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Sword & Planet

An Old School Roleplaying Game of Planetary Romance


Credits Design and Development: Jason "Flynn" Kemp Layout: Jason "Flynn" Kemp Special Thanks: Kenneth Bulmer (under the pseudonym of Alan Burt Akers), Edgar Rice Burroughs, Lin Carter, John Norman and all of the other Planetary Romance authors whose stories helped shape my interests and sense of adventure as I was growing up. Rough Draft v0.2, March 15, 2012 Copyright 2012 Jason Flynn Kemp Provided for free by Samardan Press http://stores.lulu.com/samardanpress

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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

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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

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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

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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

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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,

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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.

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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.

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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.

The Sword & Planet System


Sword & Planet provides a framework for your imagination. It has rules to describe your character's traits, help you decide what happens in your stories and resolve conflicts between your characters and the challenges they face. With it, any fantasy tale of adventure you can imagine is possible. To play, you need a copy of Sword & Planet: An Old School Roleplaying Game of Planetary Romance; a set of assorted dice as described below, which are available at game and hobby stores; and a pencil and some paper. You might want copies of the Sword & Planet character record sheet as well. In addition, the Referee for the gaming session should have a copy of the upcoming Sword & Planet Referees Guide on hand. Having an adventure or a set of encounters prepared wouldnt be a bad idea, either.

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

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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.

The Core Mechanic


The Sword & Planet System uses a core game mechanic to resolve actions. Whenever your character attempts any action with a chance of failure, do the following: Roll a twentysided die (abbreviated d20). Add any relevant modifiers (for things like abilities, training, and circumstances). Compare the total to a number called the action's Difficulty (set by the Game Master based on the circumstances). If the result equals or exceeds the Difficulty, the action succeeds. If the result is lower than the Difficulty, the action fails. This simple system is used for nearly everything in the Sword & Planet system, with variations based on the modifiers added to a roll, the Difficulty, and the effects of success and failure.

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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.

How to Build a Character


Building a character with Sword & Planet is a fairly straightforward process. The following steps are provided as a simple guide to character creation: Generate Ability Scores: Roll 3d6 twelve times, choose the best six, and arrange them to taste among the following: Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom. Choose Race: Select your character's race from those offered by the setting. Choose Character Class: Decide if you are playing a Warrior, an Expert or a Mystic. Choose Profession: Choose your character's profession. Choose Skills: Choose your character's skills. Choose Powers (Mystics only): Choose your character's starting powers from the Mystic power list. Choose Equipment: Choose your character's equipment. Determine Basic Stats: Determine your character's basic stats, like height, weight, personality, saves, etc. Choose A Name: Name your character something appropriate to the setting. Begin Play: Go forth, save a princess, adventure and earn some experience.

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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.

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You can use your Intelligence Bonus to learn additional skills.

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.

Universal Attribute Bonus


Each attribute has the potential to modify what you can do. The Universal Attribute Bonus table below gives some numbers to consider: Table: Universal Attribute Bonus Attribute Roll Description Bonus 1-4 Below Average 2 58 Below Average 1 912 Average +0 1316 Above Average +1 1720 Above Average +2 Per +4 Step Above Average +1 per step

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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.

Human, Red Martian


Red martians are the Barsoomian equivalent of human. Red martians resemble humans, save that they almost uniformly have coppery red skin and black hair. An average Red Martian male in good health stands around six feet tall and weighs about 175 pounds. Most Red Martians live around 200 years. Unlike Earthlings, Red Martians lay eggs, like other mammalian creatures on Barsoom. Basic Abilities: Red Martians have a +2 bonus to Dexterity, but a -2 penalty to Strength, reflecting having evolved in the lower gravity of Barsoom. Red Martians have a base speed of 6. Special Abilities: Red Martians are very adept beings, and gain training in one additional Starting Skill, beyond what is determined by their class. In addition, Red Martians automatically have the Perception skill, due to their attentive natures. Saving Throws: Red Martians gain a +2 bonus on all Reflex saving throws. Common Languages: Red Martians 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.

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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.

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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.

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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.

The Experience Table


Over the course of adventuring, characters earn experience points, which are used to advance the character in level as the game proceeds. The progression for Sword & Planet characters is summarized in the Experience Progression table below. Table: Experience Progression Level Experience CLM 1 0 +1 2 1,500 +2 3 4,000 +2 4 8,000 +3 5 15,000 +3 6 26,000 +4 7 44,000 +4 8 70,500 +5 9 113,500 +5 10 176,000 +6

Class Level Modifier (CLM)


The Class Level Modifier (CLM) is a very important concept used throughout the Sword & Planet system. It is applied whenever a characters level of experience has some impact on their ability to perform a task. The Class Level Modifier is calculated by dividing a characters level by two, rounding all fractions down, and then adding one to the total. This is summarized on the Experience Progression Table for ease of reference.

Suggested Rule: Static Hit Dice Values


Many Referees require their players to reroll their characters hitpoints using their hit dice at each level, adding in their Constitution modifier for each character level (up to and including 7th character level), and keep the value if it is higher than the characters current hitpoint totals. Some Referees prefer to use static hit dice values instead. These are determined as follows: At 1st level, characters take the maximum hitpoint value that could be generated, plus their Constitution modifier. From 2nd to 7th level, characters gain a number of additional hitpoints equal to half the maximum of their hit die type plus one, plus their Constitution modifier. At 8th level and higher, characters gain a number of

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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.

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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.

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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.

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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

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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.

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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

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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.

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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.

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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.

Combining Skill Attempts


When more than one character tries the same skill at the same time and for the same purpose, their efforts may overlap. When characters are working together, the one with the highest result is considered the leader for this skill attempt. Each helper can add a +2 bonus to the leader's result if their skill check result equals or exceeds a Difficulty of 10. For every ten full points that the helper's check exceeds the Difficulty, increase the bonus by +1, so a result of 2029 grants a +3 bonus, 3039 a +4, and so forth.

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.

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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 *

"Picks" 1 1 1 2 (1 for Warriors) 2 1 1 2 (1 for Warriors) 2 1 1 2 (1 for Warriors) 2 1 1 2 (1 for Warriors) 2 1 1 1

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

Polearm Polearm, huge Quarterstaff

2d6 2d8 1d6

2 (1 for Warriors) 2 2 (1 for Warriors)

L H L

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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

1d8 2d6 2d8 1d6 1d8 2d6 2d8

1 2 (1 for Warriors) 2 1 1 2 (1 for Warriors) 2

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

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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.

How Much You Can Carry


Your characters capacity to carry weight is defined in three classifications: light load, medium load and heavy load. Weight is listed in pounds. A normal level of miscellaneous equipment (not including armor and weapons) is assumed to weigh 10 pounds. Treasure is added to this, with fifty coins or ten gems weighing one pound. The Sword & Planet system assumes that coins are the size of American quarters and gems are the size of dice, but thats just the way of things in a fantasy world. Light Load: Your character can carry up to four pounds for every point in Strength as a light load. If your Strength is 10, then your light load is 40 pounds. If you are a mighty Warrior with a Strength score of 18, then your light load is 72 pounds. Carrying a light load does not inhibit a characters abilities. Medium Load: Your characters medium load is equal to twice your light load. Thus, if your Strength is 10, then your medium load is 80 pounds. The brawny Warrior with a Strength score of 18 has a medium load of 144 pounds. Carrying a medium load imposes a 3 penalty on all Dexteritybased skill and ability checks. Heavy Load: Your characters heavy load is equal to three times your light load. The average human with a Strength of 10 can carry a heavy load of 120 pounds. If you have a Strength score of 18, then your heavy load is 216 pounds. Carrying a heavy load imposes a 6 penalty to all Dexteritybased skill and ability checks, and reduces a characters movement rate by two squares. Bigger and Smaller Humanoids: These load calculations are for man-sized humanoids. A smaller humanoid can carry threequarters of the carrying capacity of a man-sized one, while a larger humanoid can carry double the load of a man-sized humanoid. In the event that the carrying capacity of a monster comes into question, the Referee will adjudicate that situation. Heavy Armor: Heavy armor counts as a heavy load, even if the character can carry the weight of the armor as a medium or light load.

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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.

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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

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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.

Saving Throw Types


The three different kinds of saving throws are the following: Fortitude: Your ability to resist attacks against your vitality and health, such as poison and disease. You apply your Constitution modifier to your Fortitude saving throws. Reflex: Your ability to avoid harm through reaction time and agility, including dodging explosions and crashes. You apply your Dexterity modifier to Reflex saving throws. Will: Your resistance to mental influence and domination as well as certain powers. You apply your Wisdom modifier to your Will saving throws.

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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!

The Combat Round


When things really start happening in a Sword & Planet game, time is broken down into sixsecond segments called rounds, or combat rounds, since they're most often used in fights. A round isn't very much time, just long enough for a hero to do something. The types of actions your hero can perform during a round are Attack Actions, Move Actions, Swift Actions, Full Round Actions and Free Actions. During a round you can take an Attack Action, a Move Action and a Swift Action. You may trade an Attack Action to make another Move Action or Swift Action. You may trade a Move Action to make another Swift Action. You may trade an Attack Action, a Move Action and a Swift Action to perform a Full Round Action. You can perform as many Free Actions and reactions in a round as you wish, although the Referee may choose to limit them to a reasonable number to keep the game moving. A turn during a round of combat follows this sequence: 1. PreAction Activities: Apply any ongoing effects. Sword & Planet, Rough Draft v0.2 Page 36 3/15/12

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.

The Attack Roll


The most important rule to understand about combat is the attack roll. To attack with a weapon, the character spends an Attack Action to attack a foe. To resolve the attack, the player rolls a d20, adding the characters Base Attack Bonus and any additional bonuses to the result. These tohit bonuses may include a strength bonus (for attacks with hand held weapons), a dexterity bonus (for attacks with missile weapons), and any bonuses for

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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

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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.

Damage and Death


When a character (or creature) is hit, the amount of damage is deducted from his hitpoints. When hitpoints reach 0, the character becomes staggered and may only make one Attack Action per round. Any strenuous action causes the character to lose another hitpoint. When hitpoints reach 1 or less, the character falls unconscious and is dying. Each round, on his initiative, the character must attempt to stabilize by making a Fortitude Save against a Difficulty of 20. If the character fails three stabilization checks, he is dead. Other characters can stabilize a fallen comrade with a successful Healing skill check against a Difficulty of 15.

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

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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.

Monsters And Combat


This section identifies rules specific to the use of monsters in combat. Mooks: A mook creature is one that is very easy to remove from combat, generally only needing to be struck once or at most twice before going down. Any creature can be turned into a mook. Simply assume that it has 1 hitpoint per hit die. Mook creatures only provide one-quarter of their normal XP value. Morale: Certain monsters, such as mindless or undead creatures, are fearless and always fight to the death. The majority, however, will not continue to fight a hopeless battle, seeking to retreat, surrender or flee. The Referee decides when monsters abandon the battle and retreat, based on the situation and the monsters intelligence. Keep in mind that the partys own NPC allies might decide to flee if their prospects of survival look grim. A creatures or characters Will save modifier is often a good indicator of how brave a creature might be.

One Last Reminder


Sword & Planet is a freeform roleplaying game, meaning that there arent very many rules. The Referee is responsible for handling situations that arent covered by the rules, making fair evaluations of what the characters do and deciding what happens as a result. This is not a game in which the players are against the Referee, even though the Referee is responsible for creating tricky traps, dangerous situations, and running the monsters and other foes the PCs will encounter during the game. In fact, the players and the Referee cooperate with each other to create a fantasy epic, with the Referee creating the setting and the players developing the story of the heroes. If they arent skillful and smart, the epic might be very short. But its not the Referees job to defeat the playersits his job to provide interesting (and dangerous) challenges, and then guide the story fairly.

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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.

Darkness & Dim Light


Characters with normal vision can be rendered completely blind by putting out the lights. A blinded creature is one who simply cant see through the surrounding darkness; so all opponents are treated as invisible, as described in the Combat chapter. In dim light, combatants that cannot see as well suffer a 2 penalty to their attack rolls. Additionally, tasks requiring good light (such as reading small lettering) are impossible or extremely slowed.

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

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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

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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.

Starvation & Dehydration


Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration. A character can go without water for two days. After this time, the character must make a Fortitude save each hour (Difficulty 10) or receive a 2 penalty on all actions, which goes away after ten minutes of complete rest with sufficient water. 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. A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Fortitude save each day (Difficulty 10) or receive a 2 penalty on all actions, which goes away after ten minutes of complete rest after eating sufficient food. 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.

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.

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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.

Step One: Evaluate the Sides


The process of determining the Encounter Level for each side is relatively easy. Simply add up the XP Values for each unit on a side. (Do not include major characters, such as player characters, in this total.) Then look for the Challenge Rating with an XP Value that is closest to the total without going over. This is the Encounter Level of that side. Give each side a number of tokens (dice, beads, what have you) equal to its Encounter Level. Also, at this point, each side should choose a Warlord to lead them in battle. This person is typically the one with the highest Tactics skill check modifier, or barring that, the person with the largest Intelligence modifier.

Step Two: Determine Modifiers


The Referee determines these modifiers. In situations where both sides are roughly equal, neither side gains a modifier to their Mass Battle resolution checks. When one particular side of the conflict has a slight advantage in a given category, they may gain a +1 Mass Battle modifier. Significant advantages grant a +2 Mass Battle modifier, and overwhelming advantages grant a +4 Mass Battle modifier.

Step Three: Impact of Major Characters


During each Mass Battle cycle, each major character, including the playercharacters and named NPCs on either side, has the opportunity to influence the Mass Battle resolution check. Character participation is optional, but Referees are encouraged to reward participants as the heroes they are. Each major character chooses the means by which they will attempt to contribute to their sides success, be it combat, mystic powers or skill. For combat, a character must make an attack roll using their weapon of preference, and compare it to the Major Character Impact table below. Should a character choose a ranged attack instead of a melee attack, they expend 3d6 missiles each cycle. For mystic powers, a character must make a Sword & Planet, Rough Draft v0.2 Page 46 3/15/12

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.

Step Four: Resolve Mass Battle Cycle


When the Referee and players have finished determining the impact of all major characters, each side must make a Mass Battle resolution check. A Mass Battle resolution check is simply a Tactics skill check. First, each side adds all their Mass Battle modifiers together, based on position, tactics, resources and the impact of major characters on that side. Second, the Warlord for each side makes a Tactics skill check, modifying their check result with the sum of their sides Mass Battle modifiers. The Difficulty of the skill check is equal to the current number of tokens on the opposing side. If the Mass Battle resolution check succeeds, the opposing side loses one token, plus an additional token for every five points that the check achieves above the Difficulty. A Mass Battle is over when one or more sides have lost all of their tokens, or when one or more sides leave the battlefield.

Step Five: Morale


At the end of each Mass Battle cycle, each Warlord must check to see if their side remains to continue the fight, or if theyve been routed. To do so, the Warlord must make a Will save against a Difficulty of 20 plus the number of tokens that his side has lost since the beginning of the Mass Battle. If the Warlord fails his Will save, then his side has lost their morale and elects to disengage from the Mass Battle. (Alternately, if a Warlord succeeds with his Will save, he may still elect to disengage from the Mass Battle.) If both sides elect to disengage, then the fight is over. If one side continues the fight, one final Mass Battle cycle is performed, and then the fight is over. Any side of a Mass Battle cycle that has lost their morale suffers a 2 penalty on all Mass Battle checks that cycle, including those of major characters attempting to impact their sides Mass Battle resolution check. Sword & Planet, Rough Draft v0.2 Page 47 3/15/12

The Aftermath of a Mass Battle


When the Mass Battle has ended, each side should resolve how many of their forces remain. Add up the number of remaining tokens, and determine the XP Value for a Challenge Rating of an equivalent level. Divide this value up by the XP Value of the various forces involved on a particular side to determine the number of survivors. It should be assumed that major characters automatically survive; unless they were slain through the damage theyve taken as part of their efforts to impact the Mass Battle resolution checks. (This is why major characters were not added into the calculations to determine the total XP Value of the forces in the first step of the Mass Battle process.) Once this has been resolved, subsequent events are left to the discretion of the Referee.

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MYSTIC POWERS
This section describes the Mystic powers found within the Sword & Planet system.

Mystic 1st Level Powers


Daze: Humanoid creature loses next action. Distract: Target is distracted for next round. Dousing, Lesser: Detects desired object within 30 ft. Guidance: +1 on one attack roll, saving throw, or skill check. Object Reading: Discern information about an object by touch. Telepathic Bond, Lesser: Telepathic conversation at a moderate distance. Tongues, Lesser: You understand one spoken language of a touched creature. Touch of Fatigue: Touch attack fatigues target.

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

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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.

Telepathic Bond, Lesser


Level: 1 Range: Medium (150 ft) Duration: 1 Hour Once per round, the Mystic can choose one creature per level within range, and establish a limited telepathic bond with these creatures while within range. This bond only exists between the Mystic and the creature, so one target cannot communicate with another target directly. This limited bond communicates words only, and thus does not circumvent language barriers. A thin sheet of lead, a foot of stone or three feet of wood or dirt can block this limited connection.

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.

Mystic 2nd Level Powers


Cause Fear: One creature flees for 1d4 rounds. Charm Person: Makes one person your friend. Command: One subject obeys selected command for 1 round. Disguise Self: Changes your appearance. Doom: One subject takes 2 on attack rolls, saving throws, skill checks and ability checks. Empathic Healing: You transfer hitpoints from one or more willing donors to your target (1:1 from a single target, or 3:2 from multiple targets). Hypnotism: Fascinates 2d4 HD of creatures. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

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.

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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

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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.

Mystic 3rd Level Powers


Aura of Unnoticeability: Target goes unnoticed for 10 minutes or until they attack, rendering them effectively invisible. Calm Emotions: Calms creatures, negating emotion effects. Detect Thoughts: Allows "listening" to surface thoughts. Dousing: Detects desired object within 300 ft. Hold Person: Paralyzes one humanoid for one minute. Location Reading: Discern information about the location you are in. Vampiric Healing: Transfers vitality from one or more unwilling donors to your target (1:1 from a single target, or 3:2 from multiple targets), save halves. Whispering Wind: Sends a short message to a group up to 10 miles away.

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

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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).

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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.

Mystic 4th Level Powers


Bestow Curse: 6 to an ability score; 4 on attack rolls, saves, and checks; or 50% chance of losing each action. Clairaudience/Clairvoyance: Hear or see at a distance for 10 minutes. Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Rage: Subjects gains +10 temporary hitpoints, +2 to attack and melee damage rolls, +1 on Wisdom-based saving throws, 2 to DEF. Ray of Exhaustion: Ray makes subject exhausted. Remove Curse: Frees object or person from curse. Suggestion: Compels subject to follow stated course of action. Tongues: Speak any language.

Bestow Curse
Level: 4 Range: Touch

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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).

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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.

Mystic 5th Level Powers


Dominate Person: Controls humanoid telepathically. Fear: Subjects within cone flee for 1 minute. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. Raise Dead: Restores life to the recently deceased through the sacrifice of other creature(s). Scrying: Spies on subject from a distance. Telepathic Bond: Link lets allies communicate. True Seeing: Lets you see all things as they really are. Waves of Fatigue: Several targets become fatigued.

Dominate Person
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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.

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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.

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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.

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Monster Class Levels and Experience Values


A creatures effective Hit Dice can determine its Class Level and XP Values. To determine a creatures effective Hit Dice, start with the creatures Hit Dice total, add one hit die per minor ability and add two hit dice per major ability. (Examples of minor and major abilities are provided below.) To determine the Class Level and XP Value, compare the effective hit dice to the HD Range column below. Minor Abilities: Per +4 DEF; Per Natural Attack (after the first); Breath Weapon (4d6 or less); Damage Reduction; Disease (2d6 or less); Fast Healing (4 hitpoints/round or less); Flight; Frightful Presence/Fear; Poison (1d6 or less); Mystic Power (per power) Major Abilities: Breath Weapon (5d6 or greater); Disease (3d6 or greater); Fast Healing (5 hitpoints/round or greater); Poison (2d6 or greater). Table: Monster Class Levels and XP Values By Hit Dice Range HD Range CL XP 0-2 1/2 150 3-5 1 300 6-8 2 450 9-11 3 600 12-14 4 900 15-17 5 1,200 18-20 6 1,800 21-23 7 2,400 24-26 8 3,600 27-29 9 4,800 30-32 10 7,200 33-35 11 9,600 36-38 12 14,400

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THE LEGAL TEXT


OPEN GAME CONTENT


Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a (OGL). This entire work is designated as Open Game Content under the OGL, with the exception of the trademarks Samaradan Press, Trailblazer, Bad Axe Games, Swords & Wizardry, S&W, and Mythmere Games, and with the exception of all artwork. These trademarks, and the Trade Dress of this work (font, layout, style of artwork, etc.) are reserved as Product Identity by the individuals that own them.

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. Sword & Planet, Rough Draft v0.2 Page 63 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

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