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A free-form role-playing manual:

V SCERA
hills have eyes, walls have ears,

Filth & more Filth

Index
Creating a character
4
Attributes ........................................................................................................................... 4
Trades ................................................................................................................................ 5
Starting equipment ............................................................................................................ 7
Rules for playing
8
Success dice ........................................................................................................................ 8
Time .................................................................................................................................. 8
Movement and weight ....................................................................................................... 8
Combat .............................................................................................................................. 9
Ambush ................................................................................................................................ 9
Combat order ....................................................................................................................... 9
Combat dice ......................................................................................................................... 9
Specific situations ................................................................................................................ 9

Negotiation ...................................................................................................................... 10
Damage, healing and death ............................................................................................. 10
Creeds
11
Political ............................................................................................................................. 11
Cults .................................................................................................................................. 11
Protosciences .................................................................................................................... 11
Skills
12
Occult arts
14
Animists ........................................................................................................................... 14
Catholics .......................................................................................................................... 14
Pagans .............................................................................................................................. 15
Occultists .......................................................................................................................... 15
Illness, Poison and Drugs
16
Crimes and punishments
17
Frequent crimes ............................................................................................................... 17
Punishments ..................................................................................................................... 17
Tables and Resources
18
Weapon reference ............................................................................................................ 18
Clothing and armor ......................................................................................................... 19
Raw material and services ................................................................................................ 19
People, beasts and monsters ............................................................................................ 20
Random generation tables ............................................................................................... 21
People and places ............................................................................................................... 21
Weapons, equipment, books ............................................................................................. 22
Encounter tables ................................................................................................................ 23

4 CREATING A CHARACTER

C REATING

A CHARACTER

Name ________________________________
Trade______________________

CON ___

Creed

DEX ___

____________________

Skills:

INT ___
FER ___

Equip:
HP ____
Weight __/__

Protection __

Reals ___

1. Choose a trade. This determines the


lifestyle the player has been living, and
the initial equipment.
2. Choose a creed. By default it is assumed
that everybody is catholic, but adhering to
certain minority ideas has its advantages,
both in the spiritual and political plain.
3. Roll 3d6 for each attribute, in order:
constitution, dexterity, intelligence and
fervor, and note the results on your sheet.

4. Calculate the rest:


a) Health points (HP) are calculated
rolling 1d6 + CON/2.
b) Maximum weight your character can
carry is 20 kg, + CON/2.
c) Initial money is 2d8 reals.
5. Acquire some initial equipment. It's
assumed that a character starts in total
poverty no clothes, food or possessions
except those assigned when choosing a
trade.
a) Protection is 10 + all the protection
offered by your equipment.
All divisions are rounded down.
You can create a character determining
first the attributes and then choosing a trade
and creed that fits them, but it is advised that
you follow the suggested order.

Attributes
Constitution. Represents the raw physical power and vitality of a character. Affects directly on
how many HP a character has, how resistant is against physical strain and illness, and how
much weight she can carry.
Dexterity. A high dexterity makes easier tasks that require manual ability or agility, Influences
greatly aim and reflexes. It is necessary to fabricate tools, improvise weapons, light fires or
mending clothes.
Intelligence. A high intelligence implies a good capacity of understanding of the human beings
and how things work, oratory and persuasive skills, and even knowledge of more than one
language. Great knowledge, abilities and privileged status can be achieved through study.
Fervor. The affinity with the creed chosen, no matter which one. A profound spirituality or a
deep conviction can produce from small miracles to horrible curses. A blind faith helps
remaining firm against persuasion and logic arguments.

CREATING A CHARACTER 5

Trades
A trade doesn't have to be the job of the
character. It is used to designate
archetypically a natural aptitude, certain
habits or a lifestyle.
Each trade provides a bonus to certain
attributes, one skill rolling 1d4, and one item
rolling 1d6.
If the item is marked with a *, the item is
obtained rolling 1d6 in the indicated table of
the Starting equipment chapter.

1d4

Skill

Skinning

Follow tracks

Trap making

(chosen skill / occult art)

Table 1: Skills of a hunter


1d6

Item

1-2

1d4 animal skins (1 real/piece)

3
4-5
6

Rat catching dog (loyal)


Firearm* ad 1d4 copper bullets
Hunting dog (loyal)

Table 2: Initial equip of a hunter

Meddler
Rascals, rogues, and usually, social parasite. A
meddler knows how to make its way into life
by hook or by crook, and always without
raising suspicion.
Gain +2 points of intelligence and +1 of
dexterity.
1d4

Skill

Rhetoric

Stealth

Falsify

(chosen skill / occult art)

Table 3: Skills of a meddler

Hunter
Preparing traps, following a track and
fighting against vermin sharpens aim and
compels to practice manual ability.
It predisposes staying alert and living in the
moment.
Receives a bonus of +2 to dexterity, and +1
to constitution.

1d6

Item

1-2

1d6 Pick-locks

Bureaucratic equipment*

4-5

Handful of common keys

Sealing wax and seal

Table 4: Starting equipment of a meddler

6 CREATING A CHARACTER
Acolyte
A herald of the creed she upholds, ready to
defend it and promote it. Used to eating well
and studying hard religious texts and treaties.
Add +2 points of fervor and +1 of
intelligence.

Ranger
Solitary and errant, used to an outdoors life
without the help of other human beings.
Although believer, to the contrary of an
acolyte she will dedicate to her creed in an
intimate way, investigating the arts it hides
without preaching.
They get +2 to constitution, +1 to fervor.

1d4

Skill

Cook

Extra language (vernacular)

alchemy

Herbology

(chosen skill / occult art)

Tool making

Taming

(chosen skill / occult art)

Table 5: Skills of the acolyte


1d6

Item

1-2

1d4 Food rations

3
4-5

1d4 Reals
Bureaucratic equipment*

1d4

Skill

Table 7: Skills of a ranger


1d6
1

Item
Sack (cloth)

Figurine / Idol /Icon

2-4

Table 6: Starting equipment of the acolyte

Bow, quiver and 1d12 arrows

Ocarina

Melee weapon*

Table 8: Starting equipment of the ranger

CREATING A CHARACTER 7

Starting equipment

1d10 Item

Protec.

Kg

Cost

These items can be acquired with the money


obtained creating the character sheet, before
starting to play.

Trousers / Skirt

Cloth shirt

Leggings

The tables are also used to determine the


goods corresponding to each trade, rolling
1d6 on the indicated table.

Raffia sack

+1

Tunic

+2

Dress coat

+1

Note that some items are inaccessible this


way.

10

Leather cuirass

+2

15

Damage

Kg

Cost

1d8 Item

Table 11: Clothing and accessories

Cost

Paper sheets (5)

Quill and black ink (5 uses)

Knife

1d4

Quill and red ink (5 uses)

Stake

1d4

Letter opener

Sickle

1d6

Regional safeguard

10

Pocket knife

1d3

Abacus

12

Hammer

1d4

Ornamented book (blank)

12

Club

1d4

10

Ruff

14

Dagger

1d4+1

Whip

1d6

Cost

Hand axe

1d8

10

Rod

1d6

Range

Kg

Cost

Table 9: Bureaucratic equipment


1d8 Item

1d10 Item

Ocarina

Flint and tinder (10 uses)

Flute

Hook and pulley

Rope (5 meters)

Slingshot

40

Tobacco (5 uses)

Shotgun

20

Lantern (1 hour of light)

Musketoon

10

Satchel (capacity 10 kg)

Rifle

30

Carbine

40

10

Musket

20

10

Bayonet

50

15

Blunderbuss

50

15

Table 10: Tools and instruments


1d10 Item

Protec.

Kg

Cost

Rags

Sabots

+1

Belt with buckle

Table 12: Melee weapons


1d8 Item

Table 13: Firearms

8 RULES FOR PLAYING

R ULES

FOR PLAYING

The narrator describes what the characters


see and hear, and players declare what their
characters want to do the narrator then
informs of the outcome of that action.
Narrator and players cooperate, the former
creating and detailing an environment and
the later deciding what her character does
inside that environment. The following rules
help determining the outcome of certain
events combat, movement, death, and other
important parts of the game.

Success dice
The most important mechanic, used to
determine if an action was successful or not.
Roll 1d20 and add modifiers.
The target number depends of each action,
and often is the narrator, and not the rules,
who sets it, depending of the difficulty of the
task.
Modifiers include positive bonuses like
dexterity when shooting, or penalties like
doing it under the effects of a drug.

measurement for example during combat


rounds are used, that last about a minute.

Movement and weight


A character can usually move 50 meters/turn.
If the player crawls, she moves at a maximum
of 25m/turn, but making herself hard to spot
or hear.
If she runs, movement is possible up to
100m/turn. A character that runs during a
turn must rest the next one, unless she passes
a constitution roll. While running it's
impossible to pay attention to the
surroundings, being impossible, for example,
detecting possible dangers or drawing a map
also, it makes impossible to ambush enemies
and it makes noise that can attract enemies.
If she carries a weight superior to her
maximum capacity, all movement is restricted
to a half. If she doubles her maximum, it's
assumed that she can barely move a hand
span, but she can attempt to move up to
1m/turn instead of doing anything else.

A natural 20 in the dice means automatic


success and a natural 1 means automatic fail
no need to apply modifiers.

T ime
Gameplay time varies depending on the
circumstances. The narrator can accelerate it
for a narrative purpose (an hour passes or
in the next morning...) or slow it down in
danger situations. In this case time is
measured in turns.
Each turn lasts approximately 10 minutes
inside the game. If the action needs a finer

A beast of burden like a mule or a donkey can


carry up to 50kg, or a person. A horse can
carry 100kg or 2 persons. A cartwheel driven
by two horses, 200kg or 4 persons.

RULES FOR PLAYING 9

Combat

4. The group without initiative takes


turn, in the same manner.

Ambush

5. If the fight is not resolved, the round


ends and continues from point 2.

If a group meets other without knowing about


their position (not seeing or hearing them
before), can be surprised. Each group rolls
1d6, and is surprised on a result of 1-2. The
possibility of both groups being surprised
exits, but doesn't count as an ambush.
If a group is surprised, each member has 1d4
possibilities of dropping any weapon or item
held.
While in darkness, the distance between
groups when discovering each other is about
1d63 meters. At broad daylight, the distance
is about 1d630 meters.
Environmental factor like fog, visibility in a
forest, enemies crawling or hidden, etc. makes
easier to lay an ambush.
A group carrying a lantern or torchlight in
the darkness is easier to ambush.

Combat order
1. Determine ambush and distance.
2. Round starts. Each group rolls 1d6
and the higher result has the initiative
this round. A surprised group loses
initiative automatically.
3. The group with the initiative goes.
The participants act ordered by
dexterity. Groups of similar creatures
(a pack of rats, for example) can take
turn at the same time.
1. Ranged combat
2. Melee combat.
polearms.
3. Movement

This

includes

Combat dice
When a character attacks, roll a success dice
to check if she hits or misses.
In a melee attack, add +1 for each 5 points of
constitution.
When doing a ranged attack, add +1 for each
5 dexterity points.
If it is some kind of magic or spell, the same
formula applies for fervor.
Penalties are also applied when necessary, for
example when using a weapon that the player
doesn't know how to use.
If the roll+modifiers is equal or bigger than
the protection of the target, the attack hits,
and it deals the amount of damage of the used
weapon, discounted from the HP of the
victim.
Enemies roll 1d20 and add their Hit
Dice. If an enemy attack unnamed, it deals
1d6 damage points by default. The rest of the
procedure is the same.

Specific situations
Backstabs
Attacking from the back gets a bonus. Be it
because the enemy is surprised, or when
ambushing from the darkness, or attacking
someone that is fighting in melee with
another foe, it adds +2 to the roll. Meddlers
get +4 instead.
Fighting against something you can't see, or
when blinded, has a penalty of -4 to hit.

10 RULES FOR PLAYING


Melee
A distance of 3 meters is needed to do a melee
attack. Both combatants become entangled in
combat until on of them runs or dies.
Polearms can be used from a larger distance
without the need to become entangles in a
melee fight (for example, from the second
rank of a formation).
A big weapon (bigger than a dagger or a short
sword) needs of an clear area of about 1 meter
of radius to be used.
Unarmed combat
Grabbing an opponent to pin it, fist fights and
situations when weapons can't be used are
solved rolling 1d6+constitution for each
individual implied. The group with less total
loses, and each individual falls knocked down
to the floor during 1d4 turns and suffers 1
point of damage.
Objects can be thrown up to a distance of
1d6 + constitution - kg to throw.
Fleeing
A fighter that tries to escape from a melee
combat grants its opponent an extra attack.
This attack follows the rules of a backstab.

Negotiation
There's multitude of circumstances where
combat is not the optimal solution. Be it that
the group is outnumbered, or because the
consequences would be disastrous legal,
political, commercial issues...
Is in this cases where the interpretation of a
player and the intelligence of her player
comes into play. Most of the times it's not
necessary to resort to dice rolls, but a player
can decide to accelerate a negotiation by
using her knowledge or influences. For
example, she can try to falsify a document or
remember an important detail.
This sort of conflicts are resolved the same
way as a success dice, rolling 1d20 plus the
appropriate modifiers.
The narrator will determine what is the
target number for the roll, based on the
difficulty of the task.
This rolls usually gain a bonus of +1 for each
5 points of intelligence. Fervor can be used in
the same way, but only when dealing with
people of the same creed.
Bureaucratic equipment counts as a bonus
when applicable for example when using an
abacus in a commercial transaction.

Damage, healing and death


When a person or monster receives damage, its health points (HP) are reduced. If they reach
0, it falls unconscious, but alive, and bleeding at a pace of -2 HP per turn.
If the HP reaches its negative original value, it dies. For example, a character with 12HP will
die upon reaching -12 HP.
A healthy adult recovers 1 HP naturally in a restful night (about 8 hours), added to any
healing provided by unguents, ointments, medicine and other methods.
Any successful attack on an unconscious person reduces its HP to 0 automatically. If the
HP are already 0 or negative, the victim dies instantly.

CREEDS 11

C REEDS
Political
Being in the good side is vital. Subscribers to
political ideas always will try to help other
sympathizers of their ideas, expecting the
same in return.
Imperialism (noble-monarchic)
Extended through all the continent. Most
citizens that are not under the protection of
the Church will declare themselves in favor of
the Empire. Punishment for treason is dying
in the gallows. Punishment for espionage is
mutilation. The reward for reporting spies or
traitors is 5 reals upon capture.
Talasocratism (bourgeois-neutral)
Envoys of the talasocratic reigns form small
groups in commercial cities, living in strongly
fortified ghetto-states, but peacefully. The
Empire tolerates them due to the huge
economic influence of the talasocrats.
Supporters obtain commercial benefits such
as discounts in imported materials like
poisons, drugs, arcane or incunable books,
etc.

Cults
The members of a cult follow pyramidal
structures embedded in political systems, and
built around capital and obedience to the
system.
Catolicism (noble-monarchic)
Approximately, each city has a cathedral,
each town a church and each village an abbey.

Members of the clergy have access to shelter,


food and political and military protection
under any circumstance, inside a Church
property. They only pay a symbolic price for
holy water, incense, consecrated hosts and
torture instrumental. Arts: Holy water, Guilt,
Exorcism.
Paganism ( proletarian-anarchic)
Anyone disowning catholicism is included in
this group, including apostates and schisms.
Their members share freely any knowledge
between each other, including spells, evil eye
and venom fabrication.
Arts: Evil eye.

Protosciences
Mystic disciplines that try to apply spiritual
theory over the material world. Adepts will
compete with each other, distrusting others
and even killing to appropriate a recent
discovery.
Animism (bourgeois-anarchic)
A rising tendency. It's based on kabbalistic
theories about the spirit embedded in the
matter, and the manipulation of it. They
study from alchemical processes to the
fabrication and control of golems. Arts: Flesh
and stone, Animation.
Occultism (noble-anarchic)
Pursuers of the arcane, catalysts and
manipulators of reality. Renowned for
following higher dreams than the pagan folk
divination, supernatural protection and
cleansing of the soul. Arts: Spell, Divination,
Metal transmutation.

12 SKILLS

S KILLS
Skills improve the chances of success when
facing certain tasks, usually as a bonus to a
success dice.
Generally speaking, the narrator will set an
easy task to a target number of 10, an
specialized on to 15, and a really hard or
impossible to 20-25.
Alchemy
An alchemical explosion can cause chemical
burn (1d4 damage), physical illness, fires and
in some rare cases, mental illness. This skill
comes into action each time an alchemical
mix is made, although it is possible to prepare
larger quantities in order to reduce risks.

Cook
Preparing any kind of food, usually using a
fire. A well cooked meal restores 1 HP, and a
poorly made one will waste food, and can
cause indigestion if consumed (1d4 chance,
1d4 damage). Each character and animal
needs to eat between 1 and 3 times each day.
Building
Knowing how to build a shelter or a hut is
indispensable to survive in the wilderness. A
poorly crafted building has a chance of 1d6 of
collapsing during the night, but at least it
won't attract wild beasts.
Any attempt to disarm or break a wall,
column or masonry without this skill has 1d6
possibilities of the nearest area collapsing
immediately.
Taming
It's possible, although really hard, to
domesticate and train wild animal for the
character's benefit. Tamed beasts need to eat 1
to 3 times per day, and do a 1d20 roll each
night. On a result of 2-3, the animal tries to
scape.
On a result of 1, attacks its owner.
Falsify

Firearms
Handling gunpowder without losing several
fingers (or ruining the gunpowder) requires
certain knowledge. In general, a firearm only
need repair if it's jammed, or after getting
wet.
If a character without this skill attempt to use
a firearm, there's a 1d8 probability of the
weapon getting jammed.

Frequently used to bypass any of the multiple


restrictions that the Empire imposes over any
kind of commerce, transport, travel and use
of bridges and roads.
It's used to imitate legal documents, personal
letters, etc. A personal letter is almost
impossible to falsify unless some details about
the addressee are known, plus the calligraphy
to emulate. Having this two requisites, the
tasks becomes trivial.

SKILLS 13
Other documents may require sealing wax
and a seal. An specific seal can be
commissioned at a high price, or made from
scratch (high difficulty).

determined randomly. A 1 implies that the


character made contact with the poison
during the preparation, and there's a
possibility of intoxication.

Herbology

Rhetoric

Failing when preparing ointments or


recollecting herbs means losing the
ingredients, and having to roll 16d. On a
result of 3-6, the herbs doesn't have any
effect. On 1-2, they have a random effect,
including those of the drugs and poisons.

Used on intellectual conversation and


administrative audiences, and in simple
commercial negotiations. It's used to defend
an exposition, convince other or lying.

Extra language

Failing a roll leaves the orator in a bad


position, and rises suspicions amongst the
audience.

Knowing
another
language
opens
unsuspected doors. Vernacular languages
include Vulgata (the common language, and
the most extended), langue fancoyse
(talasocratic) and administrative language
(necessary for legal documents). High
languages include Latin and Sanskrit.

Follow tracks

Tool making

Hunting animals have this skill naturally.


To use it its owner has to pass a check with
the skill of taming.

Includes everything from tying a knife to a


rod to make a spear, to advanced tasks like
fixing clockwork. It also includes carving
wood, polishing surfaces, working with
metal, etc.
Skinning
Skinning and butchering dead animals.
Allows to obtain valuable pieces like meat,
skin, leather, or extract objects from the
intestines of an animal.
Poison fabrication
Failing to prepare successfully a mix of toxic
ingredients means rolling 1d6.
On 2-3, the poison doesn't have any kind of
effect. On 4-6, the effect of the poison is

Allows to read tracks and know what has


walked nearby, and how long ago. The more
number of traces, the more difficult. Failing
when following a track means that the
character won't understand the traces, loses
the track, or misinterprets the direction.

Stealth
The ability to go unnoticed. Specially useful
during combat, to execute backstabs, or
during infiltrations. Failing to check stealth
doesn't have any direct penalty, but impedes
attacking from the back or ambushing.
Trap making
The art of building and laying traps, and
making them unnoticeable. From handling a
simple bear clamp, to prepare and hide a
spiked pit .
Laying a trap without this skill has 1d8
possibilities of being hurt in the process.

14 OCCULT ARTS

O CCULT

ARTS

The members of certain creeds can learn


certain techniques that defy the natural order
of things. They are accessible via interchange
with other followers of the creed, long
searches in libraries and book shops, and
heavy and tedious investigation processes,
amongst other ways.
In general, this techniques is limited to a
certain number number of uses per day, due to
wearing down the user if executed correctly.
Failed attempts do not count towards this
limit.

Animists
Flesh and stone
An advanced power of animism is turning
stone into flesh and vice versa. It requires that
the flesh is fresh and isolated from the body.
To succeed, add 1d20 + fervor, and compare
against the weight (kg) of the object to
convert.
Flesh obtained this way will keep fresh for
about an hour, and can be eaten. The stone
obtained will be limestone (fragile, erodible).
If the flesh contains life, it's possible to
withhold it indefinitely, in the hypothetical
case of achieving to convert in stone a whole
human body.
The effect is permanent.
Limited to 2 uses per day.
Animation
An animist can imbue of spirit, intelligence
and motor capacity to any inanimate body.
To succeed, roll 1d20+fervor and compare

the total with the weight of the body to


animate.
If successful, the body has life and answers to
simple orders during 1d6 turns.
Reanimation of bodies that already had life
cadavers and golems multiplies 2 the dice
roll.
Limited to 1 use per day.

Catholics
Holy water
An acolyte can use holy water as a weapon,
dealing 1d4 damage. This water must be kept
in vials made of transparent glass, and it's
used by throwing the vial (breaks on landing).
Animated creatures, possessed or undead
suffer 1d6 damage points instead.
The water only has effect on corporeal
entities, given that it only works through
contact.
No limit of uses per day.
Guilt
An acolyte can declare someone guilty under
any pretext. This person will suffer a penalty
of -1 to all the rolls for a week.
An acolyte suffering the effects of guilt will
have a penalty of -2 to all rolls instead.
Any cleric can lift the guilt from another
individual.
A person that does not share catholicism can
resist the guilt declaration by rolling
1d20+fervor against the fervor of the
accusing acolyte.
Limited to 1 use per day.

OCCULT ARTS 15
Exorcism
A possessed creature can return to its natural
state by means of torture. This requires access
to the right instruments and having the
subject conscious and immobilized.
Each turn applying torture, the subject suffers
1d4 points of damage and there's a
probability of 1d6 of the exorcism being
successful.
Limited to 1 use per day.

Pagans
Evil eye

Occultists
Spell
Offers an enchantment on an inanimate
object, that affects positively all its rolls with
a bonus of +1.
To check for success, roll 1d2 + fervor and
compare against the weight 2 of the object.
For example, a piece of armor will add +1 to
the protection it offers, and a dagger will do an
extra +1 point of damage. The user can
specify another, more concrete spell for
example, protection against rust or rot,
always with a bonus of +1.

A pagan follower can conjure a curse upon an


individual at the expense of her own health
points. Being surprised in pagan acts will
mean being reported and burned at the stake.

The effect wears down at midnight.

You can choose what sort of curse the victil


will have to bear. In that instant, the
character loses an amount of HP determined
by the severity of the curse agreed between
player and narrator.

Sharpens the intuition of another living


being. The subject adds +1 to all the rolls to
hit during combat, and +2 to all the rolls to
escape from traps.

If 1d20+fervor is higher than the distance in


meters to the victim, the curse is successful
and will last 1d4 days.
Examples of evil eye curses and their
approximate cost in health:
1. The victim gets lost when trying to
return home 4 HP.
2. Intestinal pain and the lost of 1HP
each hour 10 HP.
3. Acute headache and nymphomania.
Vomits acid (1d6 damage by contact)
right after every orgasm 20 HP.
Limited to 2 uses per day.

Limited to 1 use per day.


Divination

A roll of 1d20 + fervor is compared with the


fervor of the subject. If successful, it has a
probability of 1d20 of causing a headache (-1
HP).
The effect wears down at midnight.
Limited to 1 use per day.
Metal transmutation
It requires of an alchemical laboratory. It
allows to convert automatically any metal
into another one (up to 10 kg), during 1d4
hours. The process reduces the raw material
in a half .
Limited to 1 use per day.

16 ILLNESS, POISON AND DRUGS

I LLNESS , P OISON
D RUGS

AND

Physical illness
Gout: pain in the joints. -2 to all rolls during
a combat. It is cured with a vegetarian diet.
Leprosy : contagion by contact. Infected
ones have forbidden the entrance to
settlements. It's cured with a ecclesiastic
miracle.
Parasites: louse, flea and crabs. They
disappear burning all thread or wool clothes
and shaving the head.
Venereal: from gonorrhea to syphilis.
There's a 1d10 chance of being infected each
time there's a sexual contact. Most of them
will deal 1d4 damage point each day, and
they will cure (or become chronic) in 4d6
days.

Mental illness
Anxiety: -2 to all rolls. If lasts more that a
week, there's a 1d10 chance of developing
another mental illness, at random. It's cured
with laudanum, given that there's no physical
illness undergoing.
Delirium : total distortion of reality. Mania
persecution. Total distrust towards others. It
will cure in 1d20 days or (if the character is
catholic) by drinking holy water.

Poison
Arsenic: the most discreet poison. It doesn't
have taste but smells like almond. -1 HP pero
hour. Death is assured to happen in 1d6+8
hours if a intestinal washing is not conducted.
Belladonna: the intake of 20 berries causes
an instant comma and death in 1d10 turn,
without remedy. In small doses is relaxing
and hallucinogen.
Hemlock: local anesthetic if applied in a
small dose, otherwise a violent poison with a
strong urine smell. It's hard to use with
stealth, so it's reserved to political executions.
Lead: lead powder and lead bullets that are
not removed can cause poisoning of the
blood, dealing -1 HP per day and a penalty of
-1 to all rolls.

Drugs
Jimsonweed: movement becomes difficult,
depression, somnolence and in extreme cases,
death.
Laudanum: a mix of opium, wine and spice,
discovered by the alchemist Paracelsus. It's
used as anesthetic, to stop coughing and
shooting the nerves. Also for recreational use.
Effects last 1d4 hours. It has a 1d12 chance of
causing addiction to opium (see below).
Mandrake: aphrodisiac and hallucinogenic.
Causes temporal delirium and nymphomania.
Effects last 1d4 hours.

Disforia: suffers 1d4 points of damage daily


and -1 to all rolls except if wearing clothes of
the opposite sex.

Opium: imported drug, narcotic and


analgesic. Effects last 1d8 hours and it has 1d6
possibilities of causing addiction.

Possession: same as delirium, but receiving


1d6 damage per day. Cured with exorcism.

Opium addiction causes anxiety and


dispersals after 2 weeks of abstention.

CRIMES AND PUNISHMENTS 17

C RIMES

AND

PUNISHMENTS
Frequent crimes
Murder
Any killing with witnesses, and without a
justification. The right to a trial only exists if
several witnesses have different versions. The
witnesses whose version was disproved are
reported for subterfuge. Humiliation and
mutilation.
Witchcraft
Any act that shows that a person is not
following the creed of the catholic Church.
Women are directly burned at the stake, but
men are charged with heresy and have right
to a trial.

Punishments
Mutilation and amputation
Depending of the crime, certain part of the
body is mutilated. More severe crimes carry
amputation of said part.
Jail
Freedom deprivation during 1d4 days in the
nearest prison, where there's a 1d6 chance of
contracting a physical illness and 1d10 for a
mental one.
Loses 1 point of constitution per day.
Garrote vil
Private execution, silent but very painful.
Reserved to espies and enemies of the state.

Espionage and Subterfuge

Burning

Includes
falsification,
crossdressing,
document theft, etc. With right to a trial.
Amputation of the thong or garroted.
Heresy

A pile of wood is made in the middle of the


village, where the convict is tied to a stake
and burns to death, under the vigilance of two
or three soldiers per convict. It's done in
public, as a exemplary punishment.

Identical to witchcraft, imputed only to men.


With right to a trial. Garrote Vil.

Gallows

Pillage
Avoiding paying road and bridge tolls,
assaulting villages or travelers. Without a
trial. Mutilation and jail.
Theft
Any misappropriation crime. With right to a
trial. Mutilation and jail.

A quick execution, but made publicly for all


to see. Generally done by one or two soldiers
per convict. The bodies are left hanging in
the tree (or gallows, in the case of larger
towns) as a public warning.
Humiliation
Reserved for minor crimes, usually. Includes
walking the convicts in shackles, and
encouraging the crowd to stone the convicts.

18 TABLES AND RESOURCES

T ABLES

AND

R ESOURCES

Weapon reference
Melee and
polearms

Damage Kg (kg)

Cost

Melee and
polearms

Damage Kg (kg)

Cost

31

Scepter

1d6

16

32

Scimitar

1d8

12

33

Scythe

1d20

12

34 Shortsword

1d6

10

35

Sickle

1d6

36

Spear

2d8

12

37

Staff

1d4

38

Steel fist

1d4

39

Whip

1d6

40 Whip

1d6

Range
(m)

Kg
(kg)

Cost

Axe

1d8

Banner

1d10

10

Battering ram

4d20

120

580

Boleadoras

1d8

Cains

1d6

Club

1d4

10

Crosier

1d4

18

Dagger

1d4+1

Dalle

2d8

12

10

Dirk

2d4

11

Flagellum

1d8+1

18

12

Grenade

1d2

10

13

Guisarme

2d6

15

14 Haldberd

2d8

12

20

Arquebus

40

12

15

Half pike

2d6

10

Bayonet

50

15

16

Hammer

1d4

Blunderbuss

50

15

17

Javeline

1d12

Bow

40

18

Knife

1d4

Cannon

100

400

5200

19

Longsword

1d8

12

Carbine

40

10

20 Lucerne

2d6

18

Catapult

250

150

3800

21

2d4

15

Crossbow

50

10

3d6

10

Dragon

1d12+2

16

10

Grenade

30

10

24 Pike

3d4

10

12

11

Musket

20

10

25 Pocket knife

1d3

12

Musketoon

10

26 Polemace

3d4

11

13

Rifle

30

27 Rapier

1d8

15

14

Shotgun

20

28 Rod

1d6

15

Sling

40

29 Ropera

1d12

15

16

Slingshot

20

30

2d6

12

Mace

22 Partisan
23

Pennant

Sable

Table 14: Melee and polearms

Firearms and
distance combat

Table 15: Firearms and distance combat

TABLES AND RESOURCES 19


Ammunition (pack
of 10 units)

Damage

Kg
(kg)

Cost

2d100

400

2500

2 Copper bullets

1d6

1d3

4 Iron bullets

1d8

5 Lead bullets

1d8

6 Lead pellet

1d12

10

Cannon balls
Grapeshot pellet

Table 16: Ammunition for firearms

Clothing and armor


Item

Protect.

Kg
(kg)

Cost

Item

Protect.

Kg
(kg)

Cost

24 Trousers / Skirt
(thread)

25 Handkerchief

12

26 Cuirass

+2

15

27 Leggings

28 Poncho

29 Couter

+1

30 Canvas Sack

+2

31 Raffia sack

+1

32 Sandals

33 Smock

+1

34 Hat

+0

35 Headdress

+0

15

36 Toga

20

37 Tunic

+2

38 Burgonet

+2

39 Helm

+3

15

40 Sabots

+1

Breeches

+1

Cloth shirt

Nightshirt

4 Hood

+1

+1

6 Helmet

+3

7 Vest

+1

Chilaba

Belt with buckle

10 Elbow guard

+1

11 Bonnet

12 Chain mail

+5

30

13 Shield, normal

+2

12

2 Dried meat, 1 ration

14 Spur

15 Gorget

+1

4 Inn, 1 night

16 Cap

+1

5 Scrivener, 1 transcription

17 Greaves

+3

6 Laudanum, 1 cup

10

18 Gauntlets

+2

7 Common poison, 1 dose

20

19 Gloves

+1

8 Mercenary (8 hours)

30

20 Rags

9 Saddled horse

35

21 Pauldron

+2

10 Specialized book

50

22 Jerkin

+2

23 Blanket

Dress coat

Table 17: Clothing and armor

Raw material and services


Cost
Bread
Fresh fruit, 1 ration

Table 18: Example of raw material and services

20 TABLES AND RESOURCES

People, beasts and monsters

Name

HD

P Note

The Hit Dice (HD) are the number of


d8+bonus rolled to calculate the monster's
health. For example, 4+1 means that you roll
4d8 and then add +1.

20 Gargoyle

4+4

15 Animated

21 Ghoul

6 Animated

22 Goblin

1d6

12 Disappears

23 Golem, flesh

4+2

12 Animated

Hit dice are also used as a bonus during


combat. An enemy hits successfully if rolls
1d20+HD and matches or surpasses the
character's protection. If the monster hits,
deals an amount of damage equal to the
weapon wielded, or 1d6 as default.

24 Golem, stone

8+2

15 Animated

Monster's protection works exactly like in a


characters. (See Combat).

29 Boar, wild

3+3

12

30 Kobold

1d4

13 Disappears, can
lay traps

31 Wolf, wild

2+2

12

Name

Alchemist

Bird of prey

4 Bandit
5

Witch

HD
1
1d4

P Note
9 Has key of an
alchemy lab.
12

12 Firearms

1d12

12 Occult art

6 Donkey

10

7 Knight

3+1

15 Has complete
armor set

Horse

1d4

Small game

25 Gorgon

17 Petrifies

26 Herald

10

27 Rat-person

1d6+2 12 Carries illness

28 Inquisitor

1d4+2 10 Has 1 book

32 Mercenary

1d6+2 13

33 Kid

1d4

7 No equipment

34 Noble

1d4

10

35 Octoplasm
36 Bear

1
4+1

8 Animist
12

37 Grim Reaper

- Lethal

38 Dog, hunting

12

13

39 Dog, rat catcher

12

15

40 Dog, wild

10 Pig

2+2

10

41 Fish, giant

11 Shaman

1d6

10 Occult art

42 Rascal

1d4

12 Centipede,
giant

1d2

9 Poison

43 Cultist

11 Possessed

44 Rat

7 Carries illness

13 Civil

1d6

1d4

12 Carries illness

14 Demon, minor

10

45 Rat, giant

17 Transformation

3+1

12 Carries illness

1d8+2 12
8 Has pick-locks

46 Salamander

14

15 Beetle, giant

1+3

15

47 Soldier

12

16 Scrivener

1d4

8 Has bureaucratic
equipment

48 Soldier, veteran

15

49 Titan

16

18

17 Spy

12

18 Skeleton

11 Animated

19 Ghost

- Incorporeal

50 Trapper
Table 19: Bestiary

1d6+1 11 Has firearms or


bear traps

TABLES AND RESOURCES 21

Random generation tables

1d20 Activity

People and places


1d20 Shire

Condition

Papal bulls

Visiting

Hunting

Hopeless

Accident

Flora

Hunting, witch

Dissected

Basin

Boletus

Pottery

Stuffed

Countrylay

Eight Bushels Channel

Cypresses

10

Construction

In trance

Fifths

Dock

Ficus

11

Drugs

Spying

God's Gorge

Marsh

Hawthorn

12

Scrivener

Hungry

Gouache

Marsh, reeds

Heather

13

Livestock

Jaded

High Meadow Mine

Hemlock

14

Inquisition

Illuminated

Hilltop

Moss jungle

Holm oak

15

Wood

Misunderstood

Knoll

River

Hop

16

Beggar

Crippled

Lagar

Ruins

Ivy

17

Metallurgy

Nervous

10

Low Meadow Scree

Lichen

18

Inn

Hiding something

11

Pebbled

Spring

Moss

19

Clothing and textile

Suicidal

12

Raviners

Streams

Oaks

20

Poison and herbs

Crossdressing

13

Seaweed

Sudden cliff

Orchids

14

Shrubplains

Swamp

Reed

15

Smithing
lagoon

Vineyard

Sloe

16

The broken

Well

17

The Gallows

18

Table 21: Activities and circumstances

1d6

War

Inn

Brothel Militia Culture

Thistle

Wetlands

Tow

The Gully

Woods, Fog

Vines

19

The Moor

Woods, Oak

Watercress

20

Valdavia

Woods, Pine

Yew

Table 20: Shires, geography and flora

Table 22: Events in a settlement


1d20 Activity

Condition

Agriculture

Anxious

Food

Drunk

Apprentice

Searching, someone

Weapons

Searching, something

Assassin

Catatonic

1d4

Proletarian Anarchist Bourgeoisie Sect

Table 23: Minority politics in a population

22 TABLES AND RESOURCES

Weapons, equipment, books


1d20 Projectile

Polearms and
distance

Melee

Clothing

Complements

Arquebus

Halberd

Crosier

Leggings

Hood

Bow

Battering ram

Rod

Nightshirt

Helmet

Bullets, copper

Staff

Scepter

Vest

Ruff

Bullets, iron

Boleadoras

Scimitar

Chilaba

Belt

Pellet, grapeshot

Chains

Knife

Headdress

Elbow guard

Bullets, lead

Dalle

Dagger

Skirt

Chain mail

Crossbow

Pennant

Shortsword

Cap

Shield

Bayonet

Grenade

Longsword

Rags

Spur

Cannon

Scythe

Ropera

Jerkin

Gorget

10

Carbine

Guisarme

Rapier

Blanket

Cap

11

Catapult

Javelin

Club

Trousers

Greeves

12

Dragon

Spear

Axe

Handkerchief

Gauntlets

13

Shotgun

Whip

Sickle

Cuirass

Gloves

14

Blunderbuss

Lucerne

Whip

Breeches

Pauldron

15

Rifle

Mace, pole

Hammer

Poncho

Couter

16

Grenade

Pike, half

Mace

Sandals

Sack

17

Slingshot

Partisan

Pocket knife

Smock

Saddle

18

Musket

Banner

Dirk

Hat

Tunic

19

Pellet, lead

Pike

Steel fist

Tunic

Burgonet

20

Musketoon

Rod

Sable

Sabots

Helm

Table 24: Weapons and equipment


1d8 Book

Contains...

Language

Lecture time

Rarity

Blinded or sealed

Divination

Langue fancoyse

1d4 hours

Reinforced or boiled leather

Flesh and stone

Langue fancoyse

1d4+1 hours

Papyrus o carved in wood

Spell

Latin

2d4 hours

Elemental

Rustic o hand bound

Guilt

Latin

1d6 hours

Incunable

Wax tablet

Exorcism

Sanskrit

2d6 hours

Forgotten

Fine leather or metal cover

Evil eye

Vulgata

3d8 hours

Forbidden

Crimson ink on skin pages

Animation

Vulgata

Impossible

Not edited

Closed with a lock or protected by Metal


a evil eye curse
transmutation

Table 25: Books

Vulgata

Common
Cult

Instant
Impossible
comprehension to acquire

TABLES AND RESOURCES 23

Encounter tables
1d20

Encounter

Place

1 spy or 2 spies collaborating

Behind your back

1d3 golems, animated or not

Between bookshelves

1d3 witches, or 1 necrophagous or 2d8 skeletons

Crawling

1d4 bandits, 1d2 knights y 1d2 hostages

From above

1d4 clerics, 2d6 militiaman, 1d4-2 inquisitors

Hiding in a hole

1d4 inquisitors, 2d8 convicts y 1d6 soldiers

In a brothel

1d4 mercenaries (Table 24)

In a circle

1d4 minor demons or 2d4 possessed convicts

In a narrow alley

1d4 rascals

In a sacred place

10

1d6 talasocrats (Table 21: activities)

In the bonfire/stake

11

2d4 fake cultists (Table 21: conditions)

In the churchyard

12

2d4 opponents to the Empire (Table 23)

In the darkness

13

2d4 people in a conspiracy (Table 24)

In the thicket

14

2d6 civilians (Table 21: activities)

In the war front

15

2d6 soldiers ambushed

Indoors

16

2d8 kids (Table 21: conditions)

Inside a living being

17

2d8 wild animals

Inside a silo

18

3d4 persons possessed/ill

Near an altar

19

3d8 hanged

Near the mill

20

3d8 rodents y 2d2 giant rodents

Outside an alchemy laboratory

Table 26: Encounters


1d10

Special Encounter

Special conditions

Ambulant Circus / theater

About to close a transaction

Catacomb dweller

As predicted by a fake rumor

Deserters (2d8, armed)

During a carnival

Fake sect (1d8 cultists)

During a dream (lucid)

Gypsy caravan

In the midst of combat

Heretic meeting (2d4)

In total darkness

Innocent convict

Interrupting a mask ball

Naked / Captive / Sodomized humans

Narrated by a incorporeal voice

Talasocratic convoy

Though walls

10

Untouchable Noble / Bishop / Overlord

When the execution starts

Table 27: Special encounters and conditions