicated
on
Table:
Mystic
Powers
Known.
These
new
powers
can
be
common
powers
chosen
from
the
Mystic
power
list,
or
they
can
be
unusual
powers
that
the
Mystic
has
gained
some
understanding
of
by
study.
The
Mystic
cant
use
this
method
of
power
acquisition
to
learn
powers
at
a
faster
rate,
however.
Page 23
3/15/12
Upon reaching 2nd level, and at every even-numbered Mystic level after that (4th, 6th, and so on), a Mystic can choose to learn a new power in place of one he already knows. In effect, the Mystic loses the old power in exchange for the new one. The new powers level must be the same as that of the power being exchanged, and it must be at least one level lower than the highest-level Mystic power the Mystic can use. A Mystic may swap only a single power at any given level, and must choose whether or not to swap the power at the same time that he gains new powers known for the level. Profession: At 1st level, the Mystic selects one of the following professions. He immediately gains the profession's special ability, as weill as the profession's skill as a bonus skill. Adept: The Adept is a mystic whose mastery of mysticism derives from the efforts of his own mind and body as they work in harmony. Cultist: The Cultist is a student of long-lost lore which might best be left unknown. Doxologist: The Doxologist derives his mystical power from the inner peace he derives from his religious practices. Oracle: The Oracle is gifted with incredible insight into the future. Pretender: The Pretender disguises his true mystic talents behind the banter and pageantry of a carnival act or side show. Table: Mystic Professions Profession Skill Special Adept Athletics Body Mastery: Once per rest, the Adept can spend an action to heal himself for 1d6 hitpoints, plus his CLM and his Wisdom modifier. Cultist Lore Psychic Vampirism: Once per rest, the Cultist may spend action to "steal" the vitality of someone whom he touches to regain another use of an expended power. The target must succeed in a Difficult (DC 20) Constitution ability check or suffer 1d4 hitpoints of damage per level of the Mystic power that is being renewed. This drain counts as a non-lethal or subdual attack. If the target succeeds, he loses no hitpoints and the Cultist does not regain another use of the expended power. Doxologist Persuasion Calm Single Creature: Once per rest, the Doxologist may spend an action to mystically calm a single agitated creature within thirty feet, suppressing any extreme emotion such as rage, fear or joy for three rounds. The affected creature cannot take violent action or be destructive until attacked, although the creature is allowed to attempt a Difficult (DC 20) Wisdom ability check to resist this effect. Oracle Perception Minor Divination: Once per rest, the Oracle may take one minute to consult a divinatory tool (runes, cards, dice, bones, entrails, clouds, etc.) for some hint as to
Page 24
3/15/12
Pretender
Bluff
the outcome of a particular action that will be performed within the next half hour. If he succeeds in a Difficult (DC 20) Wisdom ability check, the Oracle knows whether that act will bring good, bad, both good and bad, or neutral results. Mental Illusion: Once per rest, the Pretender may spend an action to create an illusory image within the mind of a single target within thirty feet. The mental illusion lasts only three rounds, is silent, and cannot exceed ten feet long in any direction. If the target succeeds in a Difficult (DC 20) Wisdom ability check, they can see through the illusion and are not affected.
Page 25
3/15/12
ABILITY CHECKS
Most
of
the
time,
the
Referee
will
simply
assume
that
you
can
accomplish
the
tasks
that
you
describe
your
character
as
performing.
Unless
there
are
unusual
circumstances,
your
character
should
be
able
to
walk
down
a
path,
pack
a
tent
into
a
backpack,
drink
unassisted,
that
kind
of
thing.
If
the
average
18yearold
human
can
perform
a
task
without
special
training
or
natural
aptitude,
the
Referee
can
logically
assume
that
your
character
can
perform
it.
If
there
is
ever
a
question
of
success,
your
Referee
will
request
that
your
character
attempt
an
Ability
Check
against
a
specific
Difficulty.
In
order
to
attempt
an
ability
check,
you
simply
roll
a
D20,
and
add
your
Class
Level
Modifier
and
any
appropriate
ability
score
modifier
to
the
roll.
If
you
equal
or
exceed
the
target
Difficulty,
then
you
succeed
at
the
Ability
Check.
Both
saving
throws
and
skill
checks
are
extensions
of
the
basic
Ability
Check
concept.
Difficulty Class
Some
ability
checks
are
made
against
a
target
Difficulty
Class
(DC),
sometimes
called
simply
the
Difficulty
of
the
task.
Basic
Difficulty
Classes
are
described
in
the
following
table.
The
Referee
may
apply
other
modifiers
to
a
task's
Difficulty,
based
on
circumstances.
Table:
Difficulty
Classes
by
Description
Description
Difficulty
Class
Simple
10
(or
Auto)
Average
15
Difficult
20
Very
Difficult
25
Nigh
Impossible
30
Opposed Checks
An
opposed
check
is
a
check
whose
success
or
failure
is
determined
by
comparing
the
check
result
to
another
character's
check
result.
In
an
opposed
check,
the
higher
result
succeeds,
while
the
lower
result
fails.
In
case
of
a
tie,
the
higher
check
modifier
wins.
If
these
scores
are
the
same,
the
characters
tie,
and
no
one
succeeds.
Alternately,
the
Referee
may
request
that
both
characters
roll
again
to
break
the
tie.
Trying Again
In
general,
you
can
try
a
skill
check
again
if
you
fail,
and
you
can
keep
trying
indefinitely.
Some
skills,
however,
have
consequences
of
failure
that
must
be
taken
into
account.
(For
example,
if
you
fail
a
Athletics
skill
check
when
climbing,
you
may
fall.)
A
few
skills
are
virtually
useless
once
a
check
has
failed
on
an
attempt
to
accomplish
a
particular
task.
For
most
skills,
when
a
character
has
succeeded
once
at
a
given
task,
additional
successes
are
meaningless.
Page 26
3/15/12
SKILLS
Over
the
course
of
adventuring,
however,
there
will
be
times
where
your
character
will
require
a
certain
level
of
competence
in
order
to
succeed
at
a
task.
Skills
reflect
your
character's
natural
aptitude
or
significant
training,
aiding
your
character
in
the
ability
to
perform
these
more
difficult
tasks
successfully.
The
Sword
&
Planet
system
rules
recognize
the
need
for
skills
in
creating
a
diverse
range
of
character
concepts,
and
the
core
skills
of
the
system
are
described
below.
Skill
checks
are
simply
Ability
Checks,
as
defined
by
the
ability
score
associated
with
each
skill.
Your
character
begins
with
a
number
of
Starting
Skills,
as
outlined
in
your
character's
class
description.
Your
character
is
considered
to
be
trained
in
the
skills
you
have
selected.
You
receive
a
+5
bonus
on
Ability
checks
related
to
skills
that
are
considered
trained
skills
for
your
character.
Skill Descriptions
The
Sword
&
Planet
System
uses
the
following
skills.
Each
skill
is
commonly
associated
with
a
given
ability
score,
as
identified
below.
Acrobatics
(DEX):
Acrobatics
measures
the
acrobatic
skills
of
the
character
their
ability
to
roll,
flip,
balance,
and
similar
such
abilities.
Acrobatics
is
the
general
skill
to
use
whenever
the
character
is
performing
intensive
physical
activity
governed
more
strongly
by
their
agility
than
by
their
strength.
Athletics
(STR):
Athletics
measures
the
total
capacity
of
a
character
to
focus
their
strength
on
highly
mobile
physical
activity,
such
as
climbing,
jumping,
swimming
and
other
strengthbased
physical
activities.
Bluff
(CHA):
Bluff
is
used
to
lie
convincingly,
and
otherwise
give
false
or
misleading
information.
Bluff
can
also
be
used
to
disguise
one's
motive
or
features,
feint
in
combat
and
otherwise
misdirect
an
opponent.
Craft
(INT):
The
Crafts
skill
enables
the
character
to
create,
repair,
forge,
and
sabotage
various
items.
In
the
Planetary
Romance
genre,
characters
that
are
good
craftsmen
tend
to
be
able
to
create
or
repair
a
wide
range
of
items,
rather
than
the
more
focused
approach
of
a
fantasy
campaign.
Healing
(WIS):
Healing
is
a
fairly
simple
skill
in
terms
of
use;
a
character
with
this
skill
can
treat
illnesses
and
injuries,
revive
unconscious
creatures
and
provide
longterm
care.
Legerdemain
(DEX):
Legerdemain
is
the
defining
skill
of
thieves,
rogues,
and
charlatans.
This
skill
reflects
a
high
degree
of
manual
dexterity,
with
all
benefits
that
Sword & Planet, Rough Draft v0.2 Page 27 3/15/12
entails. Legerdemain might be used to plant items on others, pick pockets, poison a cup without onlookers noticing, and similar such sleight of hand tricks. Lore (INT): Lore is used any time it is questionable whether or not a character knows a specific fact, specifically of a scholarly or academic nature. Lore is also used to research information from books, scrolls and other sources of written information. Characters in the Planetary Romance genre with this aptitude tend to know a lot about all manner of scholarly pursuits. Perception (WIS): Perception measures the total perceptive abilities of the character, and is used both reactively (to spot things when they move or make noise) and actively (when searching an area or attempting to determine distances and the like). As well as the uses listed here, Perception may also be used as the general skill to use for detecting and perceiving. Perform (CHA): Perform is used to gauge how entertainingly your character can perform acting, dancing, singing and playing musical instruments. Persuasion (CHA): Persuasion allows the user to deal well with other people. In general terms, this almost always means changing the attitude of those people. Piloting (DEX): Piloting allows a character to navigate and competently use water- based or flying vehicles as a mode of transport. Riding (DEX): Riding skill allows a character to ride, train and maintain animals that serve as mounts. Stealth (DEX): Stealth is the learned capacity to avoid notice and detection. Among many other uses, it is often used to scout possibly hostile areas before entering in force. Streetwise (CHA): Streetwise allows you to gain information from people. Streetwise can be used in urban environments to locate people or places, find buyers or sellers of desired items, or simply obtain information from "the man on the street." Survival (WIS): Survival is used to live or travel in wilderness as comfortably as possible; it is also used for hunting, tracking, and is essential to any journey into the deep wilds. Survival could also be used to find good natural campsites, to forage for cooking ingredients or herbs, and similar such activities. Tactics (INT): Tactics reflects the character's knowledge of tactical doctrine for small units, basic fortifications, study of historical battles, and the ability to think clearly and effectively in the heat of combat. Successful military leaders typically have the Tactics skill.
Page 28
3/15/12
EQUIPMENT
All
characters
begin
adventuring
with
the
same
basic
list
of
starting
equipment,
plus
a
number
of
equipment
"picks"
equal
to
two
plus
their
character
level.
A
"pick"
is
simply
a
choice
of
equipment
from
one
of
the
lists
below.
Some
items
are
worth
more
than
one
pick,
typically
based
on
its
relative
importance,
comparative
rarity
and
general
game
impact
compared
to
more
common
items
on
the
list.
The
basic
equipment
common
to
all
characters
is:
Harness:
Every
character
needs
something
to
hang
their
other
equipment
on,
and
harnesses
are
the
most
common
item
for
that
purpose
as
described
in
Planetary
Romance
novels.
With
GM
permission,
this
may
be
replaced
with
a
belt.
Cape:
Every
character
needs
some
manner
to
keep
warm
at
night
while
adventuring.
While
sleeping
furs
are
more
common
for
settled
characters,
adventurers
rarely
stay
one
place
long
enough
to
make
a
collection
of
furs
worthwhile,
so
a
cape
will
have
to
do.
Dagger
or
Quarterstaff:
The
world
that
serves
as
the
setting
for
a
Planetary
Romance
story
is
often
a
dangerous
place.
Everyone
needs
some
kind
of
protection,
even
if
it
is
just
a
simple
dagger
or
quarterstaff.
More
powerful
weapons
require
the
expenditure
of
one
or
more
equipment
"picks",
as
shown
below.
Waterskin:
It's
important
to
stay
hydrated
when
fighting
the
swordsmen
and
monsters
common
to
a
Planetary
Romance
adventure.
Also,
there
always
seems
to
be
a
need
to
give
a
dying
man
a
sip
of
water
so
he
can
communicate
that
last
piece
of
information
he
has
before
he
dies
in
the
arms
of
the
hero.
Table:
Mundane
Equipment
Item
"Picks"
Climbing
equipment
(rope,
grappling
hook,
etc.)
1
Craft
tools
(specific
to
a
given
craft)
1
Glowstone
or
lantern
(by
setting)
1
Healer's
kit
(acupuncture
needles,
mortar
and
pestle,
poultice
jars,
etc.)
1
Manacles
1
Mystic
focus
1
Rations,
one
week's
worth
1
Reference
tomes,
per
topic
1
Table:
Transportation
Item
"Picks"
Mount,
riding
or
draught
1
Mount,
war-trained
2
Cart
or
wagon
1
Flying
mount
2
Flying
vehicle,
2-man
3
Flying
vehicle,
6-man
4
Water
vehicle,
2-man
2
Water
vehicle,
6-man
3
Sword & Planet, Rough Draft v0.2 Page 29 3/15/12
Table: Weapons Weapon Axe, throwing Axe, hand Axe, battle Axe, great Axe, huge Bow, short Bow, long Bow, great Bow, huge Club Club, war Club, great Club, huge Crossbow, light Crossbow, heavy Crossbow, great Crossbow, huge Dagger Javelin or spear, half Net
Damage 1d4 1d6 1d8 2d6 2d6 1d6 1d8 2d6 2d8 1d6 1d8 2d6 2d8 1d6 1d8 2d6 2d8 1d4 1d6 *
Size T S M L H S M L H S M L H S M L H S S M
Notes Rng 3/6/12 Reach Rng 12/24/48; Requires two hands Rng 12/24/48; Requires two hands Rng 12/24/48; Requires two hands Rng 12/24/48; Requires two hands Reach Rng 12/24/48; Requires two hands; Reload 1 Rng 12/24/48; Requires two hands; Reload 1 Rng 12/24/48; Requires two hands; Reload 1 Rng 12/24/48; Requires two hands; Reload 1 Rng 3/6/12 Rng 3/6/12 Entangles target; requires a Difficult (DC 20) Reflex saving throw to avoid or escape; Reload 2 Reach Reach
L H L
Page 30
3/15/12
Radium or crystal pistol Radium or crystal pistol, heavy Radium or crystal rifle Radium or crystal rifle, heavy Spear, short Spear, long Spear, huge Sword, short Sword, long Sword, great Sword, huge Table: Armor Armor DEF Light +2 Medium +5 Heavy Shield +8 +2
1d8
2d6
2d8
3 (2 for Warriors)
3d6
M L H S M L H
Rng 12/24/48; Requires two hands; Shots 10; Reload 1 Rng 12/24/48; Requires two hands; Shots 10; Reload 1 Rng 12/24/48; Requires two hands; Shots 10; Reload 1 Rng 12/24/48; Requires two hands; Shots 10; Reload 1 Reach Reach Reach
"Picks" 1 2 3 1
Notes 3/4 movement; -4 to Strength- and Dexterity-based skill checks 3/4 movement; -6 to Strength- and Dexterity-based skill checks -2 to Strength- and Dexterity-based skill checks
Page 31
3/15/12
FINAL TOUCHES
This
section
details
additional
character
information
required
for
completing
your
character
sheet.
Calculating Defense
An
unarmored
person
is
considered
to
have
an
Defense
(DEF)
of
10.
Your
armor
or
your
class's
DEF
bonus,
whichever
is
higher,
adds
a
bonus
to
your
Defense,
and
the
higher
your
DEF,
the
harder
it
is
for
enemies
to
hit
you.
To
calculate
your
Defense,
look
at
the
Armor
Table
above,
in
the
DEF
Bonus
column.
Compare
that
value
to
the
DEF
bonus
you
gain
from
your
class
at
your
character
level.
Add
the
higher
of
the
two
numbers
to
your
base
Defense
of
10.
Then
add
your
Dexterity
Bonus
and
any
bonuses
or
penalties
from
your
race
due
to
unusual
size.
The
end
result
is
your
character's
Defense.
Page 32
3/15/12
Movement
There
are
two
movement
scales
in
Sword
&
Planet,
as
follows.
Tactical,
for
combat,
measured
in
squares
per
round.
(Each
square
is
equal
to
five
feet.)
Overland,
for
getting
from
place
to
place,
measured
in
miles
per
hour
or
miles
per
day.
While
moving
at
the
different
movement
scales,
you
generally
walk,
hustle,
or
run.
A
walk
represents
unhurried
but
purposeful
movement
at
3
miles
per
hour
for
an
unencumbered
human.
(This
is
equal
to
half
of
your
movement
rate.)
When
you
hustle,
you
move
at
a
jog
that
is
roughly
equal
to
your
movement
rate
in
miles
per
hour.
(A
human
hustles
at
6
miles
per
hour,
while
a
dwarf
hustles
at
5
miles
per
hour.)
Finally,
when
you
run,
you
move
at
double
your
movement
rate
in
miles
per
hour.
Of
course,
running
can
be
very
tiring,
and
so
you
generally
cant
keep
it
up
for
longer
than
a
few
minutes.
Hampered
Movement:
Difficult
terrain,
obstacles,
or
poor
visibility
can
hamper
movement.
When
movement
is
hampered,
each
square
moved
into
usually
counts
as
two
squares,
effectively
reducing
the
distance
that
you
can
cover
in
a
move.
Overland
Movement:
Characters
covering
long
distances
crosscountry
use
overland
movement.
Overland
movement
is
measured
in
miles
per
hour
or
miles
per
day.
A
day
of
overland
travel
represents
8
hours
of
actual
travel
time.
For
rowed
watercraft,
a
day
represents
10
hours
of
rowing.
For
a
sailing
ship,
it
represents
24
hours.
For
an
average
human,
a
days
worth
of
travel
covers
24
miles.
Difficult
terrain
reduces
that
amount
to
12
miles.
If
a
wilderness
map
is
measured
in
hexes
that
are
four
miles
across,
then
a
creature
can
cover
a
number
of
hexes
equal
to
its
movement
rate
in
a
day,
halved
for
difficult
terrain.
Forced
March:
In
a
day
of
normal
walking,
a
character
walks
for
8
hours.
The
rest
of
the
daylight
time
is
spent
making
and
breaking
camp,
resting,
and
eating.
A
character
can
walk
for
more
than
8
hours
in
a
day
by
making
a
forced
march.
For
each
hour
of
marching
beyond
8
hours,
they
are
required
to
make
a
Fortitude
save
(Difficulty
15).
If
the
check
fails,
the
character
takes
1d6
points
of
subdual
damage.
A
character
who
takes
any
subdual
damage
from
a
forced
march
becomes
fatigued,
and
suffers
a
2
on
all
actions.
Eliminating
the
subdual
damage
also
eliminates
the
fatigue
penalty.
Page 33
3/15/12
HOW TO PLAY
Once
youve
got
a
character,
the
Referee
will
describe
where
the
character
is,
and
what
he
sees.
The
game
might
start
in
a
rural
peasant
village,
in
a
vast
and
teeming
city
spiked
with
towers
and
minarets,
in
a
castle,
a
tavern,
or
at
the
gates
of
an
ancient
tombthats
up
to
the
Referee.
But
from
that
point
on,
you
describe
what
your
character
does.
Going
down
stairs,
attacking
a
dragon,
talking
to
the
people
you
meet:
all
of
these
sorts
of
things
are
your
decisions.
The
Referee
tells
you
what
happens
as
a
result:
maybe
those
stairs
lead
down
to
a
huge
tomb,
or
that
dragon
attacks
your
character.
Thats
for
the
Referee
to
decide.
The
rules
below
are
guidelines
for
how
to
handle
certain
events:
combat,
movement,
healing,
dying,
and
other
important
parts
of
the
game.
Basically,
you
and
the
Referee
work
together,
with
the
Referee
handling
the
details
of
a
dangerous
fantasy
world,
and
you
handling
what
your
character
does
in
it.
The
epic
story
of
your
characters
rise
to
greatness
(or
of
his
unfortunate
death)
is
yours
to
create
in
the
Referees
world.
Gaining Experience
Characters
are
awarded
experience
points
(XP)
for
defeating
monsters
and
completing
adventures
and
story
arcs.
Monsters
have
a
set
experience
point
value
(as
given
in
the
monster
descriptions),
and
completing
an
adventure
or
story
arc
is
equivalent
to
defeating
a
monster
of
a
Challenge
Rating
equal
to
the
highest
level
character
in
the
party.
Defeating
monsters
does
not
require
killing
them,
but
simply
overcoming
them
through
either
aggressive
or
diplomatic
means.
When
your
character
has
accumulated
enough
experience
points
to
reach
a
new
level,
you
will
gain
additional
hitpoints
and
perhaps
your
core
class
ability
will
be
bolstered.
Mystics
may
gain
new
powers.
Your
combat
skills
may
also
increase.
In
other
words,
youve
become
more
powerful
and
can
pursue
greater
challenges!
Time
Sometimes
the
Referee
will
rule
that
an
hour
passes,
or
even,
a
month
passes,
in
the
life
of
our
intrepid
adventurers,
but
two
important
time
measurements
need
a
quick
explanation
in
terms
of
game
mechanics.
These
units
of
time
are
called
the
turn,
and
the
combat
round.
A
turn
represents
the
period
of
time
within
a
combat
round
when
a
character
resolves
their
actions
for
that
combat
round.
A
combat
round
averages
around
six
seconds
in
length.
Saving Throws
When
you're
subjected
to
a
potentially
harmful
effect,
you
get
a
saving
throw
to
avoid
or
reduce
it.
Like
an
attack
roll
or
skill
check,
a
saving
throw
is
a
d20
roll,
modified
by
your
Class
Level
Modifier,
and
any
other
modifiers
based
on
your
class,
race,
ability
scores
or
other
special
abilities.
If
the
result
is
equal
to
or
higher
than
the
characters
saving
throw
target
number,
the
saving
throw
succeeds.
Monsters
can
also
make
saving
throws
(a
Page 34
3/15/12
monsters saving throw modifier is listed in the monsters description). Your saving throw is equal to the following: d20 + Class Level Modifier (CLM) + class modifier (if any) + racial modifier (if any) + ability score modifier + miscellaneous modifiers The Difficulty for a save is based on the attack itself, but is most often equal to a base of 10 plus half the attacker's level or hit dice, plus ability score modifiers and other modifiers as appropriate. A natural roll of 20 automatically succeeds on a saving throw. A natural roll of 1 automatically fails on a saving throw.
Page 35
3/15/12
COMBAT
When
the
party
of
adventurers
comes
into
contact
with
enemies,
the
order
of
events
is
as
follows:
1. The
Referee
determines
if
one
side
or
the
other
is
entitled
to
a
free
Attack
Action
as
a
result
of
surprisethis
is
either
a
judgment
or
a
die
roll
of
some
kind,
depending
on
the
circumstances.
2. Determine
Initiative
(usually
a
Dexteritybased
check,
highest
result
is
the
winner).
One
roll
is
made
for
each
individual
or
group
of
individuals,
depending
on
the
circumstances.
3. In
order
of
Initiative,
each
individual
or
group
take
their
turn,
and
results
take
effect.
4. The
round
is
complete;
roll
initiative
for
the
next
round
if
the
battle
has
not
been
resolved.
Surprise
The
Referee
determines
if
one
side
gets
a
free
Attack
Action
before
the
first
initiative
roll.
This
is
either
through
common
sense
(adventurers
or
monsters
are
not
alert),
or
it
can
be
based
on
the
result
of
opposed
skill
checks.
When
a
party
is
surprised,
they
are
considered
to
be
flatfooted.
If
no
one
is
surprised,
no
one
starts
off
flatfooted.
Declare Initiative
At
the
beginning
of
a
combat
round,
each
side
rolls
initiative
by
making
a
Dexteritybased
check
(i.e.
a
d20
roll,
modified
by
a
characters
Class
Level
Modifier
and
Dexterity
modifiers).
Turns
are
resolved
in
descending
order
of
initiative.
Initiative
rolls
may
result
in
a
tie.
When
this
happens,
both
sides
are
considered
to
be
acting
simultaneously
unless
the
Referee
decides
to
allow
another
die
roll
to
break
the
tie.
When
both
sides
are
acting
simultaneously,
it
is
possible
for
two
combatants
to
kill
each
other
simultaneously!
2. Character Actions: Take your action(s), typically an Attack Action, a Move Action, a Swift Action and any reasonable number of Free Actions, in any order. You may exchange an Attack Action and a Move Action for a fullround action. 3. PostAction Activities: Resist any ongoing effects.
Action Types
The
following
action
types
exist
in
a
Sword
and
Planet
game.
Attack
Actions:
An
Attack
Action
generally
involves
acting
upon
something,
whether
it's
an
actual
attack
or
using
some
skill
to
affect
something.
You're
limited
to
one
Attack
Action
in
a
round.
You
may
spend
an
Attack
Action
to
perform
either
a
Move
Action
or
a
Swift
Action.
Attack
Actions
include
activating
an
artifact,
aiding
another,
attacking,
performing
a
combat
stunt,
escaping
a
grab,
readying
an
action,
or
using
a
talent.
Move
Actions:
A
Move
Action
usually
involves
moving.
You
can
move
your
speed
in
a
single
Move
Action
or
twice
your
speed
in
a
round
by
sacrificing
an
Attack
Action
to
take
two
Move
Actions.
You
can
take
a
Move
Action
before
or
after
an
Attack
Action,
so
you
can
attack
then
move
or
move
then
attack.
You
cannot
normally
split
your
Move
Action
before
and
after
your
Attack
Action.
Move
Actions
also
include
things
like
aiming,
moving,
opening
a
door,
picking
up
an
object,
readying
or
unreadying
an
item,
redirecting
a
mystical
power
effect,
standing
up
from
a
prone
position,
or
withdrawing
from
combat.
You
may
spend
a
Move
Action
to
perform
a
Swift
Action.
Swift
Actions:
A
Swift
Action
consumes
a
very
small
amount
of
time,
but
represents
a
larger
expenditure
of
effort
and
energy
than
a
Free
Action.
You
can
perform
a
single
Swift
Action
per
round
without
having
to
sacrifice
a
Move
Action
or
an
Attack
Action.
Examples
of
Swift
Actions
include
challenging
a
foe,
changing
your
combat
stance,
issuing
commands
to
hirelings,
or
using
the
healing
word
talent.
Full
Round
Actions:
A
Full
Round
Action
occupies
almost
all
of
your
attention
for
a
round.
It
costs
both
an
Attack
Action
and
a
Move
Action
to
gain
a
Full
Round
Action.
Full
Round
Actions
include
delivering
a
coup
de
grace,
running,
and
fighting
with
two
weapons.
Certain
maneuvers
may
require
a
Full
Round
Action
to
perform,
as
do
some
skills.
Free
Actions:
A
Free
Action
is
something
so
comparatively
minor
it
doesn't
take
any
significant
time
at
all,
so
you
can
perform
as
many
Free
Actions
in
a
round
as
the
Referee
considers
reasonable.
Free
Actions
include
things
like
talking
(heroes
and
villains
always
seem
to
find
time
to
say
a
lot
in
the
middle
of
a
fight),
dropping
something,
delaying
your
round,
dropping
prone
or
kneeling,
and
so
forth.
Reactions:
A
reaction
is
something
you
do
in
response
to
something
else.
A
reaction
doesn't
take
any
time,
like
a
Free
Action.
The
difference
is
you
might
take
a
reaction
when
it's
not
even
your
turn
to
act,
in
response
to
something
else
happening
during
the
round.
Page 37
3/15/12
artifacts. The player then subtracts any attack penalties they might have from their roll. If the character is unskilled in the use of a particular weapon, the player should apply an additional 4 penalty to the attack roll. The attack roll is then compared to the targets DEF to see if the attack hits. If the attack roll is equal to or higher than the targets DEF, the attack hits. If an attack hits, it inflicts damage (a number of hitpoints). The damage is subtracted from the defenders hitpoint total (see Damage and Death).
Specific Situations
The
following
are
a
compilation
of
guidelines
and
instructions
for
handling
certain,
specific
situations
that
might
arise
during
combat.
Charging:
Charging
is
an
Attack
Action
that
allows
you
to
move
up
to
your
base
movement
value
and
attack
at
the
end
of
your
movement.
You
must
move
at
least
two
squares,
over
a
clear
path
between
you
and
your
target.
You
must
be
able
to
see
your
target,
and
you
must
move
to
the
closest
space
from
which
you
can
attack
them.
After
moving,
you
may
make
a
single
melee
attack.
You
get
a
+2
bonus
on
the
attack
roll,
but
suffer
a
2
penalty
to
DEF
until
the
start
of
your
next
turn.
You
may
also
gain
a
+2
bonus
on
combat
stunt
checks
with
Referee
approval.
Combat
Stance:
The
standard
rules
presented
in
this
section
assume
that
the
character
is
maintaining
a
proper
balance
between
offense
and
defense.
However,
a
character
may
spend
a
Swift
Action
during
their
round
to
change
their
combat
stance,
becoming
more
aggressive
or
defensive
than
usual.
Aggressive
combatants
gain
a
+2
on
their
attack
rolls,
but
suffer
a
4
to
their
DEF.
Defensive
combatants
suffer
a
4
on
attack
rolls,
but
gain
a
+2
to
their
DEF.
Combat
Stunts:
Combat
stunts,
such
as
attempts
to
wrestle
an
opponent
to
the
ground
in
order
to
pin
him
down
or
smashing
into
an
opponent
and
push
him
backward.
Such
efforts
can
be
resolved
by
succeeding
at
an
opposed
attack
roll
with
your
opponent.
Such
rolls
may
be
modified
based
on
circumstances.
Critical
Hits
and
Fumbles:
A
natural
roll
of
20
is
an
automatic
hit
that
it
inflicts
double
dice
damage
(i.e.
you
roll
your
weapon
damage
twice
and
add
it
together).
This
is
called
a
critical
hit.
A
natural
roll
of
1
is
an
automatic
miss.
This
is
called
a
critical
fumble.
When
a
character
fumbles,
all
foes
in
melee
range
gain
a
free
attack
against
them.
Alternately,
the
Referee
may
impose
some
other
circumstance
that
requires
a
Move
Action
to
recover
from,
such
as
a
dropped
weapon.
Extra
Attacks:
As
characters
become
more
proficient
in
combat,
they
may
learn
to
make
a
second
attack
in
the
same
round
with
their
primary
weapon.
At
BAB
+6
or
better,
characters
may
make
a
second
attack
with
a
2
penalty
on
both
attack
rolls.
At
BAB
+11
or
higher,
the
attack
penalty
on
both
attack
rolls
drops
to
1.
At
BAB
+16
or
higher,
both
attacks
suffer
no
penalty.
Performing
extra
attacks
requires
both
an
Attack
Action
and
a
Move
Action.
Flatfooted:
When
you
catch
an
opponent
unaware
or
otherwise
unable
to
defend
themselves
(such
as
when
they
are
surprised),
they
are
considered
to
be
flatfooted.
You
gain
a
+2
on
attack
rolls
made
against
a
flatfooted
opponent.
(Characters
with
Sneak
Page 38
3/15/12
Attack gain an additional +2 from Sneak Attack, giving them a total of +4 on attack rolls against flatfooted opponents.) Flanking: When you and an ally are on opposite sides of a target, you are said to be flanking the target. Like flatfooted foes, you gain a +2 on attack rolls against a flanked opponent. (Characters with Sneak Attack gain an additional +2 from Sneak Attack, giving them a total of +4 on attack rolls against flanked opponents.) Invisible Opponents: Attacks against an invisible opponent have a 4 penalty. Powerful mystical monsters, or those with more than 11 hit dice, will usually be able to see invisible creatures normally. Melee Attacks: A melee attack is an attack with handheld weapons such as a sword, spear, or dagger. Attacks in general are described above (See The Attack Roll, Page 16). In addition to all other bonuses, a characters strength bonuses to hit and on damage (See Strength, Page 1) are added to melee attacks. Its usually only possible to make a melee attack when the two combatants are adjacent to one other. Two combatants adjacent to one other are considered to be in combat. Missile Attacks: Missile attacks are attacks with ranged weapons such as a crossbow, sling, or thrown axe. A characters dexterity bonus for missile attacks is added to the tohit roll when the character is using missile weapons. When using missiles to attack into a melee, it usually isnt possible to choose which opponent (or friend) will receive the attack. Movement within Melee: A defender effectively blocks the square that they occupy, and enemies cannot move through this area. Negotiation and Diplomacy: Some combats can be averted with a few wellchosen words (including lies). If the party is out matched, or the monsters dont seem to be carrying much in the way of loot, the party might elect to brazen their way through, in an attempt to avoid combator at least delay it until conditions get more favorable. Striking bargains, persuading monsters or nonplayer characters to do things, and getting out of trouble by using your wits are an important part of the game. Spacing: All movement and ranges are given in terms of squares. Characters of medium size or smaller are assumed to take up one square, while large creatures take up an area that measures two squares to the side, huge creatures take up a three by three square, and gargantuan creatures take up more space. Spears and Polearms: Spears and polearms in the second rank of a battle formation can attack by reaching through the first rank of combatants. Powers in Melee: It is possible for Mystics to use their powers while within melee range of an opponent, but if the Mystic suffers damage while using his power, it automatically fails and is considered expended. Subdual Damage: A weapon may be used to beat down, rather than kill, an opponent. When the player desires, damage inflicted can be composed of half real damage and half subdual damage that does not kill, and such points are recovered at a rate of 1 hitpoint per hour. If the opponents hitpoints, including the subdual damage, fall to zero, the opponent is knocked unconscious rather than killed (unless the real damage actually reduces real hitpoints to zero, in which case the opponent is accidentally killed). Not all monsters may be subdued. Generally only humanoids and special creatures such as dragons will be subject to such attacks. Terrain Features: Characters and monsters will hide behind things, stand on things, lie prone, fight from higher ground, shoot arrows from within concealing mists or tree Sword & Planet, Rough Draft v0.2 Page 39 3/15/12
branches, and take every possible advantage of the combat terrain. Light cover (up to half the body covered) imposes a 1 penalty on attack rolls, medium cover (up to three quarters of the body covered) imposes a 2 penalty, and heavy cover (up to 90% of the body covered) imposes a 4 penalty. Concealment works similarly. Twoweapon Fighting: Using two weapons, one in each hand, can be used offensively or defensively, which is chosen at the beginning of a characters turn. Offensively, using two weapons grants an additional attack roll, but both suffer a 8 attack penalty. If the offhand weapon is considered a light weapon, the attack penalties drop to 4. Fighting with two weapons does require a Full Round Action. When used defensively, the second weapon grants a +1 to DEF, in much the same way as a shield would, but does not grant a second attack. Unarmed Combat: Brawling attacks, such as those conducted with fist, foot or dagger pommel, will normally inflict 1d4 points of damage, plus the attackers Strength bonus to damage (if any). Unarmed damage is modified up or down, based on a creatures size. Withdrawing: When a character or creature retreats from a melee combat, thus disengaging from an opponent, any enemy in combat with the retreating character gains a free attack, unless the retreating character spends a Move Action to withdraw. Withdrawing is a one square movement that does not incur any free attacks.
Healing
In
addition
to
the
various
mystical
means
of
restoring
hitpoints,
a
character
can
recover
lost
hitpoints
in
one
of
three
ways:
1. Take
A
Recovery:
Once
during
an
encounter
you
may
take
an
Attack
Action
to
take
a
recovery;
gaining
1d6
hitpoints
plus
your
Class
Level
Modifier
and
your
Constitution
modifier,
if
any.
Once
you
have
gained
a
recovery
in
this
fashion,
you
may
not
do
so
again
until
you
have
rested
uninterrupted
for
ten
minutes.
2. The
Heal
Skill:
If
you
receive
successful
Healing
skill
check
at
a
Difficulty
of
20
within
ten
minutes
of
being
wounded,
you
may
take
a
recovery
as
defined
above.
Once
you
have
gained
a
recovery
through
the
Healing
skill,
you
may
not
do
so
again
until
you
are
wounded
again,
and
you
can
only
use
Heal
to
recover
damage
incurred
since
the
last
time
youve
been
healed.
3. A
Good
Nights
Rest:
Resting
uninterrupted
for
six
hours
allows
you
to
recover
a
number
of
hitpoints
equal
to
your
character
level.
Any
significant
interruption
during
Page 40
3/15/12
your rest prevents you from healing. If you undergo complete bed rest for an entire day and night, you recover twice your character level in hitpoints.
Page 41
3/15/12
HAZARDS
Heroes
may
encounter
any
number
of
dangerous
environments
and
hazards
in
their
travels
adventures
often
lead
to
terrifying
places
and
lead
to
confrontations
with
beasts
and
monstrous
creatures
of
many
sorts.
This
section
looks
at
these
hazards
and
how
to
handle
them
in
terms
of
the
Sword
&
Planet
system.
Cold
An
unprotected
character
in
cold
weather
must
make
a
Fortitude
save
(Difficulty
15)
every
hour
or
receive
a
2
penalty
on
all
actions,
which
goes
away
after
ten
minutes
of
complete
rest
in
a
warmer
environment.
The
effects
of
multiple
failed
saves
is
cumulative
(failure
of
two
Fortitude
saves
imposes
a
4
penalty
to
all
actions,
and
so
on.)
Once
you
have
failed
four
Fortitude
saves,
you
fall
unconscious.
Once
you
are
unconscious,
additional
failed
Fortitude
save
causes
you
to
become
staggered,
then
dying,
as
described
in
the
Combat
chapter
under
Damage
and
Death.
Characters
may
make
Survival
checks
to
receive
a
bonus
on
this
saving
throw.
Severe
cold
conditions
require
a
Fortitude
save
every
10
minutes.
Extreme
cold
conditions
require
a
Fortitude
save
every
minute
and
inflicts
1d6
damage
in
addition
to
the
2
penalty
with
each
failed
save.
Winter
clothing
treats
the
cold
conditions
as
one
level
less
severe.
Disease
When
heroes
come
into
contact
with
a
disease,
they
must
make
a
Fortitude
saving
throw
against
the
disease's
Difficulty
to
avoid
becoming
infected.
After
an
initial
onset
period,
the
character
suffers
the
disease's
initial
effects,
usually
damage.
After
that,
the
victim
makes
another
Fortitude
save
against
the
same
Difficulty
each
day
to
fight
off
the
disease.
If
that
save
fails,
the
character
suffers
the
diseases
effects
again.
If
it
succeeds,
there
is
no
effect
that
day.
Two
successful
Fortitude
saves
in
a
row
indicate
the
character
has
fought
off
the
disease.
Falling
The
basic
rule
for
falling
damaging
is
simple:
1d6
points
of
damage
per
10
feet
fallen,
to
a
maximum
of
20d6
(at
200
feet).
If
a
character
deliberately
jumps
instead
of
merely
slipping
or
falling,
the
damage
is
reduced
by
1d6.
A
successful
Acrobatics
or
Athletics
skill
check
(Difficulty
15)
will
also
reduce
the
falling
damage
by
1d6.
Characters
who
deliberately
dive
Page 42
3/15/12
into water take no damage on a successful Athletics skill check (Difficulty 15), so long as the water is at least 10 feet deep for every 30 feet fallen. However, the Difficulty of the Athletics check increases by 5 for every 50 feet of the dive. A failed check results in normal falling damage.
Falling Objects
Just
as
characters
take
damage
when
they
fall
more
than
10
feet,
they
also
take
damage
when
hit
by
falling
objects.
Objects
that
fall
upon
characters
deal
damage
based
on
their
weight
and
the
distance
they
have
fallen.
For
each
100
pounds
of
an
objects
weight,
the
object
deals
1d6
points
of
damage,
provided
it
falls
at
least
10
feet.
Distance
also
comes
into
play,
adding
an
additional
+1d6
damage
for
every
10foot
increment
it
falls
beyond
the
first
(to
a
maximum
of
+20d6
points
of
damage).
Objects
smaller
than
100
pounds
also
deal
damage
when
dropped,
but
they
must
fall
farther
to
deal
the
same
damage.
For
every
halving
of
weight,
the
object
must
fall
for
an
additional
20
feet
to
cause
1d6
points
of
damage.
So
a
25
lb.
object
must
fall
30
feet
to
inflict
damage.
Objects
weighing
less
than
1
pound
do
not
deal
damage
to
those
they
land
upon,
no
matter
how
far
they
have
fallen.
Heat
An
unprotected
character
in
hot
weather
must
make
a
Fortitude
save
(Difficulty
15)
or
receive
1d4
points
of
damage.
Additional
failed
saves
cause
further
damage.
In
very
hot
conditions
(above
90
F),
the
save
is
once
per
hour.
In
severe
heat
(above
110
F),
a
character
must
make
a
Fortitude
save
once
every
10
minutes.
Breathing
air
in
these
temperatures
deals
1d6
points
of
damage
per
minute.
In
addition,
a
character
must
make
a
Fortitude
save
against
heat
every
5
minutes.
Boiling
water
deals
1d6
points
of
damage,
unless
the
character
is
immersed,
in
which
case
it
deals
10d6
points
damage
per
round.
Catching Fire
Characters
touching
a
fire
source
might
find
their
clothes,
hair,
or
equipment
on
fire.
Those
at
risk
of
catching
fire
are
allowed
a
Reflex
save
(Difficulty
15)
to
avoid
this
fate.
If
a
characters
clothes
or
hair
catch
fire,
he
takes
1d6
points
of
damage
immediately.
In
each
subsequent
round,
the
burning
character
must
make
another
Reflex
saving
throw.
Failure
means
he
takes
another
1d6
points
of
damage
that
round.
Success
means
the
fire
has
gone
out.
A
character
on
fire
may
automatically
extinguish
the
flames
by
jumping
into
enough
water
to
douse
himself.
If
no
body
of
water
is
at
hand,
rolling
on
the
ground
or
smothering
the
fire
with
cloaks
or
the
like
permits
the
character
another
save
with
a
+4
bonus.
Smoke
A
character
breathing
heavy
smoke
must
make
a
Fortitude
save
(Difficulty
15)
each
round
or
spend
that
round
choking
and
coughing.
A
character
who
chokes
for
2
rounds
receives
a
2
penalty
on
all
actions,
which
goes
away
after
ten
minutes
of
complete
rest
in
a
smoke free
environment.
The
effects
of
multiple
failed
saves
is
cumulative
(failure
of
two
Fortitude
saves
imposes
a
4
penalty
to
all
actions,
and
so
on.)
Once
you
have
failed
five
Fortitude
saves
(i.e.
you
have
a
6
penalty
on
all
actions
and
you
fail
another
save),
you
fall
Page 43
3/15/12
unconscious and may suffocate. Smoke obscures vision, giving a 2 penalty on attack rolls made against characters in it.
Poison
When
heroes
first
become
exposed
to
poison,
they
must
make
a
Fortitude
saving
throw
against
the
poisons
Difficulty
to
avoid
becoming
poisoned.
If
the
hero
fails,
they
suffer
the
poisons
initial
effects,
usually
damage.
After
that,
the
victim
makes
another
Fortitude
save
against
the
same
Difficulty
each
round.
If
that
save
fails,
the
character
suffers
the
poisons
effects
again.
If
it
succeeds,
the
poison
has
run
its
course
and
no
longer
affects
the
hero.
Suffocation
A
character
with
no
air
to
breathe
can
hold
her
breath
for
double
your
Constitution
score.
So
a
character
with
a
Constitution
score
of
14
can
hold
his
breath
for
28
rounds,
while
a
character
with
a
Constitution
score
of
6
can
only
hold
his
breath
for
12
rounds.
After
this
period
of
time,
you
must
make
a
Fortitude
save
each
round
(Difficulty
10).
When
you
fail
one
of
these
Fortitude
saves,
you
begin
to
suffocate.
In
the
first
round,
you
fall
unconscious.
In
the
following
round,
you
are
dying,
as
described
in
the
Combat
chapter
under
Damage
and
Death.
Water
Any
character
can
wade
in
relatively
calm
water
that
isnt
over
his
head,
no
check
required.
Swimming
in
calm
water
only
requires
simple
Athletics
skill
checks
(Difficulty
10).
The
Difficulty
of
Athletics
checks
for
swimming
increases
with
the
speed
and
turbulence
of
the
Sword & Planet, Rough Draft v0.2 Page 44 3/15/12
water. On a failed Athletics check, you must make a second Athletics skill check or go under. Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals 1d6 points of damage per minute for every 100 feet the character is below the surface. A successful Fortitude save (Difficulty 15) means the diver takes no damage in that minute. Very cold water deals also deals damage from the cold temperatures. Air breathers under water must hold their breath to avoid suffocation.
Page 45
3/15/12
MASS COMBAT
In
the
Sword
&
Planet
Mass
Combat
system,
the
core
conflict
between
sides
is
extrapolated
out
to
a
series
of
skill
checks
and
other
die
rolls,
allowing
a
more
high
level
overview
of
the
combat
to
emerge
based
on
character
skill
sets
and
involvement.
This
process
has
five
basic
steps:
1. At
the
beginning
of
the
Mass
Combat,
determine
the
Encounter
Level
for
the
forces
on
each
side
of
the
conflict.
2. At
the
beginning
of
each
cycle
of
Mass
Combat,
determine
each
sides
overall
modifiers
based
on
their
current
position,
tactics
and
available
resources.
3. Determine
the
impact
of
major
characters,
both
playercharacters
and
NPCs
that
are
involved
in
this
cycle
of
the
Mass
Battle.
4. Resolve
the
effects
of
the
Mass
Battle
cycle
with
a
Mass
Battle
resolution
check.
5. At
the
end
of
the
cycle,
determine
the
effects
of
morale
on
the
participating
sides
of
the
conflict,
and
repeat
steps
25
as
needed.
Will saving throw, and compare the result to the Major Character Impact table below. Characters using skills must get their skill choice approved by the Referee, and then make a skill check at a 5 penalty, comparing the result to the Major Character Impact table. In all cases, any Mass Battle modifiers determined from a sides position, tactics and resources, if any, modify the attack roll, saving throw or skill check. Table: Major Character Impact Check Result MB Mod Damage Taken Notes 4 or less 1 4d6 Also on a natural 1 5 to 14 +0 3d6 15 to 24 +1 2d6 25 to 34 +2 1d6 35 or more +3 Also on a natural 20 The value under the MB Mod column is added to the final Mass Battle resolution check. The Damage Taken column represents the high level of potential risk that the character put himself into, as he take the stated level of damage. As shown in the Notes column, a natural 1 will always produce the 4 or less result, and a natural 20 will always produce the 35 or more result.
Page 48
3/15/12
MYSTIC POWERS
This
section
describes
the
Mystic
powers
found
within
the
Sword
&
Planet
system.
Daze
Level:
1
Range:
Close
(30
ft)
Duration:
1
Round
Once
per
round,
the
Mystic
clouds
the
mind
of
a
humanoid
creature
so
that
it
takes
no
action
and
thus
loses
its
next
round.
The
target
may
attempt
a
Difficult
(DC
20)
Wisdom- based
saving
throw
to
negate
the
effect.
Distract
Level:
1
Range:
Close
(30
ft)
Duration:
1
Round
Once
per
round,
the
Mystic
can
mentally
distract
a
creature,
causing
it
to
suffer
a
-5
penalty
to
Perception
skill
checks
for
the
next
round.
The
target
may
attempt
a
Difficult
(DC
20)
Wisdom-based
saving
throw
to
negate
the
effect.
Dousing, Lesser
Level:
1
Range:
Close
(30
ft)
Duration:
1
Minute
Once
per
round,
the
Mystic
can
concentrate
on
a
specific
object
(or
the
nearest
example
of
a
general
item),
and
determine
the
direction
to
that
object
if
it
lies
within
thirty
feet.
The
Mystic's
mental
image
of
the
item
must
be
clear
and
accurate;
unique
items
require
firsthand
experience
with
the
item
before
they
can
be
located.
A
thin
sheet
of
lead
can
block
mystical
detection.
Guidance
Level:
1
Page 49
3/15/12
Range: Touch Duration: 1 Minute or until discharged Once per round, the Mystic can bestow minor insight on a subject, granting them a +1 bonus to a single attack roll, saving throw or skill check made within the next minute.
Object Reading
Level:
1
Range:
Touch
Duration:
Instant
Once
per
round,
the
Mystic
can
learn
something
significant
about
an
object
he
is
handling.
Using
the
list
below,
the
first
piece
of
information
the
Mystic
does
not
know
is
learned
through
the
use
of
this
power:
Age
of
object.
Name
of
last
creature
to
touch
the
object,
if
any
(other
than
the
Mystic).
Race
of
last
creature
to
touch
the
object,
if
any
(other
than
the
Mystic).
Name
of
the
objects
creator
(a
natural
object,
like
a
rock,
was
created
by
nature).
Race
of
the
objects
creator,
if
any.
Objects
purpose.
Material(s)
that
makes
up
the
object.
Location
of
the
objects
creation.
Name
of
the
most
recent
owner
of
the
object,
if
any.
Mystical/unusual
property
of
the
object,
if
any
(random
if
more
than
one).
Multiple
uses
of
this
ability
allow
the
Mystic
to
gain
multiple
bits
of
information.
If
the
Mystic
know
all
of
the
above
information,
this
ability
reveals
nothing
to
the
Mystic.
Tongues, Lesser
Level:
1
Range:
Close
(30
ft)
Duration:
1
Hour
Once
per
round,
the
Mystic
can
touch
a
target
and
understand
its
spoken
language
due
to
a
subconscious
telepathic
connection.
So
long
as
the
Mystic
remains
within
thirty
feet
of
the
target,
he
can
continue
to
understand
that
language
for
the
duration
of
this
ability.
This
ability
does
not
grant
knowledge
of
written
languages.
Sword & Planet, Rough Draft v0.2 Page 50 3/15/12
Touch of Fatigue
Level:
1
Range:
Touch
Duration:
1
Minute
Once
per
round,
the
Mystic
can
draw
physical
energy
from
a
touched
target,
rendering
them
fatigued
(-1
penalty
to
all
attack
rolls,
Dexterity-based
saving
throws
and
any
Strength-based
or
Dexterity-based
skill
checks).
If
the
target
is
already
fatigued,
or
if
the
target
succeeds
in
a
Difficult
(DC
20)
Constitution-based
saving
throw,
then
this
use
has
no
further
effect.
Cause Fear
Level: 2 Range: Close (30 ft) Duration: 1d4 Rounds Once per rest, the Mystic can make a single creature frightened. With a successful Difficult (DC 20) Wisdom-based saving throw, the target is shaken and suffers a -2 penalty on attack rolls, saving throws, skill checks and ability checks for one round. If the target fails the saving throw, however, they suffer the same penalties for 1d4 rounds, and flee from the Mystic as quickly as possible for those rounds or until they are out of sight of the Mystic.
Charm Person
Level: 2 Range: Close (30 ft) Duration: 6 Hours Once per rest, the Mystic can make one person regard him as a trusted friend and ally (treat their reaction as Friendly toward the Mystic.) The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this compulsion, with a +5 bonus if they are attacked by the Mystic or his allies.
Page 51
3/15/12
Command
Level:
2
Range:
Close
(30
ft)
Duration:
1
Round
Once
per
rest,
the
Mystic
can
mentally
force
its
target
to
obey
a
single
word
command
on
its
next
action.
The
most
common
examples
of
such
as
"approach",
"drop",
"fall",
"flee",
and
"halt".
The
target
may
attempt
a
Difficult
(DC
20)
Wisdom-based
saving
throw
to
overcome
this
compulsion.
Disguise Self
Level:
2
Range:
Personal
Duration:
1
Hour
Once
per
rest,
the
Mystic
can
craft
a
mental
illusion
that
changes
his
outward
appearance.
Should
someone
interact
physically
with
the
illusion,
they
may
attempt
a
Difficult
(DC
20)
Wisdom-based
saving
throw
to
recognize
it
as
such.
Doom
Level:
2
Range:
Medium
(150
ft)
Duration:
10
Minutes
Once
per
rest,
the
Mystic
can
curse
a
single
target,
imposing
a
-2
penalty
on
attack
rolls,
saving
throws,
skill
checks
and
ability
checks
for
the
duration
of
this
ability.
The
target
may
attempt
a
Difficult
(DC
20)
Wisdom-based
saving
throw
to
overcome
the
curse.
Empathic Healing
Level:
2
Range:
Touch
Duration:
Instantaneous
Once
per
rest,
the
Mystic
can
mystically
transfer
vitality
from
one
or
more
willing
adjacent
donors
(including
himself,
if
so
desired)
to
a
touched
target,
healing
one
hit
point
for
every
hit
point
donated
by
a
single
donor
or
healing
two
hitpoints
for
every
three
hitpoints
given
by
multiple
donors.
As
this
requires
willing
donors,
there
is
no
saving
throw
for
this
ability.
Hypnotism
Level: 2 Range: Close (30 ft) Duration: 1 Minute Once per rest, the Mystic can fascinate up to 2d4 HD of creatures. Targets stop and stare blankly for the duration of the power, during which the Mystic may make one reasonable request of the target(s). While the target is fascinated by this power, it reacts as though it were two steps more friendly in attitude. This allows the Mystic to make a single request of the affected creature (provided he can communicate with it). The request must be brief and
Page 52
3/15/12
reasonable. Even after the power ends, the creature retains its new attitude toward the Mystic, but only with respect to that particular request. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this compulsion, with a +2 bonus if this is attempted in combat. Failure on the saving throw indicates that the target does not remember being hypnotized.
Remove Fear
Level: 2 Range: Close (30 ft) Duration: 10 Minutes Once per rest, the Mystic instills courage in one subject, plus one additional subject per four levels. This power suppresses any currently existing fear effects and grants a +4 bonus on saving throws against fear for the duration of the power. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this effect, if for some reason the target may so desire.
Aura of Unnoticeability
Level:
3
Range:
Touch
Duration:
10
Minutes
Once
per
rest,
the
Mystic
can
render
someone
unnoticeable
for
ten
minutes
or
until
they
attack,
effectively
making
them
invisible.
If
the
target
makes
any
significant
noise
or
acts
in
such
a
way
as
to
draw
attention
to
themselves,
others
will
know
that
the
person
is
nearby,
but
be
unable
to
see
them
unless
they
succeed
at
a
Difficult
(DC
20)
Wisdom-based
saving
throw.
Calm Emotions
Level:
3
Range:
Medium
(150
ft)
Duration:
1
Minute
Page 53
3/15/12
Once per rest, the Mystic can calm all creatures within a 20ft radius, negating all emotion- based effects (such as rage or fear) for the next minute. Targets may not make any violent actions or do anything destructive, unless they are attacked or otherwise harmed, or if they succeed in a Difficult (DC 20) Wisdom-based saving throw.
Detect Thoughts
Level:
3
Range:
Close
(30
ft)
Duration:
10
Minutes
Once
per
rest,
the
Mystic
can
extend
his
mental
awareness
and
detect
the
surface
thoughts
of
others
within
close
range,
unless
the
target
succeeds
in
a
Difficult
(DC
20)
Wisdom-based
saving
throw.
This
power
can
penetrate
barriers,
but
1
foot
of
stone,
1
inch
of
common
metal,
a
thin
sheet
of
lead,
or
3
feet
of
wood
or
dirt
blocks
it.
Dousing
Level: 3 Range: Long (800 ft) Duration: 10 minutes Once per rest, the Mystic can concentrate on a specific object (or the nearest example of a general item), and determine the direction to that object if it lies within 800 feet. The Mystic's mental image of the item must be clear and accurate; unique items require firsthand experience with the item before they can be located. A thin sheet of lead can block mystical detection.
Hold Person
Level: 3 Range: Medium (150 ft) Duration: 1 Minute Once per rest, the Mystic can mentally paralyze one humanoid within range, freezing them in place. Every round, the target may attempt a Difficult (DC 20) Wisdom-based saving throw to break free of the mystical hold placed on them.
Location Reading
Level: 3 Range: Touch Duration: Instantaneous Once per rest, the Mystic can learn something significant about an area in which he stands. Go through this list, in order; the first bit of lore the Mystic does not know, he learns through the use of this power: When the location was created (if man-made, otherwise skip). Name of last creature to pass through location, if any (other than the Mystic). Race of last creature to pass through location, if any (other than the Mystic). Name of the locations creator (a natural location, like a glen, was created by nature).
Page 54
3/15/12
Race of the locations creator, if any. Name of the locations longest occupant, if any. Race of the locations longest occupant, if any. Name and race of the current owner or master of the location, if any. Brief description of the most significant event to happen in the location. Mystical or supernatural property of the location, if any (random if more than one). Multiple uses of this ability allow the Mystic to gain multiple bits of information. If the Mystic know all of the above information, this ability reveals nothing to the Mystic.
Vampiric Healing
Level:
3
Range:
Touch
Duration:
Instantaneous
Once
per
rest,
the
Mystic
can
mystically
transfer
vitality
from
one
or
more
adjacent
"donors"
(willing
or
unwilling)
to
a
touched
target,
healing
one
hit
point
for
every
hit
point
donated
by
a
single
donor
or
healing
two
hitpoints
for
every
three
hitpoints
given
by
multiple
donors.
Donors
do
not
have
to
be
willing,
but
if
they
do
not
wish
to
give
up
their
vitality,
they
may
attempt
a
Difficult
(DC
20)
Wisdom-based
saving
throw
to
suffer
only
half
the
number
of
hitpoints
taken
(with
an
appropriate
reduction
in
the
amount
of
hitpoints
healed
by
the
target
as
a
result).
Whispering Wind
Level:
3
Range:
10
Miles
Duration:
1
Round
Once
per
rest,
the
Mystic
can
send
a
short
message
of
twenty-five
words
or
less
to
all
creatures
within
a
small
10-ft
radius
area
located
up
to
ten
miles
away.
Bestow Curse
Level:
4
Range:
Touch
Page 55
3/15/12
Duration: Permanent (or until removed) Once per rest, the Mystic can curse a target, who may resist the curse with a Difficult (DC 20) Wisdom-based saving throw. The Mystic may choose to inflict one of the following effects on their target: 6 to an ability score; OR 4 on attack rolls, saves, and checks; OR 50% chance of losing each action. (Alternately, the Mystic can invent his own curse, in keeping with the general power level of these examples.) In addition, the Mystic must define the means by which the curse may be removed (with GM approval); in addition, the target is released from the curse when the Mystic dies.
Clairaudience/Clairvoyance
Level:
4
Range:
Long
(800
ft)
Duration:
10
Minutes
Once
per
rest,
the
Mystic
can
spy
upon
a
distant
location
up
to
800
feet
away,
for
up
to
10
minutes.
The
Mystic
can
either
hear
or
see
(his
choice)
as
if
he
were
standing
in
that
location.
Heroism
Level:
4
Range:
Touch
Duration:
1
Hour
Once
per
rest,
the
Mystic
can
imbue
a
single
creature
with
great
bravery
and
morale
in
battle.
The
target
gains
a
+2
bonus
on
attack
rolls,
saving
throws,
and
skill
checks.
Rage
Level: 4 Range: Medium (150 ft) Duration: 1 Minute Once per rest, the Mystic can instill up to four subjects within thirty feet of each other with a blinding rage. Subjects gains +10 temporary hitpoints, a +2 bonus on attack and melee damage rolls, a +1 bonus on Wisdom-based saving throws, and 2 to DEF.
Ray of Exhaustion
Level: 4 Range: Close (30 ft) Duration: 10 Minutes Once per round, the Mystic can draw physical energy from a single target within range, rendering them exhausted (-3 penalty to all attack rolls, Dexterity-based saving throws and any Strength-based or Dexterity-based skill checks) for the duration of this power. If the target is already exhausted, this power has no effect. If the target succeeds in a Difficult (DC 20) Constitution-based saving throw, then the target is only fatigued (-1 penalty to all attack rolls, Dexterity-based saving throws and any Strength-based or Dexterity-based skill checks).
Page 56
3/15/12
Remove Curse
Level:
4
Range:
Touch
Duration:
Instantaneous
Once
per
rest,
the
Mystic
instantaneously
removes
all
curses
on
an
object
or
a
creature.
Suggestion
Level:
4
Range:
Close
(30
ft)
Duration:
12
Hours
(or
until
completed)
Once
per
rest,
the
Mystic
can
influence
the
actions
of
the
target
creature
by
suggesting
a
course
of
activity
(limited
to
a
sentence
or
two),
which
must
be
worded
in
such
a
manner
as
to
make
the
activity
sound
reasonable.
Asking
the
creature
to
do
some
obviously
harmful
act
automatically
negates
the
effect
of
the
power.
The
suggested
course
of
activity
can
continue
for
the
entire
duration
of
the
power;
if
the
suggested
activity
can
be
completed
in
a
shorter
time,
the
power
ends
when
the
subject
finishes
what
it
was
asked
to
do.
The
Mystic
can
instead
specify
conditions
that
will
trigger
a
special
activity
during
the
duration.
If
the
condition
is
not
met
before
the
power's
duration
expires,
the
activity
is
not
performed.
Tongues
Level:
4
Range:
Touch
Duration:
1
Hour
Once
per
rest,
the
Mystic
can
grant
the
subject
the
ability
to
speak
and
understand
the
language
of
any
intelligent
creature,
including
unusual
dialects,
for
the
duration
of
the
power.
Dominate Person
Level:
5
Range:
Close
(30
ft)
Sword & Planet, Rough Draft v0.2 Page 57 3/15/12
Duration: 2 Weeks Once per rest, the Mystic can attempt to establish telepathic control over a single humanoid target within range. If the target fails a Difficult (DC 20) Wisdom-based saving throw, the Mystic gains complete control over the target's actions. Any action against the target's nature, including self-destructive actions, grant the target another attempt at the Wisdom- based saving throw with a +2 bonus.
Fear
Level:
5
Range:
Close
(30
ft)
Duration:
1
Minute
Once
per
rest,
the
Mystic
can
instill
panic
into
the
minds
of
up
to
four
targets
within
range.
With
a
successful
Difficult
(DC
20)
Wisdom-based
saving
throw,
a
target
is
shaken
and
suffers
a
-2
penalty
on
attack
rolls,
saving
throws,
skill
checks
and
ability
checks
for
one
round.
If
the
target
fails
the
saving
throw,
however,
they
suffer
the
same
penalties
for
one
minute,
and
flee
from
the
Mystic
as
quickly
as
possible
for
the
duration
of
the
power
or
until
they
are
out
of
sight
of
the
Mystic.
Phantasmal Killer
Level: 5 Range: Medium (150 ft) Duration: Instant Once per rest, the Mystic can create a mental illusion of the most fearsome creature imaginable to the target. The target may attempt to Difficult (DC 20) Wisdom-based saving throw to avoid the effects of extreme mental distress. If the target fails, then he must immediately attempt a Difficult (DC 20) Constitution-based saving throw. If this second save is successful, the target only suffers 3d6 damage from the mental distress of confronting one's greatest fears. If the saving throw fails, however, the target dies from a heart attack brought on by the intense fear.
Raise Dead
Level: 5 Range: Touch Duration: Instant Once per rest, the Mystic can restore life to a sentient being that has been dead less than one week. This requires the sacrifice of a sentient creature with more hit dice than the target of this power. If multiple sentient creatures are sacrificed, the number of hit dice from the sacrificed creatures must exceed one and a half times the hit dice of the target of this power. If the target's soul is unwilling or unable to return to its body, the power does not work. Creatures recently returned from death have only one hit point and are unable to move under their own power or function until they have been completely healed. Any creature that is raised from the dead loses one point of Constitution permanently. Any creature with 0 Constitution cannot be raised from the dead by this or any other means. Sword & Planet, Rough Draft v0.2 Page 58 3/15/12
Scrying
Level:
5
Range:
Close
(30
ft)
Duration:
10
Minutes
Once
per
rest,
the
Mystic
can
extend
his
mental
senses
to
spy
on
a
specific
target
from
any
distance,
unless
the
target
succeeds
in
a
Average
(DC
20)
Wisdom-based
saving
throw.
If
the
Mystic
knows
the
target
personally,
the
difficulty
of
the
saving
throw
increases
to
Very
Difficult
(DC
25),
whereas
someone
the
Mystic
has
never
met
before
only
has
to
succeed
at
an
Average
(DC
15)
saving
throw.
Telepathic Bond
Level:
5
Range:
Close
(30
ft)
Duration:
1
Hour
Once
per
rest,
the
Mystic
can
choose
one
creature
per
level
within
range,
and
establish
a
telepathic
bond
between
these
creatures
that
exists
for
the
next
hour,
even
if
the
creatures
move
beyond
the
initial
range
of
the
power.
This
bond
exists
between
all
of
the
creatures
in
this
bond,
so
the
Mystic
does
not
have
to
relay
messages
from
one
target
to
another,
unlike
Lesser
Telepathic
Bond.
In
addition,
this
bond
is
not
restricted
by
language
barriers.
A
thin
sheet
of
lead,
a
foot
of
stone
or
three
feet
of
wood
or
dirt
can
block
this
connection.
True Seeing
Level:
5
Range:
Touch
Duration:
10
Minutes
Once
per
rest,
the
Mystic
can
confer
the
ability
to
see
all
things
as
they
actually
are.
The
target
sees
through
normal
and
supernatural
darkness,
notices
secret
doors
hidden
by
mysticism,
sees
the
exact
locations
of
creatures
or
objects
hidden
by
illusory
effects,
sees
invisible
creatures
or
objects
normally,
and
sees
through
mental
illusions.
The
range
of
true
seeing
conferred
is
120
feet.
Note
that
this
ability
does
not
penetrate
solid
objects,
nor
can
it
be
used
in
conjunction
with
other
Mystic
powers.
Waves of Fatigue
Level: 5 Range: Close (30 ft) Duration: Instant Once per rest, the Mystic can create waves of mental energy that render all living creatures within range fatigued. This power has no effect on a creature that is already fatigued. This fatigue can be recovered normally.
Page 59
3/15/12
BESTIARY
Barsoom
is
home
to
many
strange
and
unusual
creatures.
The
small
selection
in
the
bestiary
below
is
but
a
few
of
those
that
characters
could
encounter
in
their
adventures.
Apt
The
apt
is
a
monster
of
the
frozen
wastes
of
the
far
north.
It
is
white-furred,
about
horse
size
or
larger,
and
has
six
limbs,
walking
on
four,
the
first
pair
being
equipped
with
hands
for
seizing
prey.
It
has
a
large
head
and
jaws
like
a
hippopotamus,
from
the
lower
jaw
of
which
grow
two
curved
horns;
its
eyes
are
huge
compound
eyes
of
many
hundred
of
ocelli,
each
with
its
own
eyelid.
It
is
both
predator
and
scavenger.
Every
month,
all
apts
in
a
colony
spend
several
days
asleep
in
one
chamber
of
their
lair.
Apt:
DEF
14;
HD
5;
Atk:
1
bite
(2d6);
ST:
+5;
SP:
None;
SPD:
8;
CL:
2;
XP:
450.
Banth
The
Martian
lion,
the
Banth
has
ten
legs,
is
completely
hairless
save
for
a
bristly
mane,
and
is
yellow
in
color.
Its
huge
jaws
have
multiple
rows
of
sharklike
teeth.
The
banth
usually
hunts
alone,
but
sometimes
in
pairs.
It
uses
its
roar
to
freeze
or
panic
its
prey
(creatures
within
6
squares
must
succeed
in
a
Will
save
(DC
17)
or
be
stunned
and
unable
to
act
for
1d6
rounds.
Banth:
DEF
19;
HD
9;
Atk:
2
claws
(2d6);
ST:
+7;
SP:
Ferocious
roar
(Stunned
for
1d6
rounds,
Will
DC
17
negates);
SPD:
8;
CL:
4;
XP:
900.
Calot
The
calot
is
the
Barsoomian
equivalent
of
the
dog
or
hyena.
A
predator
and
scavenger,
the
calot
is
also
the
fastest
Barsoomian
land
animal.
It
is
about
the
size
of
a
Shetland
pony,
has
ten
short
legs,
a
wide
froglike
mouth
on
a
blunt
head,
with
three
rows
of
sharp
teeth.
Its
eating
habits
are
gory
and
disgusting,
for
which
reason
to
be
called
a
calot
is
an
insult.
Calot:
DEF
12;
HD
2;
Atk:
1
bite
(1d4);
ST:
+3;
SP:
None;
SPD:
6;
CL:
1/2;
XP:
150.
Orluk
A
huge
predator
of
the
Martian
Arctic,
the
orluk
is
mastodonian
in
size,
and
has
black
and
yellow
fur.
It
is
weasel-like
in
appearance,
with
a
long
body
slung
low
to
the
ground
on
ten
short
legs
that
end
in
padded,
webbed
paws.
Its
natural
habitat
and
hunting
ground
is
the
great
icemelt
swamps
that
form
at
the
foot
of
the
icecap
every
summer.
In
winter
it
subsists
on
whatever
it
can
catch
on
the
ice,
and
this
is
when
most
orluks
are
taken
by
hunters
because
this
is
when
their
fur
is
thickest
and
most
luxuriant.
The
orluk
is
practically
amphibious,
being
a
good
swimmer
and
able
to
pursue
its
prey
into
water
or
bog
when
necessary.
Orluk:
DEF
22;
HD
15;
Atk:
2
claws
(2d6),
1
bite
(3d6);
ST:
+11;
SP:
None;
SPD:
10,
8
swim;
CL:
6;
XP:
1,800.
Page 60
3/15/12
Sith
The
sith
is
an
insect-like
flying
predator,
that
looks
like
a
hornet
grown
to
the
size
of
an
ox.
It
is
equipped
with
large,
powerful
jaws
and
a
poisonous
stinger.
The
Kaolians
hunt
it
for
its
venom,
which
has
medicinal
uses
as
well
as
being
the
most
effective
weapon
against
the
sith
itself.
This
hunting
has
made
it
almost
extinct.
Sith:
DEF
13;
HD
3;
Atk:
1
bite
(1d6),
1
stinger
(1d6+poison);
ST:
+3;
SP:
Poison
(1d4/round,
Fort
DC
13
ends);
SPD:
6,
8
fly;
CL:
2;
XP:
450.
Thoat
The
Thoat
is
the
common
riding
animal
of
the
red
men.
It
stands
about
six
feet
at
the
shoulder,
is
totally
hairless,
slate-gray
over
most
of
its
body,
with
a
white
underside
and
yellowish
legs
and
feet,
of
which
it
has
eight.
It
has
a
broad,
blunt
head,
jaws
that
reach
well
back
behind
its
tiny
ears,
its
tail
is
broad
and
flat,
wider
at
the
end
than
at
the
base,
and
its
feet
are
soft
pads
that
can
gallop
over
the
soft
moss
of
Mars
with
hardly
a
sound.
Its
cry
is
a
piercing
squeal,
and
it
has
a
naturally
suspicious
and
ornery
nature.
It
attacks
by
biting
or
stomping.
Thoat:
DEF
13;
HD
3;
Atk:
1
bite
or
stomp
(1d6);
ST:
+3;
SP:
None;
SPD:
8;
CL:
1;
XP:
300.
Ulsio
The
Martian
rat,
the
ulsio
may
grow
up
to
the
size
of
a
dog,
and
has
a
most
repulsive
appearance;
it
is
totally
hairless,
with
a
long
scaly
tail,
beady
eyes,
and
a
snout
that
is
naked
bone
and
full
of
teeth,
resembling
a
skull
from
which
the
flesh
has
rotted
away.
The
ulsio
is
a
scavenger,
but
will
attack
live
prey
if
it
can
attack
as
a
pack.
Ulsios
fight
using
pack
tactics
like
the
calot.
Ulsio:
DEF
11;
HD
1;
Atk:
1
bite
(1d4);
ST:
+2;
SP:
None;
SPD:
6;
CL:
1/2;
XP:
150.
White Ape
The
great
white
ape
of
Mars
is
a
feared
predator
that
usually
haunts
the
abandoned
cities.
Its
usual
prey
is
young
green
men,
but
it
will
also
take
humans.
It
stands
15
feet
tall,
is
totally
white
and
hairless,
save
for
its
head
which
is
capped
by
a
bristly
shock
of
snow
white
hair.
It
has
four
arms
like
the
green
men,
and
is
intelligent
enough
to
use
crude
weapons
like
clubs.
Its
jaws,
too,
are
armed
with
tusks
like
the
green
man's.
White
Ape:
DEF
15;
HD
6;
Atk:
4
claws
or
clubs
(1d6);
ST:
+5;
SP:
None;
SPD:
8;
CL:
3;
XP:
600.
Zitidar
The
mastodon-size
mega-draft
animal
of
Mars.
It
has
ceremonial
uses
in
parades
and
such,
and
being
the
strongest
draft
animal,
is
tasked
with
the
heavy
hauling.
Zitidar:
DEF
15;
HD
6;
Atk:
1
bite
(2d6);
ST:
+5;
SP:
None;
SPD:
6;
CL:
2;
XP:
450.
Page 61
3/15/12
Page 62
3/15/12
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royaltyfree, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. Sword & Planet, Rough Draft v0.2 Page 64 3/15/12
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. System Reference Document Copyright 20002003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. Spycraft Copyright 2002, Alderac Entertainment Group. Swords of Our Fathers Copyright 2003, The Game Mechanics. Mutants and Masterminds Copyright 2002, Green Ronin Publishing. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan. Modern Players Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan! Challenging Challenge Ratings: Immortals Handbook, Copyright 2003, Craig Cochrane. Encountering Encounter Levels: Immortals Handbook, Copyright 2003, Craig Cochrane. Design Parameters: Immortals Handbook, Copyright 2003, Craig Cochrane. A Magical Medieval Society: Western Europe Copyright 2003, Expeditious Retreat Press; authors Suzi Yee and Joseph Browning. Monsters Handbook Copyright 2002, Fantasy Flight Publishing, Inc. Monte Cooks Arcana Unearthed, Copyright 2003, Monte J. Cook. All rights reserved. Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, LLC. Pathfinder Roleplaying Game Beta playtest edition. Copyright 2008, Paizo Publishing, LLC; Author: Jason Bulmahn. The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook. Trailblazer, Copyright 2009, Benjamin R. Durbin, published by Bad Axe Games, LLC. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Sword & Planet: An Old School Roleplaying Game of Planetary Romance, Copyright 2012, Jason Flynn Kemp END OF LICENSE
Page 65
3/15/12