MAGONIA

Drawing by Jérôme Beau

HEROIC FANTASY ROLE PLAYING SYSTEM. SYSTEM.
5.09 Beta Version 5.09
Robert Moore
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MAGONIA Index
1.00 2.00 3.00 4.00 Introduction Game Mechanics TUOR Table Character Attributes
Derived Attributes

4- 5 6-12 Pages 7 and 47 13-18
18-20

Easy Character Forging
Species and Variants Skill Packages (and Castes option): Background Options 21-24 24-33 34-36

18-36

5.00

Skills
5.10 5.20 5.30 5.40 Physical Skills Mental Skills Soul Skills Expanded skill options Species Variants Culture Expanded Skill (& Caste) Allocation Starting Money, Equipment , finalising & familial factors Banes Gifts Virtues, Vices and Aspect Introduction “Order of Battle” Easy Combat rules Easy Combat Resolution & Results (example pp 93) Expanded Combat Resolution Base Arms and Armour Tables Easy (and Expanded) TUOR combat tables Interpersonal Relations Insanity Purity Walls, Doors, Traps and siege engines Environmental Hazards Poison, Sickness and other hazards Option - Prior Experience General rules Spell list (Realms of magic on pp 134) Terms Abilities Saints, Spells and Relics The Gods Description and Options Latency Talents Formulas Artifacts 37-40 40-41 41-42 43-46

37-46

6.00

Expanded Character Detailing
6.10 6.20 6.30 6.40 6.50 6.60 6.70 6.80 48-51 52-58 58-59 59-62 62-65 66-75 75-81 82-83

48-84

7.00

Combat
7.1 7.2 7.3 7.4 7.5 85 86-87 88-90 95-96 97-101 102-103 91 and 99

85-103

8.00

The Adventuring Environment
8.1 8.2 8.3 8.4 8.5 8.6 8.7 104-105 105 106 107-108 109-110 110-115 116-117

89-98

9.00

Wizardry
9.1 9.2 118-120 120-134

118-132 135-141
135-136 136-138 138-140 140-141

10.00 Piety
10.1 10.2 10.3 10.4 11.1 11.2 12.2 12.3

11.00 Latency
142-143 144-147

141-147 148-153
147-151 151-153

12.00 Alchemy 13.00 Rules of Magic 2

154-159

14.00 Hallowed Items 15.00 Basic Equipment
15.10 15.20 15.30 15.40 15.50 15.60 16.10 16.20 16.31 16.32 16.33 16.34 16.35 16.36 16.37 16.38 16.39 16.40 16.41 16.42 16.43 16.44 16.50 17.10 17.20 17.31 17.32 17.33 17.34 17.35-37 17.38 17.39 Money Services Equipment Vehicles Weapon statistics Arms and Armour Descriptions What is heroic fantasy (and who are the heroes?) Choosing a Fantasy Sub-Genre Sword and Sorcery Chivalric Fantasy Historical Fantasy Mythic Fantasy Alternative World Fantasy High Fantasy Low Fantasy Planetary Fantasy Future Fantasy Horror Fantasy Christian-Based Fantasy Gamers Fantasy Admixture Fantasy “Child Protagonist” Fantasy The Option Pick System Cosmology Game World in General Stone Age Neolithic Bronze Age Iron Age Medieval Post Medieval Technomagical

160-162

163-178
163 163-164 164-166 167-169 170-178

16.00 Simulating Fantasy Genres
179-180 180-181

179-180 181-193
181-183 183-184 184-185 185 185-186 186 186-187 187 188 188-189 189-190 190-191 191-192 192-193

16.30 Pre designed settings

17.00 World Creation
200-20 202

193-199 200-212 203-212
203-204 204 205-206 206-208 209-211 212 213-216

17.30 Technological Basis

17.40 Social Aspects Other Places, Other times 18.00 Creatures and Monsters
18.10 18.20 18.30 18.40 18.50 18.60 18.70
APPENDIX APPENDIX APPENDIX APPENDIX APPENDIX APPENDIX APPENDIX APPENDIX 1 2 3 4 5 6 7 8

216-218 219-229
119-200 200 221-225 226 226-228 228-229 229
230-234 235-237 238-245 246-247 248-250 251-257 258 259-260

A Rough Guide… Beasts Monsters Species The Unliving Servitors & Gods Stock human characters
Thematic Index Character Sheet Some Useful Game Tables…. Beast and Monster Generation List of Technologies Backdrop Option Checklist Converting characters from other systems Counters.

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1.00: 1.00: Introduction
Welcome to Magonia – gateway to the worlds of your imagination!
Magonia is a fantasy role playing game that enables its players to assume the role of heroic characters existing within magical worlds of high drama, danger and adventure! While it’s true that Magonia is one of many fantasy role playing games in existence, this particular game presents a fresh vision of this particular genre. This system aims to provide players with game mechanics combining the freedom and flexibility of “old-school” RPGs with modern game design concepts. To begin with, Magonia embodies a streamlined approach; attributes and skills use the same ratings, while the game is designed in a manner to facilitate significant character development. Magonia’s underlying game engine, TUOR (or Tens and Units only Roll) uses only 10 sided dice - and usually one table – a factor speeding up play through applying a universal resolution ethos to virtually all game situations. The games’ Fortune mechanic also allows players to be truly heroic by enabling them to perform extraordinary deeds Magonia features a unique character development system that creates detailed game personas with “roles” and realistic motivations rather than “character classes” and “alignments”. Central to everything is the ability to create a fantasy setting to match the expectations of both GM and players - with a detailed, varied and flexible magic system to match. The system is designed to be fully customisable to fit virtually any fantasy genre – allowing the rules adapt to a setting; avoiding the issue of inappropriate game mechanics ruining a game world’s “atmosphere”. While Magonia’s combat system permits the “death at a single stroke” depiction of combat often depicted in fantasy books and films, it also provides in-built protection to ensure player characters – and any significant supporting characters - don’t (usually) get “…killed by wolves in chapter 2!” or have to hobble around deadly fantasy worlds with missing limbs. The methods used to protect player characters truly reflect the ideals of “luck and skill” ideals common to this genre. Many RPGs shun this approach in the name of “fairness” and “balance”. But a fantasy RPG should not - in actuality be about “fairness”, “balance” and “tactical wargaming”, but a tool to facilitate the player’s imagination! That said, the environment and certain opponents do pose deadly mortal threats to the characters. In the Magonia system foolish, ill-considered gaming decisions will easily lead to doom! Characters also succeed or fail randomly, albeit with a nudge towards victory by Lady Fortune. There are no guaranteed victories in this system - as adversity and failure is often a strong motivation for the characters of myth, no matter how powerful! But - on the other hand - the system doesn’t punish characters for being heroic, another important objective for any fantasy adventure game. This genre is often criticised for presenting a simplistic black and white view of morality. In many games (for example), Goblins are “evil”, effectively demons to be slain by the “goodly” player characters – with the whole world bidding the “twisted” goblin folk a hearty good riddance, without shedding a tear! To some, this is the attraction of fantasy; therefore Magonia – which aims to accommodate all interpretations of this genre – permits such a vision. But fantasy authors over the past few decades have written stories with more ambiguous moral compasses. Are the Goblin soldiers innately evil – or merely evil from the viewpoint of humans following a different mortality (or archaic mind-set), one that automatically prejudges them to be vile? Are those white-clad knights attacking the Goblin village “cleansing the world of “evil” ” or perpetuating an evil act themselves through indiscriminate slaughter? In fact, does “good” or “evil” exist as a force at all– or are there merely good and bad acts? Such sophisticated attitudes towards ethical issues establish an ideal

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foundation for the creation of mature, socially complex and memorable fantasy worlds. As such, Magonia particularly strives to enable such perspectives. It should also be noted that - unusually for fantasy RPGs - Magonia also facilitates players and G.Ms in creating worlds where sexuality plays a significant role. While these factors are often strongly hinted at within the genre, their direct representation is all too often avoided - wrongly so in the writer’s view. The reasons for this, of course, is obvious; namely that many RPGs are produced in America and aimed at a male teenage audience, formulated by game companies overly concerned with upsetting all-too-easily-offended groups within society! It is ironic – or reflective of the factors alluded above - that such concerns seemingly don’t apply to combat, which many games enthusiastically depict in obsessive, gory detail! Thus - like 1950’s sitcoms – many RPGs end “when the bedroom door closes”; stifling the range of emotions and motivations they depict, narrowing believability in the process. Magonia aims to counter this trend by also depicting such significant aspects of life through game mechanics. Magonia is best suited for pre-industrial “swords and sorcery”, “high”, “low” and “historical” style adventures with notable supernatural elements. While heroic in ethos, this game can accommodate “low fantasy” with ease by the GM toning down the fantastical and focusing the game on personal struggles as opposed to earthshaking events. Eastern style fantasy can also be accommodated - the Fortune mechanic ideal for depicting “Wuxia” style personal actions! Even “Admixture” fantasy settings involving modern day humans interacting with traditional fantasy worlds – is accommodated throughout the totality of these rules. The Magonia system best depicts game worlds where modern technology is rare and modern cynicism towards the fantastic can be sidestepped. The author feels the magical ethos of heroic fantasy - the very élan of this genre - shines brightest in these situations. Hence this lack of emphasis on contemporary Earth– when depicted, heroic fantasy traditionally represents it as the place where exploration of the fantastical begins…and ends! That stated, Magonia gives you all the rules to create characters originating from our unique “vale of tears” – one of the more notable aspects of this system! Above all, Magonia is a game which (while allowing dramatic action) is also oriented towards roleplaying. The rules are designed to stress the importance of society and culture. Much like our own world no character will thrive for long by responding to every problem with violence; to do so will ultimately lead to their undoing, regardless of their Fortune! Magonia aims to provide a forum for shared heroic imaginary worlds embodying our deepest desires, hopes and – yes - sometimes our fears, too. The writer hopes the reader will find this game useful in facilitating their creative imagination. He feels this game - more than any other created to date - allows players to explore the genre of heroic fantasy without restraint, in all its manifest forms. Why “Magonia”? “Magonia” was the name given by a sceptical Agobard, Archbishop of Lyon during the 9thcentury, to a mystic realm whose inhabitants were reputedly capable of building “flying ships”. Since all fantasy RPGs effectively build castles in the air it seems as apt a name as any! Incidentally, the option to play a “Magonian” is also available in this game!

Robert Moore February 2010.

Beau; All Drawings by Jérôme Beau; whose generosity is most appreciated!
Magonia Email address: rs_moore@hotmail.co.uk 5

1.00: Game Mechanics . Mechanics
Magonia utilises the TUOR Skill System (TUOR = Tens and Units Only Roll), so named as most actions are resolved by a 1d100 dice throw; i.e. rolling two 10-sided dice and reading one as a “tens” die, the other as a “units” die. A roll of “00” equals a result of “100”. In a few instances, scores of 220, 1-10 and 1-5 are required – respectively generated by a throw of 2d10 and 1d10 and interpreting the result as rolled (or dividing the result of a 1d10 throw by 2 for a “1” to “5” total). Standard use of the Adjust TUOR system method - the most common method used to resolve actions - involves: 1: Note attribute or skill rating, along with opposing Skill, Attribute or Difficulty factor. 2: Make any personal adjustments (usually adding/subtracting B-score or similar), unless already included. 3: Subtract opposing factor from character’s skill/attribute 4: Consult TUOR table and find nearest cited result = this equals character’s success factor in that instance! Add +10 to a skill/attribute if exceeds its opposing factor by 4+ Note “0” is treated as having a value of 10 for purpose of adding and subtracting TUOR results. Opposing values are usually the reverse integer of the character’s adjusted skill! A +100 skill/ability vs one rated at +60 is resolved on the +40 column, while the opposed character rolls on the -40 column. Player characters may boost skill ratings by expending Fortune (F) points (see below).
Example: Anne O’ The Cleaver (with a skill level of +60 in one specific skill) utilises this particular ability against a Difficulty factor of +20 resulting in our protagonist resolving this action on the “+40” TUOR table column (i.e.: +60- +20 = “+40”). Later, Anne opposes an experienced foe with the same skill but rated at +100; causing her to consult the “-40” TUOR column (i.e. 20-40 = “-40”; the person opposing Anne having a “+40” rating! She subsequently encounters another opponent with a skill of 64; equating to her player having to roll on the “0” column. Anne’s player spends 1 F, raising her skill to +50 for this roll.

Quality of results table: The TUOR Table cites specific results for skill/attribute rolls falling within a specific range, equating to the following outcomes: HERO: Indicates an exceptional quality success (GMs fait or follow cited guidelines)
Expending 4 Fortune (F) point upgrades a Hero to Grievous HERO result (in combat)!

WIN:

Equals a typical success result with no special consequences.
Expending 4 Fortune (F) point upgrades a Win to an HERO result. Expending 4 Fortune points upgrades this to a Win result.

FAIL: Results in a typical failure result with no special consequences. SORE: An exceptional failure which often precludes any further attempts at this action.
Expending 4 Fortune points or permanently expending 1 Fortune (F) point upgrades this to a FAIL result.

Exceptional Fortune factors on the TUOR Table: Special Fortune conditions indicated by specific symbols on the TUOR Table are as follows:
(x x x) (x x) (x) (-) (- -) (- - -) Expend 3F to amend Sore result into a Fail. Expend 2F to amend Sore result into a Fail. Expend 1F to amend Sore result into a Fail. Expend 1F to enable – otherwise score equals a WIN result Expend 2F to enable – otherwise score equals a WIN result Permanently expend 1F to enable – otherwise score equals a WIN result

Fractional F (/): Fractional Fortune (F) - depicted as “(/)”on the TUOR Table - involves the expenditure of 1 Fortune - but all F points utilised in encounters associated with an “/” result are instantly returned to the character’s F point pool 5 game minutes after that particular encounter. 6

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

TUOR TABLE:
100d roll +350 or more +300 +250 + 200 + 150 + 120 + 100 + 90 + 80 + 70 + 60 + 50 + 40 + 30 + 20 + 10 0 (10) -10 -20 -30 -40 -50 -60 -70 -80 -90 -100 -120 -150 -200 -250 -300 -350 or lower
GRADE HERO: WIN:

“HERO” 01-45 01-40 01-35 01-30 01-25 01-21 01-20 01-19 01-18 01-17 01-16 01-15 01-14 01-13 01-12 01-11 01-10 01-09 01-08 01-07 01-06 01-05 (-) 01-04 (-) 01-03 (-) 01-02 (-) 01-02 (-) 01-02 (- -) 01-02 (- -) 01-02 ( - -) 01 (- -) 01 (- -) 01( - -) 01 (- - -)

WIN 99 98 97 96 95 93 91 90 85 80 75 70 65 60 55 52 50 48 45 40 35 30 25 20 15 14 13 12 11 10 08 06 05

FAIL 00 99 98 97 96 94 93 91 86 81 76 71 66 61 56 53 51 49 46 41 36 31 26 21 16 15 14 13 12 11 09 07 06

SORE V V 100 (/) 100 (/) 100 (/) 99 (/) 99 (/) 99 (/) 99 (/) 98 (/) 98 (x) 98 (x) 97 (x) 97 (x) 96 (x) 96 (x x) 95 (x x) 95 (x x) 94 (x x) 94 (x x) 93 (x x) 93 (x x) 92 (x x) 92 (x x) 91 (x x) 91 (x x) 90 (x x) 90 (x x) 89 (x x) 88 (x x) 87 (x x) 86 (x x x) 85 (x x x)

RESULT Indicates an exceptional quality success (GMs fait or follow cited rule guidelines Expending 4 Fortune (F) point upgrades a Hero to Grievous HERO result (in combat)! Equals a typical success result with no special consequences. Expending 4 Fortune (F) point upgrades a Win to an HERO result. Results in a typical failure result with no special consequences. Expending 4 Fortune (F) points upgrades this to a Win result. An exceptional failure which often precludes any further attempts at this action. Expending 4 Fortune points or permanently expending 1 Fortune (F) point upgrades this to a FAIL result.

FAIL:

SORE:

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Special skill/attribute considerations: Types of skill rolls: Magonia Features three classes of skill rolls: Adjust: The most common; row on TUOR table used equals Player’s skill or attribute +/- adjustments, less opposing skill, attribute and/or difficulty factor. Match: Roll against a cited difficulty rating or the TUOR Table, reduced or increased by the character’s opposing skill or attribute (+/- any adjustments). BMatch: Roll against a cited difficulty rating on the TUOR Table – unadjusted by any factor! This is used to simulate purely random “chance” happenings. Partial Success. The GM may allow “partial success” for TUOR skill rolls whenever a doubled number d100 dice throw occurs (i.e. either a “11” “22”, “33”,“44”,”55”, “66”, “77”,”88” or “99”). From the character’s perspective the attempt somehow requires more time than usual to complete requiring another roll to resolve! Roll again at double current skill rating if the double throw equals a “Hero” result; at current skill rating if it equals a “Win” result and half current skill rating if the roll falls into the Fail or Sore result category. A similar double roll is ignored for this secondary throw- only standard result conditions apply! Spending 1F amends a partial success into a standard “Win” result. A G.M can choose to ignore Partial Success in situations where it markedly slows a game session down! Partial success does not apply in combat – double rolls having a different meaning in this situation. Option - Edging “Under 10” skills. A player with a character whose skill or attributes is 4 or more higher than an opposing ability, difficulty or skill may temporarily add +10 to their skill/ability rating for that attempt Skills over 300+: Individuals possessing very high skill ratings (300+) - either permanently or through being temporary inflated by positive bonuses – may utilise either one of the following options for a particular resolution action: 1: Divide their skill rating between multiple opponents; ability equals skill divided by the number of “targets”. 2: The player may repeat the same action one more time, but at half skill. 3: Choose to increase chance of a Hero result by + skill-200/10. Options “1” and “2” are available to all skill and attribute throws - although they are best enacted by the extremely competent! B-Scores: A B-score is one of three derived attributes (pp 19) added to related skills; namely BPhysical, B-Mental and B-Soul. The B-Physical bonus is added to B-Physical skills, while the B-Soul bonus is allocated to B-Soul class skill-throws. B-Mental skills may be boosted to the same degree if rated at zero or higher; otherwise they are simply adjusted to -50 (or current level) less character’s B Mental bonus. Passive Skill/Ability Difficulty Levels: While characters often match skills or attributes with similar pre-defined skills or attributes, they sometimes encounter tasks with impersonal, or passive, innate Difficulty ratings. In such instances the G.M should determine the degree of Difficulty such (ideally before the game 8

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

Duration of Actions. Obviously, the game-time required to complete a skill or attribute roll varies widely and requires GM’s judgement. For convenience, most physical attribute rolls and simple tasks are assumed to take around 10 seconds. Combat is resolved in distinct 10 second units termed a Recounter (divided into specific “slices” to regulate its flow). More complex physical actions take around 1 – 10 minutes for a fairly rough and ready solution, or 1-10 hours for a more substantial and permanent one. Complex knowledge-based skills, such as researching obscure facts in a library, can take anything from several hours to several days or more. Crafting a rare, precious and well-adorned work of art usually takes around a week or more – several months or years for a large-scale major commission! The G.M has complete control over the flow of game time and can (probably should) “fast forward” its flow whenever required. Option: recording retained difficulty factors. While in most cases Difficulty penalties dissipate with the resolution of a specific task, they are retained in a few instances. Circle marked counters equal 10 Difficulty points, Triangular markers 20 Difficulty while Square counters equate to 50 Difficulty points. To give these counters durability this page should be printed on thick card. The G.M may use other media, such as tiddlywinks counters or “poker chips”. Use of the Fortune (F) attributes: Fortune is expended to generate dice modifiers or more favourable outcomes whenever the player desires. In general, Expending one F point adds +50 to a skill or attribute roll; this bonus enduring for three rolls. Permanently expending (or “burning”) an F point doubles this bonus to +100! A character generally recovers 1 expended F point per game-world hour - although they are recovered more quickly in some situations. Fractional Fortune points (/F) are returned to the characters F point pool 5 game minutes after being expended. They may also be expended in other situations, most notably to mitigate serious injury in combat (see below). In some situations F points may be permanently expended - explained as and when they occur.

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Option - Fdeficit: A G.M may allow characters to go into “Fdeficit once they run out of active F points. This allows a character to expend 1F point – at the cost of permanently losing 2 points from his/her spent base Fortune pool. However, this option cannot be used if a character’s pool of Fortune points (on being fully recovered) equals 5 or less! G.M’s may veto this rule as it markedly reduces the chances of dying in combat! Fortune and Injuries: See Section 7.00 in regard to using F for mitigating major and minor injuries Option: “Swivelling”: G.M’s may also allow players to swap around the tens die and the units die by expending 1F following any TUOR roll! Option - Lucky Breaks: Characters can use F to induce an event to occur in their favour. Such an event must be physically possible under the circumstances of that particular encounter and not involve “supernatural” intervention. The cost to induce such an effect (set by the G.M) may be shared between characters. Option - “Wuxia” Feats: On the G.M’s approval, Fortune can be used to perform physical actions well beyond normal human limitations. Under these rules a character can, by expending an extra F point: Perform an action in 1/3rd the normal time • Jump 3 times higher than normal! • Triple movement speed for 3 Recounters. • Inflict a Win class hit on a V, I or P target at Extreme range • Decrease or increase reach by 1 during combat • +50 to D in regard to determine who strikes first in combat • Instantly recover a dropped weapon • Any other similar action as allowed by the G.M. - Choosing each of these options costs 1 F – selected as often as desired Option - Representing expenditure: Fortune point, Difficulty and Fatigue expenditure can be dynamic! While using a pencil and scrap paper to record this is perfectly adequate, the G.M may also use the counters presented in the back of this rulebook. This page should be printed on thick card for durability. The G.M can use other media where this is felt to be more convenient.

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Option: Attributes vs. Scale
Magonia admittedly depicts Attributes in humancentric proportions; for example, the M (Muscle) attribute of a 10-15 feet tall Giant is represented as being 10 times greater than a normal, modestly strong human. Hence, while the TUOR table as presented works fine for skills, it doesn’t always give an accurate depiction of attributes in regards to differences in scale. This is intentional and an unavoidable bi-product of a fantasy game featuring large monsters! While it’s fine to allow human skills to reach dizzying heights, ratings for some attributes have to be kept proportionate. While a human with a skill level of +300 is believable, one who could develop Muscle ratings of +300 (three times that of a Giant) wouldn’t be! Hence the SPC attribute limits. Nonetheless, the TUOR system is capable of representing attributes in a more proportionate way, if desired. Whenever the G.M deems it appropriate, they can make the following adjustments to TUOR Table attribute rolls when significant differences in scale exist: Status (in terms of scale) Description “Affirmed” = Matched attributes are proportionate to each other (i.e. a human vs. a giant) No adjustment required. “Reconciled” = Attributes are equally matched. (i.e. two normal sized humans arm-wrestling) Optionally, halve cited table integers ; i.e “+10” becomes “+5”; “+20” becomes “+10”, etc. This allows higher probabilities for Win and Hero results which can be somewhat confined in regard to human scaled physical attributes! Human sized character encounters an entity markedly smaller than themselves; i.e. a human confronts a 1ft high brownie or a human character is magically transformed into 60ft tall Titan! Modifiers to the left are attribute adjustments for M and for D rolls to the right. Figure to left is attribute adjustment (usually for M & S) for creatures and objects, maximum M in brackets. To right is D penalty to handling objects of that proportion. Last figure is Move adjustment. For small objects add 50% bonus to D as a reaction speed bonus; subtract 10% of D penalty and apply to D as a reaction speed penalty. In general note general proportion of difference and add appropriate modifier.
i.e. (human scale) (300ft+) (120ft) (60ft) (30ft) n/a (1ft) (6 inches) (3 inches) (1 inch) (Smaller) Attribute modifier +400/ -400/x40 +200/-200/x18 +100/-100/x8 +50/-50/x4 0 -20(10)/-50/ /2 -50(5)/-100/ /4 -60(-20)/-200/ /5 -70(-40)/-300/ /10 -80(-80)/-400/ /20

“Denied”

=

Size Scale D C B A 0 1 2 3 4 5

Encountered entity is: 5000% of character’s size+ 2000% of character’s size 1000% of character’s size 500% of character’s size 499% - 26% of character’s size 25% of character’s size 12% of character’s size 6% of character’s size 3% of character’s size 1% of character’s size or less = = = = = = = = = =

= = = = = = = = = =

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Gaining experience in play: Characters gain +1 Growth point per 100 to 1000 points of Difficulty they encounter and survive. The exact rate of gain should be pre-determined by the G.M; groups who meet up rarely might use the lower figure! A Growth point represents a generic unit capable of improving any attributes or skill, subject to various limitations defined in these rules. Favoured attributes can be increased up to the character’s species limit; 2 Growth raising a favoured attribute by 1 point. Base attributes can be increased up to 50% of the character’s species limit at the cost of 1 point per 4 Growth. Limited attributes can be increased up to 25% of the character’s species limits; 6 Growth being required to raise such an attribute by 1 point. Humans can increase Physical attributes to +160(+80))/+80(40)/+40(+20), Mental attributes by +300/+100/+50 and Soul based ones by +300/+100/+50. The secondary attribute Hardness (HD) may be improved by +1 per 1 Growth allocated to it; extra Mercy Points are bought at +1 per 10 Growth. Piety and Wizardry may have similar, higher or lower limits, depending on game setting. Skills are usually improved by 1 point per 1 Growth allocated to them - although a specific skill may be increased by no more than 5 points per game session! “H” Class skills are harder to learn–2 Growth being required to improve a rating of such a skill by +1. Characters can increase skill levels to a rating determined on the highest Base attribute governing that particular skill-class (i.e. “Physical”, “Mental” or “Soul”):
Best Base Attribute Equals -50 -40 -30 -20 -10 0 +5 +10 +15 +20 +30 +40 +60+ = = = = = = = = = = = = = Maximum Skill Increase: 0 +10 +20 +40 +80 +100 +120 +140 +160 +180 +200 +250 +300

Extra Fortune points can be gained through experience – at the cost of 1 F per 10 Growth points. Wizardry and Piety is usually increased by +1 per 4 Growth points allotted to those attributes. A player may spend as much or as little of their character’s Growth as desired. If the player intends to improve attributes requiring more than the quantity of Growth points they currently possess, points are retained until the Growth total equals the required total (ideally noted within the “Growth” section of their Characters’ sheet). Acquiring a new skill involves reducing that skill’s Untrained rating by -10 each 2 weeks of game time and 1 Growth expended to learn it. On reaching a rating of “0” the skill is thereafter increased as per skill rating. Increases to REC due to experience: G.Ms should also award increases in REC as the character interacts with the game-setting and gains experience. Each significant adventure boosts a character’s REC by at least +2; a significant deed with notable consequences may result in a +5 to +20 increase in REC. G.M’s should even consider awarding upto +50 REC whenever a character has completed a long, protracted quest with world-shaking consequences! In regard to skills, a character acquires +1 REC if for each skill improved to a rating of 100, with a further +5 per additional 50 points over this number. Characters also gain + REC if they develop an attribute up to the maximum possible rating for their species. 12

3.00: Character Attributes
Defining Attributes:
To represent the personal aspects of character, the Magonia system uses 3 Physical attributes (abbreviated as "M", "S" & "D"), 3 Mental attributes (abbreviated as "I", "C", & " P") and 4 Ethereal attributes (abbreviated as “F”, "*", “+”, and “L”). These attributes are as follows: Muscle M This attribute represents the degree of physical force a character may apply to a strength related task. This equates just as much to technique and poses as it does to musculature and bulk - hence heroic fantasy females can have high ratings in this attribute. Stamina S This attribute represents the characters endurance and physical health. The characters' Damage resistance attributes are based on this attribute added or averaged with Muscle. Dexterity D Represents the characters' level of manual dexterity. Intellect I Measures the character's ability to use deductive reasoning to resolve problems, and also to assimilate and apply complex information to knowledge-based tasks. Composure C Indicates the character's degree of mental stamina, resolve and discipline. Presence P The Presence attribute represents the character's personal appeal and "force of personality" Fortune F This aspect depicts the character's degree of "good fortune". Unlike other attributes it markedly fluctuates during a gaming session. Wizardry * Wizardry represents the character's innate ability to evoke magic. This attribute is vital for all users of magic Piety + Piety represents the character's ability to request magical intervention from divine sources. This attribute is vital to Saints. Latency L Latency represents either the characters "psychic powers” or his/her innate ability to become a Wizard or Saint, as determined by the G.M. These attributes are also used to determine a number of secondary attributes - explained in more detail later. "Forging" a character in the Magonia system The process of creating a character - termed "forging" by the Magonia system - follows the following steps; The G.M decides - based on his pre-designed background - whether character(s) will start play as “Children”, “Initial”, “Experienced” or “Veteran” characters, what species and Variants are available to the players and whether characters can select the Saint, Wizard, Latent or Earther options. If the players are using the same setting for subsequent games these conventions form the basis for all future games set in that particular fantasy world. Based on the above, the character chooses a name and sex for their character. The player should also decide on a basic character concept (also a species or Variant if desired). Unless stated otherwise, Characters are assumed to be humans of the same sex as their player.

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The player chooses their general character type from one of the following: Mundane: Enters play with no knowledge of wizardry or divine magic: +10 F points. Earthers usually begin play as a "Mundane". For purposes of character generation, Mundane characters may elevate four attributes to Favoured status. Saint: Represents an individual “chosen” by divine powers. A Saint enters play with Piety rated at +20 (or P+20 if randomly generated) and +2 F. For purposes of character generation, Saints must allocate one favored attribute “slot” to Piety. A full list of spells is given in Section 9.20 - select 1 spell. Wizard: A character beginning their exploration of the magical arts. They enter play with Wizardry rated at +20 (or initial W+20 if randomly generated) along with 3 spells. For purposes of character generation, Wizards must allocate one favored attribute “slot” to Wizardry. A full list of spells is given in Section 9.20. Latent: An individual with innate mystical powers. A Latent enters play with +20 Latency (or +20 to L if randomly generated). If Latency takes the form of psychic powers, this attribute need not be elevated to Favoured or Base status. However, Latency must be favored if “innate” – as it is acting as a “holding” attribute for future allocation to either Piety or Wizardry once the character is “trained”. “Psychic” Latents start play with 2 Latency powers (see Section 16); “Innate” Latents with no active powers get +2F. Players randomly generating characters may leave aside this choice until attribute scores have been generated. Wizardry starts at a default level of -100, or -10 in regard to Highly Magical game-settings (See Section 16.00). Piety and Latency has a base level of -50 for all species and Variants. Allocating 1 character point to Wizardry, Piety and Latency reduces this negative rating by -10 points; this attribute thereafter being raised on a point-for-point basis on reaching a rating of “0” Wizardry, Piety or Latency. Ogres and Hobbs are usually limited to Wizardry no higher than 0.
Admixture characters. While Magonia focuses on simulating pre-technological worlds of magic, some works of heroic fantasy involve characters from Earth being transported to a magical world. Magonia defines such individuals as “Earthers”, who often feature in “Admixture Fantasy” settings. Earthers are generated as normal but with some slight amendments (highlighted as and when they occur). Earthers have access to the “L” or Latency attribute; either giving them access to psychic powers or a place to temporary store attribute points during character generation, for subsequent allocation to the Piety and/or Wizardry attribute. For languages, see Pages 20-21.

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

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In play, Favoured attributes can be increased by 1 point per 2 Growth allocated to it, upto the character’s species maximum limits. Base attributes can be increased by 1 point per 4 Growth in play, upto half the character’s species maximum. Limited attributes can be increased by 1 point per 8 Growth allocated during play, upto 25% of character’s species’ limit. A character may transfer Favoured status to a Skill or Adeptness, if desired! The former Favoured attribute becomes a Base one, while the new favoured skill or Adeptness is increased by +2 for every 1 skill (or Growth) point allocated to it; or on a 1 to 1 basis if a “H” class skill. Training times are also halved. Maximum Wizardry and Latency is determined by the character's species (up to +300 for humans). Following character creation, these attributes are increased at the rate of 1 point for each 2 Growth points allocated to this attribute. Piety can be raised up to +400 for most species. In play, Fortune is increased at the rate of 1 point for every 10 Growth allocated to it, for all character types. Latency can be used a “holding” attribute to provide a “store” for players to expand their character’s Piety or Wizardry later in the game. Alternatively, a G.M may allow characters to retain and improve Latency; this attribute equating to “psychic ability”. For a fuller discussion of “psychic” latency see Section 11. Optionally, G.M’s may choose a slower level of development for Wizardry and Piety – i.e. +1 point for every 4, 6, 8 or 10 Growth. Human SPC limit is +80 for physical attributes and +200 for mental attributes. The player then proceeds to determine the character's specific attribute ratings. Two methods for achieving this are available in the Magonia system: 1: Point Allocation: A player commences character generation by allocating 50 attribute points between all attributes. The character may acquire extra points by taking Banes; +10 points per +1 Bane so adopted; their nature determined later in character generation process. All Limited attributes start at -10; all others at “0”. Double value of any points allocated to Favoured Attributes. Raising a limited attribute to “0” costs 1 point per -1 bought off; increases above “0” for Limited attributes costs 2 attribute points for every +1, thereafter. Attribute values for Initial characters can be no higher than +40 and no lower than -50. Fortune is increased by 1 for every 5 attribute points allocated to it. Upto two Attributes can be lowered to gain further points (upto -50) on a 1 to 1 basis. Experienced characters have 90 attribute points to distribute between attributes, while Veterans have 140 attribute points. Initial Attribute levels: Physical and Mental: Base attributes start at -10, all others start at = “0”. F Fortune = 5; * Wizardry (W) = -100; + Piety = -50; L Latency = -50 Piety can be initially increased to "0" by allocating 5 attribute points to it – Piety thereafter raised as per the standard rules, based on its attribute status. Characters may also allocate points to Latency ("L"). Allocating 1 character point to Latency reduces this attributes' initial negative rating by -10 points; thereafter increased as per the character generation rules on attaining Latency “0”. These points can be used as a basis for “psychic” abilities or be subsequently distributed to Wizardry or Piety, once the character spends two game months at a place the GM deems suitable for acquiring either of these two abilities. The character thereafter ceases to have active Latency (so indicated by marking it with an "X") using the Etheric attribute they developed in its place, thereafter. See Section 11 for more information on Latency.

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2: Random: Players determine the value of attributes by rolling 2d10 and consulting the following table attribute value equals the relevant result on the “Att” column; namely “Fav”= for Favoured attributes, “Bse” = for Base attributes and “Lmt “ = for Limited attributes. G.M's can allow players to reselect their character’s Favoured, Base and Limited attributes based on subsequent dice throws (i.e. if an initially-selected Limited attribute gains a higher die score than a Favored one). Points between attributes of the same development class (i.e. two favoured attributes) may be interchanged as desired. Random fortune points are determined via “F” column; bracketed figure equals F points to be added or subtracted from character’s F total: Att Att Att Roll Fav/ Bse/Lmt F Roll Fav/ Bse/Lmt F Roll F Fav/ Bse/imt 2 -10/-15/-30 (-1) 9-11 +10/ 0/-5 (+2) 17-18 (+4) +30/+15/+10 3-5 -5/-10/-20 (0) 12-13 +15/ +5/0 (+2) 19-20 (+5) +40/+20/+15 6-8 0/-5/-10 (+1) 14-16 +20/+10/+5 (+3) Characters generated via the random method acquire an additional 2 Fortune points. If following initial generation - the character has more than two negative or “0” rated attributes, the character gains an extra +10 attribute points for every second and subsequent attribute acquiring such a score. Characters may also decide to randomly determine two of the following: Piety, Wizardry and/or Latency scores on 2d10 using the following table. Roll Att Roll Att Roll Att 2-11 = Base 14-16 = -10 19 = +10 12-13 = - ½ Base 17-18 = 0 20 = +20 The remaining Etheric attribute is deemed to possess its default rating. Favoured, Base and Limited attributes may be re-selected at this stage; the character’s highest scores becoming “Favoured”. Experienced characters are awarded extra +20 points to distribute among their attributes while Veteran characters have an extra +40 points. Option: Child Characters: The attribute generation rules aims to create a relatively developed character around 16-25 years old. Children use the same method as adult characters, but the G.M may subject to a temporary point-cap (or “Max” rate) reflecting that their body attributes are less developed. These limits are gradually eased as game time elapses until the character reaches 16, at which time they reach their full value. The temporary age caps are as follows: Age/Max Age/ Max Age/Max Age/Max Age/Max Age /Max 6: / -10 8 / 0 10/+10 12/+ 15 14 /+20 16/Full initial value Cross-reference character’s age and note “Max” figure, which equates to the temporary, attribute capping level. Note any initial attribute points exceeding these limits. As a child character matures, allocate the excess physical attribute points per game year at a rate equal to the excess points divided by a figure equal to 16 – (minus) their starting age. Allot these points each game year until all body attributes reach their fully pre-generated value at 16. These rules obviously assume that even child “heroes” are exceptional!
Option - "Developed attributes": A GM may rue that characters have already attained much of their mental and physical development prior to play. In this instance, double all positive scores for mental and physical attributes. Adjusted totals must not exceed any cited personal or species maximum.

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Option: Extra F award: Less experienced characters in play with more experienced characters are given an additional F point award; the quantity depending on the difference in experience. Cross reference the character’s experience level with that of the average experience level within the party; The number cite indicates the extra F points awarded to the less experienced character; Average Experience factor of other Characters within group: C I E V Character’s experience C 0 +5 +10 +20 Factor = I 0 +5 +10 E - 0 +5 C= Child; I= Initial ; E = Experienced; V = Veteran. Earthers add +4 to their Fortune score.

The following table provides an indication as to how weak or strong a character's attribute rating is in relation to the general population: -50=Crippled + 10 = Notable -20 = Decayed +20 = Good -10 Feeble +30 = Superior 0= Average +60 or greater = Heroic

• Make Species Attribute Adjustments: If the game-setting features other species, make the following adjustments to attributes and size. Lifespan equals the following: n = Normal, + = Enduring, * = Immortal; use the appropriate column on the Age Table to determine specific age (page 18).
Humans n Centaur n Doghead n Dragkaan + Dwarf + Elf: * Giant n Hobb n Goblin n HelTrull + Manimal n Ogre n Seraph * Urrk n Trull + +10 Any attribute +1 F +20 any one skill +20 M, S, +10 I, P or C [Wizardry limited to -10] Size: Large +10 S, -10 P M: +10, S:+5, D -10, C +5, P -10 +10 M,S,D. -10 P Size: Small-tough +10 D, -10 M , +10 I,C or P +100 M, - 20 D, +60 S -10 I, -40 C, +10 P Size: Giant -10 M, +20 D, +20 S, -10 I. -10 C, -10 P [Wizardry limited to -10] +20 D, -10 M +10 I, -20 C, -20 P +10 Wizardry. +20 M, - 10 D, +20 S +10 I, -40 C, -40 Size: Large Life: Enduring +10 S, D or M, -10 I,C,P +20 S, +40 M, -10 C and I, P -20 [Wizardry limited to -10] Large +20 Wizardry, Piety or Latency or +30 Skill or Attribute points. (-2) +20 M, +10 S, -5 C,I, P -10 +50 M, - 10 D, +40 S -40 I, -40 C, -40 P Size: Large Life: Enduring

Species represented in the Easy rules are presented in bold. Unless otherwise stated, all species are Medium sized with Normal lifespans. See Section 6.10 for detailed Species descriptions. • Make Variant Attribute Adjustments: If the game-setting features variants make the following adjustments to attributes.
Aeriewrights Amazons Bear (Wulf) Men Blessed Ones Cave Dwellers Chydekin +10 D +10 M, S or D +10M, +10 S, -10 C +10 D,S,I,C,P. +10 D Size: Small-Tough (0) -20M +20C Size: Small.

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Druidi “Provinces” Heloti Houas Horse Folk Highlondr Icelonders Magonians ManEaters Marsh Tygers Merpeople MoonKyne Norlingas Sandlingas SeaPeoples Wæstlings Wyldman

+10 Wizardry, +10 Piety, +10 Wizardry, Piety or other attribute. +10 I, +10 P +10 S +20 P, +10 Piety +10 D, C or P +10 +10D, +10 S, -20 C +20S, -10 P +10 C or P, +20 Wizardry +10M, -10S, +10 Piety +10 D, -10 P +20 S +10 C, +10 P, +40 Piety +10 M, +20 S -10 C, -10 P +10 S, +10 Piety, -10 P +10D, +10S +20 Wizardry or Piety. +10 M, +10 S, & +10H , -10 and -10 C

Variants usually have a Normal lifespan; but see Section 6:20 for more information. • At this juncture determine the characters Derived attributes:
Note 0 rated attributes are deemed to equal 0.1 in regard to any requested Derived attribute multiplier.

• Determine character’s initial Age This factor represents the age at which the character enters play; this factor based on the character’s species and their general degree of experience.
Child Initial Experienced Veteran Human 11+1d10-4 15 +10d 20+2d10 25+2d10 Enduring 12+2d10 20+2d10 40+2d10 50+2d10x2 Immortal 20+2d10x2 15+1d10x3 10+1d10dx10 20+2d10x10

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

• Determine the character’s base REC score REC (recognition) represents the chance that the character is known to other individuals within the game-setting. Base REC equals Age-10 REC can be increased by 5 for every 1 attribute point allocated to this particular aspect. All Crossover characters usually enter play with REC 0. • Determine Character’s Social Class By default, characters are assumed to be of Social Status “0”, akin to a historical “Townsman” or “Yeoman”. A player may select a higher – or lower – Social standing, deducting (or adding) point cost from subsequent Gift point total (or future Growth points):

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

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

• Determine the Characteristic basic attributes ( “B Scores”): This equals the bonus added to specific classes of skills, representing innate talent: B-Physical B-Mental B-Soul = = = D+M/2 I+C/2 P+C/2

The B-Physical bonus is added to B-Physical skills and the B-Soul bonus to B-Soul class skill throws. BMental skills may be boosted to the same degree if rated at zero or higher; otherwise they are simply adjusted to -50 (or current level) less character’s B Mental bonus.

• Determine Wound Tolerance factors: Magonia uses Hardness (or HD) to measure a character’s physical tolerance against injury. HD: -10 0 +10 +100 = = = = Hardness (“injury tolerance”) – equals M+S/2 +10 This figure is further adjusted by size: Small +20 = Large -Ogres Medium - Humans, Elves, Dwarves +40 = Huge - Giants Tall - Urruks, Drakkar +50 = Giant - Titans Titanic -Dragons In play Hardness may be improved at the rate of +1 per 2 Growth points.

Optional - Mercy points (MPs): The quantity of Wnds (non critical injuries) a character can take before suffering any notable detriment. Starting MP value equals HD/20 (rounding up). Thereafter, extra Mercy Points are bought at the rate of +1 per 10 Growth. Mercy Points are optional and may be ignored by G.M’s desiring a more brutal representation of combat! • A character naturally heals HD/30 non-effect related WNDs per day.

• Determine MV = Move: This attribute represents the character’s base movement speed Base speed (or walking pace) equals 20 Yards/Recounter +1 Yard per M+S/10. Make the following adjustments for size; 19

Size Small Medium Tall Large Huge Giant

= = = = = =

Effect halve base move Base Move + 2 base move +5 base move +10 base move +20 base move

Typical size of: Dwarves Humans, Elves Urruks. Ogres Giants

“Paced” running speed for Bipeds is x2; Frantic running speed equals base running speed x5. Quadrupeds add 2 to base move; paced running speed is x5 base, frantic running speed equals x10 base speed. • Determine height & weight.

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

• Determine the character’s Carry rating: Carry represents the weight of gear a character may carry without penalty. The character’s base encumbrance score equals weight in pouns/4 +M, rounded up to the nearest 10 lbs. Each 10 lbs over these total results in a -5 penalty to all actions and to D in regard to combat strike order. If Carry rating is exceeded by x1, reduce Move by 10%, by 50% if exceeded by x5 and by 95% if exceeded by x10 (alternatively use this formula: Move Reduction = by Weight Carried/Carry Limit x 0.10%, (maximum reduction 95%). The character can carry x3 their Carry rating for 10 minutes (requiring a 1 minute rest to recover) and x10 this total for 1 Recounter (roll M -80 per Recounter to hold this thereafter, increasing difficulty by 10 per Recounter after the first!). • Option - Determine Purity: In some games, the personal struggle between good and evil is an important plot aspect. In such settings characters enter play with +30 Purity. This may be raised or lowered by expending Gift or Bane points. Full rules on Purity (for those wishing to use this option) can be found on page 106. Allocate languages: Characters acquire the following languages: Own language at +20 +/- I; one other at +10+/-I plus 1 extra at +1/2 I. Optionally, the player may allocate all language points - other than the character’s own - to other skills. Characters with negative-rated I may also allocate own language skill points to other skills. See page 44 for example fantasy languages. Double the above point ratings for experienced characters and add 2 other languages with a level equal to half the character’s I score. Admixture characters (“Earthers”) ignore the above language rules; players should consult the G.M as to which language options are relevant;
In regard to “Earthers” the G.M can rule:
1: The characters mysteriously acquire the ability to speak all the crossover world’s languages equal to their highest (or lowest) language score. 2: The setting’s default language is mostly comparable to the character’s main language.

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3: The characters can speak the crossover world’s most appropriate or common language, having a skill rating in that tongue equal to their highest Earth language skill. 4: Character has n innate ability to speak the settings’ most appropriate language equal to their I score. 5: The characters don’t understand anything and must learn any language by interacting with individuals within the crossover world!

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

4.00: Easy Character Detailing
• The player now progresses onto allocating skills and background options (termed “detailing” in the Magonia System) for his character.

The following detailing sequence represents the “Easy” method for fleshing out a character, through streamlining and simplifying the rules for Species, Culture, Skills and Persona Traits. This does, however, result in some loss of choice and opportunity for customisation. Players wishing a greater degree of control should consult the Expanded detailing rules. Skip to page 48 and follow each stage until Expanded character forging has been concluded (page 82). While simplified, the Easy detailing method allocates more or less the same quantity of skill points to characters as the Expanded method; the advantages gained in using the latter is greater detail and control. In any event, the easy detailing method is as follows: Species:
Apart from humans, nine species are available under the Easy rules. These represent simplified versions of the species presented in the Expanded character generation system. For ease of play some details have been omitted. Adjust skill packages as required. Species Gifts and Banes do not count towards custom Gift or Bane allocation limits.

Elf: Elegant dwellers of the Greenwood… Species enemy: Goblinkin Language = Nenyan Gifts: Hearing and Seeing bonus +20, Resist Sickness: +60 +20 Bonus to Creep. Banes: Aloof, Elegance, Do no evil. Permitted skill packages: Barbarian, Knight, Lorist, Saint, Wizard, Wanderer, Warrior Warrior-Wizard, Sailor. Taboo Skills: Low culture (replace with “Elf culture”). Templar or Knight option, Hoblar. Centaur Half human and half horse…. Species Enemy (Goblins and nature-defilers) Language = Nenyan Gifts: Swift, Quadruped, +20 in one skill Banes: Large, Rare, Rural Permitted skill packages: Barbarian, Ranger, Lorist, Rustic, Saint, Warrior, Taboo skills: Climb and Ride; transfer points to Active. Doghead Dog-headed humanoids… Race Enemy = None Gifts: 30/10 bite, +20 sense (smell) Banes: Maneaters (-20 reaction)

Language = Currh.

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

Ancient humanoid lizards … Race Enemy = None Language = Draaish Gifts: Tough Skin (+10 Armour) Enhanced Vision(+20) , Bite 30/20 bite Banes: Cold Blooded, Feared Permitted skill packages: Barbarian, Lorist, Saint, Townsman, Wizard, Warrior, Warrior-Wizard Taboo skills: Ride = Ride Riding Lizard. Dwarf Small but muscular dwellers of underground halls… Species enemy: Goblinkin Language = Dwarfish Gifts: Resist Poisons and sickness (+40), Gloom-vision. Banes: Gruff, Hoarder, Do No Evil. Permitted skill packages: Lorist, Knight, Warrior, Townsperson, Saint. Taboo skills: Ride, Nature. Replace Farming with Undergrow (Dwarf farming skill). All culture skills equate to Dwarf Culture. No Dwarf Hoblars, Templars, Knights or Witches. Goblin Greenish humanoids with pointy features… Race Enemy = None Language = Goblik Gifts: Gloomsight , Climb (+20 bonus). Banes: Bad Tempered. Distinctive Smell (+20 to detect). Permitted skill packages: Barbarian, Chancer, Lorist, Rustic, Saint, Townsman, Wizard, Warrior-Wizard Taboo skills: Ride = Ride Pony Manimal Human animal hybrids… Race Enemy = None Language = Main Human Gifts: Fur, Claws and Teeth (30/20). And either Swift, Flight, Enhanced vision, Hearing and/ or Smell, Gills, Flippers, Hold Breath Gloomsight, Tail, Distinctive Smell or Claws and Teeth (40/30). Either one of the following Banes: And Either: Bestial, No Abstract Symbology, Mostly Mute And any two of the following Banes: Cold Blooded, Cursed, Brutal, Maneater, Large, Small, Shy, Rare, Rural Poor, Fear, Primitive, Protect Nature. Or 4 of the following Banes: Cold Blooded, Cursed, Brutal, Maneater, Large, Small, Shy, Rare, Rural, Poor, Fear, Primitive, Protect Nature. Urrk Muscular tusk-faced monster-men… Race Enemy = Humans, Elves, Dwarves Language = Goblik Gifts: Gloomsight +10 Skin, Natural Weapons (teeth) 30/10 Banes: Crude. Brutal, Maneaters, Distinctive Smell

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Permitted skill packages: Barbarian, Hoblar (ulf rider) Lorist, Rustic, Ranger, Saint, Townsman, Wizard, Warrior, Warrior-Wizard Taboo skills: Ride = Ride Wulf. Page 36 gives a suggested spell list for beginning characters (full list in Section 9.20). • Option: select character trait Points With G.M approval only, players may spend Trait points to acquire Gifts (Section 6.60), or Banes (section 6.70) in return for additional Gifts or other advantages. Characters have 3 Trait points to spend on Gifts– adjusted by species as detailed below. Players may select up to 6 Banes for their characters. Under the Easy rules, Players may either choose Traits associated with the character’s species (as listed in the Expanded Species packages) or freely choose them. Crossover characters, however, may only select Gift or Banes marked with the letter “O”. Trait Point deficits can be bought off by acquiring extra Banes; alternatively, surplus or deficit Persona Trait points can be allocated/paid off during play. Earthers gain +2 Trait points, Children an additional +2 trait Points. Racial Trait point pools: • • • • • • • • • • Humans +2 Trait Points Earthers +4 Trait points Centaur -3 Trait Points Doghead +4 Trait Points Dragkaan -2 Trait Points Dwarf +2 Trait Points Elf -3 Trait Points Goblin -1 Trait Points Manimal +2 Trait Points Urrk +2 Trait Points

• Option – Variants If the character is human a player can select a variant option (as given in section 6.20) – selecting all cited Gifts and Banes. Trait Point deficits can be bought off by acquiring extra Banes; alternatively, surplus or deficit Persona Trait points can be allocated/paid off during play. Variant options are generally not available for Admixture characters.
Variants :
• • • • • • • • • • • • • • Aeriewrights Amazons Bear (Wulf) Men Blessed Ones Chyldkinde Cave Dwellers Druidi Provinces Heloti Houas Highloners Horse Folk Icelonders Magonian Trait Points: +1 Trait Points: -1 Trait Points: +1 Trait points -4 Trait Points +2 Trait Points: +3 Trait points: -1 Trait Points: -1 Trait Points: -2 Trait Points: -2 Trait Points: +3 Trait Points: -3 Trait points: -2 Trait Points: -2

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• • • • • • • • •

ManEaters Marsh Tygers Merpeople MoonKyne Norlingas Sandlingas SeaPeoples Wæstlings Wyldmen

Trait Points: -2 Trait Points: +3 Trait Points: 0 Trait points: -5 Trait Points: +1 Trait Points: 0 Trait Points: 0 Trait Points: 0 Trait Points: 0

Determine Skills: Players select a “Career” for their characters. Career options provide a “package” of initial skills representing archetypical character types found in most heroic fantasy fiction. A few have perquisite attribute levels and are only available to characters fulfilling them. These are grouped into specific related profession types for ease of reference. Some occupations may only be available from a specific epoch onwards (but are universally available if none is cited). Alternatively, the players and G.M’s may opt to use the “Caste” system given on page 32-34. A player may enter a profession or caste barred to them due to low attribute scores by permanently expending 1 Fortune point. In regard to Career options: A player of a Child character may select the “Child” option and one Social option. The player of an Initial character may select any one Career option (as permitted by their character’s attributes, etc) and one Social option. The player of an Experienced character may select any two valid career options and one Social option; plus 50 extra points to spend on Social skills. Player of Veteran characters may select any three valid career options and two Social options; also choose package from one social or career option each 50 years the character’s age exceeds 100. Experienced characters are awarded +40 REC and +10 F; Veterans +80 REC & +20F Skill points may also be re-arranged as desired. The same Career and Social options may be repeatedly selected, in regard to Experienced and Veteran characters. Ten skill points (from either “pool”) can be traded for 1F, or +5 Wizardry, Piety or Latency if these attributes are rated at -10 or better. Additionally, a Wizard may spend 30 skill points (again from either pool) to buy one extra spell. Extra REC may be bought on a 1-for-1 point basis. HD maybe boosted by +1 per 2 skill points. Extra Mercy Points can be bought at the rate of +1 per 10 Skill points. Any unlisted Physical and Soul skill may be bought up to “0”, for the cost of 10 skill points; 20 points in regard to Mental skills and the “Arcane” and “Alchemy” Soul skills. Any excess points may be allocated where desired. Buying a skill option costs 2 skill points. Characters may buy Adeptness for known options (and spells) for skills rated at +20 or more at the rate of 5 points for each +10 bonus.
The following Mental skills start at 0 +/- characters’ B-Mental score; History, Folklore, Region, Natural History, Language and Social All others start at a default of -50, less characters’ B-Mental score. REC may be further boosted by +2 for every skill point allocated to it. Industrial+ era Earthers may select any “O” rated Skill package. Admixture characters from a preindustrial era may also choose the Barbarian, Chancer, Forester, Hoblar, Knight, Rustic/Townsperson, Sailor, Saint or Warrior skill packages. Any cited Piety or Wizardry is allocated to Latency. History, Region, Folklore, Herbalism, Natural History, Language and Social skills relating to the game world start at 0.

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

If Expanded and Easy characters use Career options, award characters generated under the Easy system an extra +8F.
Technological ratings for Careers are as follows: P= Palaeolithic N= Neolithic B= Bronze Age I = Iron Age M= Medieval L=Post Medieval T = Techomagical 0 = “Contemporary” Earth

Career Options:
Arcane (W, P or LAT +10 or greater, I +10 or greater): Alchemist: Creator of exotic devices & brewer of elixirs… B Active+20, Drive or Ride+20, Open+20, Melee+20, Unarmed Combat +20 Logos:+30 Education +40, Gaming +20, Nature+20, Present+20, Workskill +80 (any of Armoury, Blacksmith, Engineer, Jeweller, Painting or Sapper), Herbalist:+20 Alchemy +60 (+4 formulas), Arcane+20 Wizard: One gifted with magic Perquisite: L/W +10 or more, I +10 or more. N Active +10 Ride +10 Workskill (any 2)+40 Logos: +20 Melee +10 Unarmed +10 Education+30 Nature +20 Folklore +20 Region +10 Alchemy +20 Arcane +30 Compose +10 Debate +20 Social +10 Herbalist:+20 History:+10 +60 Wizardry and choose 4 spells(or +40 adeptness and 2 spells) or +40 Latency (choose Psychic or Cunning One option) Hedge Witch- Prerequisite: W or L 0+ Active +20 Creep +20 Drive:+10 Melee +10 Folklore +40 Workskill (farming, 1 craft) +50 Unarmed +20 Nature +30 Guise +10 Herbalist:+30 Healer +20 Compose +20 Instrument +20 (W +10 and 2 Spells (or +10 Spell adeptness; or +30 L)

Climb +20 Trader +20 Region +20 Low Social +30 Arcane +30 Flitch:+10

Lorist: Keeper of knowledge, mundane & arcane Perquisites: I or P +10+. N, 0 Active+20 Drive or Ride+10 Workskill (any) +20 Unarmed +10 Gaming + 20 Folklore +20 Nature +40 Present +40 History +30 Present +30 Philosophy or religion +20 Education +40 Arcane +20 Region +20 Debate +20 World +20 Instrument or Compose +40 Bard Prerequisite: Saint. -60 skill points +40 Piety, 2 spells. Or Prerequisite: Latent (Cunning One option) -40 skill points, +40 Latency Warrior-Wizard Arcane master of battle. Perquisites: M, S or D +10 or more, Wizardry 10+. PrQ: Age 18+ B Active +20 Ride +20 Shoot +20 Melee +30 Shield +30 Armour Adept: +30 Unarmed +20 Region +20 Present+10 Education:+20 Alchemy +20 Arcane:+20 +100 between Active, Shoot, Melee, Shield, Unarmed, Gaming, Social. +30 Wizardry, (+2 Spells or +10 Adeptness and 1 Spell).

25

Artistic: Artist D:+10 and P +10 or more P, 0 Active:+10 Active Games +10 Climb:+20 Drive or Ride: +20 Melee or Shoot:+10 Workskills (Armoury, Carpenter, Cook, Perfumer, Jeweller, Leatherworker, Mason, Painting, Taylor,)+20, Education:+20 Engineer:20 Folklore:+20 Gaming (point familiarity option),:+20 Nature:+20 Language+40 Region:+20 Theology:+20 Trader:+20 Décor+20 Social (Low Social:+10 High Social:+20). +120 between Education, Engineer, Workskills, Compose or Decor. Performer: M:+10, S:+10, D:+10 and P +10 or more 0 Active:+10; Active Games +20; Climb:+20; Drive or Ride: +20; Melee:+10 Shoot:+10; Unarmed:+10; Education+20; Engineer:20; Folklore:+10; Gaming (point familiarity option):+10; Language:+40 ; Region:+20; Trader+10; Compose:+20; Debate:+10; Décor+10; Guise+20; Instrument (point familiarity option):+10; Social (Low Social:+10 High Social:+10), +140 between Education, Engineer, Guise, Compose, Instrument or Decor. Writer I: 10+ Active +20 Drive +40 (!) Workskill (!) +20 Shoot +10 Creep +10 Survival +10 History +20 Education +20 Debate +20 History,Theology,Philosophy and/or Arcane +60 Region +20 World +20 N, 0 Melee +10 Instrument +20 Compose (writing) +60 +140 points in any skills. N, 0

Lowlife:
Assassin: A callous dealer of death. Prerequisites: D:+20 M:+20 C:+20 Active:+40 Climb:+20 Creep:+40 Flitch:+20 Open:+20 Shoot:+40 Melee:+40 Unarmed:+20 Track:+40 Gaming (point familiarity option):+10 Law:+10 , Present:+10, Region:+20 Trader+10 Guise:+20 Herbalist:+40 Social (Low Social+10, High Social:+10)

Bandit Roving land pirates (or outlaws) - mostly bad but occasionally good… N, 0 Active +40 Climb +30 Creep +60 Ride +20 Region +20 Armour Adept: +20 Survive +30 Unarmed +40 Shoot +60 Melee +20 Shield +40 Track +20 Chancer A person of questionable honesty…. Active +30 Creep +30 Track +10 Melee +10 Shoot +10 Unarmed +20 Low social +10 Region +20 Workskill +20 Trader +10 Earther-Criminal Active +40 Creep +60 Melee +40 Shoot +40 Low social +20 Region +20 +80 points in any skill

Open +30 Guise +20

0 Open +40 (electronic locks, mechanical locks) Unarmed +40 Guise +40 Trader +40 Workskill +20 (Computer) Drive +40

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

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Sailor: A person who makes a living on the sea. B, 0 Active +40 (dance,swim) Creep +20, Climb +40, Sailing +60 Workskill; Carpenter{mechanical},Sewing {Mechanical}or Pilot +40, Workskill(Scrimshaw) +20, Shoot +20, Melee +20, Unarmed +20, Shield +20, Gaming +20 (Gambling, 1 other), Instrument (voice, 1 other) +20, Folklore +20,Nature (Sea) +20 Trader +20, World +20 Outdoorsman: Barbarian: A hunter and warrior from a tribal clan/based culture… 0 Active +20 Climb +20 Creep +20 Skinclad +20 Ride +40 Survive +40 Track +40 Shoot +20 Healer +20 Melee +40 Shield +20 Unarmed +40 Folklore +20 Nature +20 Region +20 Social (tribal)+20 Explorer: Seeking the unexplored…. Active +60 Climb +40 Creep +40 Drive(!)+40 Track +20 Survive +40 Shoot +20 Workskill +20 Nature +40 Education +30 World +30 +110 points in any skill Ranger: No place is home but the wilderness Requisites: S or D +10 or more. Active +40 Ride +10 Creep: +40 Climb +30 Nature +20 Armour Adept:+30 Survive+40 Track +50 Shoot +30 Melee+20 Unarmed +20 Shield +20 Healer +10 Region +50 World +10 Folklore +10 Anchorite: Subtract 30 from any of the above skills: Piety +40 and choose 2 spells Solider/Marine (M, S & D all +10 or greater): Gladiator: “For those about to die, we salute you!” Perquisites: M & D +20+ Class: <0. N Active +80 Skinclad +40 Shield+40 Region +20 Melee+60(+40 Adeptness) Unarmed +60 Gaming +10 Guise +40 Shoot +20 Low Social +40 Hoblar: A mounted warrior Perquisites: M,S and D +10 or better B Active +40 Climb +20 Ride +50 Shoot +20 Melee +50 Shield +40 Unarmed +20 Region +20 Armour Adeptness:+40 World +10 Social +40 +120 points divided between Active, Ride, Shoot, Melee, Shield, Unarmed, Gaming, Region and Social. Knight: -40 from skill pool, and one Bane point but gain +1 Status +20 Workskill (Steward ), Battlecraft +20, Society skill = High Society. Elf Lord/Lady: Additional Prerequisite: Elf, I +10 +. -50 from skill and one Bane point, but +1 Status, one Spell, +20 Shoot. Society = Elvish Society Templar: Prerequisite: Piety 0 or greater. Increase Piety +10, Theology:+10 Half starting wealth– 0

character is Tithed to Templars thereafter (for ½ all weekly income).
Warrior: A professional solider Perquisites: M, S or D +10 or more. Active +20 Climb +20 Ride +20 Survive +20 Creep +20 Shoot + 40 Melee +40 Shield +40 Unarmed +20 Armour Adeptness:+30 +120 between Active, Shoot, Melee, Shield, Unarmed, Social, Armour Adeptness Low Culture +10 Trader +10 Healer +10 Present:+10 Gaming:+10 Dwarf Huscarl: Prerequisite: Dwarf, M +20 or more , S or D +10 or more. -60 from skill pool and omit Ride, but +1 Status, +30 Melee, +20 Shoot or Shield, +10 Armour Adept Noble Active:+20 Shield:+30 Education: +20 Debate:+20 Instrument: +10 Born to power. Ride:+20 Shoot:+10 Gaming: +20 Language:+20/+20 High Social:+20 Perquisites: Social Class 2+ Melee :+30 Armour Adeptness:+20 Track:+10 Battlecraft: +30 History:+20 Estate:+30 Present:+20 Compose+10 Law:+30

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

0

Priests and Believers: ( I 10+, C 10+, S 10+ P/L:0+): Templar Adept Holy Warrior! Perquisites: M,S and D +10 or better Piety 5+ Class 0+ B Active +40 Climb +20 Ride +60 Shoot +20 Melee +60 Shield:+50 Unarmed +20 Gaming +10 Region +20 Armour Adeptness:+30 World +10 Social +20 Theology:+40 100 points between Active, Ride, Shoot, Melee, Shield, Unarmed, Theology, Region and Social. Priest: Perquisites: Piety/Latency:20+ 0 Active +20 Climb +20 Creep 10 Education +40 Nature +20 Drive(!)+20 Survive +20 Melee +10 Unarmed +10 Workskill +40 (!) Education:+20 Region +20 Religion (!):+60 Folklore +20 +80 in skills (any) +40 Piety or “Latent” Latency (automatically becomes Piety on entering game-setting!), Mystic: Active +20 Drive(!)+20 Unarmed +20 Education +40 LTC +60 Perquisites: Piety/Latency:20+ Climb +20 Creep +20 Melee +20 Survive +40 Shoot +20(Bow) Workskill +20 (!) Nature +20 Arcane +40 Folklore +20 +80 in any skills. 0

Saint: A wandering holy person Perquisite: “Saint” option selected. Active +20 Climb+20 Ride or Cart +10 Survive +30 Workskill(any)+20 Education +30 Creep +10 Melee +10 Shoot +10 Unarmed +10 Folklore or History +30 Healer or philosophy +20 Theology +50 Debate +20 High Culture +10 Region +20 World +10 Instrument +20 (own voice) Piety +60, 4 spells.

Townspeople:
Child: Active +20 Unarmed +10 Nature or History +10 PrQ: Age <16 Creep +10 Climb +10 (!) Social: +10 Melee +10 Education +10 Folklore +10 Gaming:+10 0

+ 80 in Unarmed, Shoot, Melee, Languages, Folklore, Active, Climb, History, Nature, Décor or Present

Fool Active +80 Climb +40 Creep +40 Survive +40 Unarmed:+40 Workskill: +60 Character gains +10 F or +40 L and +5 F (optionally, character may take the FOOL bane) for +2F or +20 skill points) Rustic/Townsperson: An everyday magical world citizen… Active +20 Creep +20 Shield +10 Folklore +20 Workskill (farming/craft) +60 Unarmed +30 Region +20 Nature +20 Guise +10 Low Social +30 Compose/Instrument +20 Region or Education +40 Lay Clergy: -20 from any skill for Theology +10 and Piety +5 N Climb +20 Trader +20 Melee +20 Trader +20 Healer +10 Drive +20 Gaming +20

0

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Gentleman Active:+20 Battlecraft: +10 Estate:+50 ompose+10 Folklore:+10

Power through intellect. Perquisites: Social Class 2+ Ride:+20 Melee :+20 Shoot:+20 Education: +40 Gaming: +20 History:+20 Debate:+30 Language:+20/+20/+10 Present:+20 Instrument: +10 High Social:+40 Law:+40

N, 0

Scholar I: 20+ N, 0 Active +20 Drive +40 (!) Workskill (!) +20 Shoot +10 Creep +10 Survival +10 Melee +10 Logos:+20 History +20 Education +40 Debate +20 Instrument +10 {Science,Logos} Theology,Philosophy and/or Arcane +70 Compose (writing) +40 Region +20 World +20 120 points in any listed skills. Earther- Citizen Average normal person from “modern” Earth. Active +20 Creep+10 Climb +10 Drive +40 (Car,Motorcycle) Unarmed +20 Workskill:+60 Trader +20 Region +30 Education +30 Gaming +40 Low or High Social +20 Nature or History +20 Philosophy,Folklore or Healer +20 + 160 in any skills. X

Watchman/Policeman Age 18+ M:+10 , I:0 or more. N, 0 Active: +40 Climb +40 Drive or Ride +40 {Car,Motorcycle or Horse} Creep +40 Shoot +40 {Pistol, Shotgun,SMG} {Science (any skill or Forensics)+20} Melee +30 Sheild:+20 Unarmed +40 Workskill {Computers} +40 Education +40 Workskill (“Procedurals”) +40 Region +20 +20 Law 60 points in any skill.

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

Yogic Adepts Perquisites: M 20+, D20, I:+10,. + P/L: 5+ Open Hand Adept Mystic master of subtle combat! B, 0 Active:+20; Climb;+20 Creep;+20, Flitch:0; Open:+0, Survive:+20 Shoot:+20 (point familiarity option) Melee +20 Skinclad:+20 Unarmed:+80 Theology:+20 Debate:+20 Philosophy:+20; Herbalist+10, Healer:+10 Instrument:0 Yogic: +40 (1 skill) +100 in any listed skill.
Yogi: Adept of “the ways of Self” Perquisites: M 20+, D20, I:+10,. + P/L: 5+ B, 0 Active:+20; Climb;+20 Creep;+20, Survive:+20 Melee:0 Skinclad:0 Unarmed Combat:+20 Theology:+40 Debate:+20 Philosophy:+20; Herbalist+10, Healer:+10 Instrument:0 Yogic:+40 (1 skill), Yogic+40 (+1 skill) +160 in either Yogic, Healer, Herbalist, Theology, Philosophy.

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

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Actor: Active:10 Climb:10 Melee:10 Unarmed:10 Guise:50 Social:10 Décor:10 Compose:30 Languages:10 Courtesan: Active:20 Climb:10 Open:10 Ride:10 (Horse,Great Wulf, Riding Lizard, Flying Mount) Gaming:20 Present:10 Region:10 Debate:10 Guise:10 Social:30 Instruments:10 Languages:10 Gamer: Battleskill:10 Gaming:80 Folklore:10 Present:10 Region:10 Debate:20 Guise:20 Social:20 Workskills (Lovecraft):40 Mixed: Active:30 Education:20 Gaming:30 Present:10 Philosophy:10 Region:10 Guise:10 Debate:10 Social:30 Instruments:30 Languages:10 Musician: Ride:10 (Horse,Great Wulf, Riding Lizard, Flying Mount) Education:10 Folklore:10 Gaming:10 (point familiarity option) Nature:10 Guise:20 Social:10 Instruments:60 Compose:50 Language:10 Occultist: Active(Ritual Dances):+20 Arcane:+20 Alchemy:+10 Herbalist:+20 Yogic:+20 (One Skill) Philosophy:+10 Guise:+10 Instrument:+20 Languages:+20 Décor:+10 Wizardry +10 Person of Faith: Survive:10 Education:10 Nature:10 History:10 Philosophy:10 Theology:60 World:10 Social:10 Instruments:10 Compose:10 Yogic:20 (one skill) Sportsperson: Active Games/Climb/Drive (Chariot, Waggon, Boat)/Ride:160 Gaming:20 Social:20 (Low Social, High Social). Social Adept: Active:10 Drive:10 Ride:10 Sailing:10 Education:10 Present:20 Philosophy:10 Region:20 World:10 Debate:20 Social:50 Languages:20 Thrill-seeker: Active:10 Climb:10 Drive:10 (Chariot, Waggon, Boat) Open:10 Ride:10 (Horse,Great Wulf, Riding Lizard, Flying Mount) Gaming:20 Present:10 Region:10 World:10 Debate:10 Guise:10 Social:40 Instruments:10 Compose:10 Languages:10 Xeno: Survive:10 Ride:10 Drive:10 Gaming:10 Trader:10 World:40 Social:30 Debate:20 Languages:60 In regard to ALL characters Education skill is increased by +2 for every 10 points the character has in Arcane, Alchemy, History, Estate, Law, Engineering, Theology, Compose and Trader, along with any Earthers Science based skills.

Select Social Origin:
Optionally, the cultural origin for all characters other than Earther’s is determined at this stage. Add 20 to the value of social points to all the aforementioned totals if cultural origin is ignored.
1d10 Roll 1 2-3 4-5 6-7 8-9 10 Culture Decadent (Urban and introspective) Feudal (Rural but ordered) Idyllic (Loose rural society) Imperial (Urban and ordered) Aesthetic (Urban and cultured) Remnant (Scattered & fragmented) Skill +20 Gaming +20 Social +20 Active +10 Education, +10 Active. +20 Instrument or Decor +20 Creep

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

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

Name
Nobles Priests, Mystics Warriors Commoners Liminals = = = =

Role.
Ruling social elite. Oversees the religious aspects of society. The fighters and guardians of their culture. Responsible for everyday aspects of life. Criminal class and the rootless (who may or may not have a recognised cultural niche).

The points available to spend on Caste skills and Social skills are listed below: Skill points: Point value Social Skills 200 200 250 +40 REC +10 F. 400 +80 REC +20 F

Point value Caste Skills Child 220 Initial 440 Experienced 880 Veteran 1,320

Option: Character’s skill point total is age-based, and equals: 30 x (age-10) +100 /10 Social skill points x (character’s age): up to the age of 100. +200 points in either category each 50 years the character exceeds 100

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

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Commoner Caste Weapons: Dagger, Club, Axe, Hammer, Short Sword, WarFlail, Falchion, Quarterstaff, Pole Arm, Sling, Spear, Shortbow, Liminal Caste Weapons: As commoner, but add Longbow, Yewbow and Crossbow Only Warrior, Noble and Priest Caste are socially allowed to wear scale, chain or plate-based armour. Mystics are socially restricted to Leather armour only. Commoner Caste Skills: Caste Ability: +40 bonus with two skill, +20 bonus with two others.

+4 F points.

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

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

Mystic Caste Skills: Caste Ability Skills: Only caste capable of Wizardry or Latency based abilities.

Social 1+

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

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

Noble Caste Skills Class 2+ or more. Caste Ability: +20 Estate, +20 Battlecraft, +20 High Social, +20 Melee skills, +20 Ride
Active, Climb, Ride (Horse,Great Wulf, Riding Lizard, Flying Mount), Shoot (point familiarity option), Melee point familiarity option), Shield, Unarmed, Battlecraft, Estate, Education, Gaming, Law, Language, Present, Region. Philosophy, Debate. Social Skills: Active, Compose, Debate, Unarmed, Folklore, Gaming (point familiarity option), Instrument (point familiarity option), Nature, Social (High Social), Alchemy, History, Present, Region, Tracking. Barred skills: Flitch, Open, Drive (Waggon), All workskills, Arcane, Theology, Healer, Herbalist, Low Social. Guise.

Liminal Caste Skills: Caste Ability: +20 any 4 skills and +40 to one skill.

+6 F points.

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

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

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

Allocate Basic Starting Equipment: The following equipment is provided – once only – to all characters entering play: One set of durable waterproof clothes tough enough to withstand an active lifestyle, plus a hooded waterproof cloak. Plus: a Bedroll, Basic Cooking Equipment, Firestarter, Knife, Lodestone, 20 Nails and Hammer, Small Pouch, Large Pouch, 30ft length of rope, One Weeks Travel Rations, Several Torches, and a One Gallon Waterskin. The GM may initially provide each character with an Average “Broken” Horse - if deemed necessary. Craftsmen have whatever basic tools are necessary for their trade, while Alchemists, Wizards and Saints also have a pen and necessary writing media. In regard to weapons; either a dagger (or equivalent) and any two weapons (with 30 missiles if a ranged weapon) or a dagger, 1 weapon and 20C. Character may select the following armour: chain mail, or reinforced leather and 20C. Characters may select either a medium shield or +5C (if shields are commonplace within the game-setting). See below for simplified armour, shield and weapon list; a fuller listing is given in sections 14.50 and 14.60. Earthers may have the weapons and armour cited for non warriors at the start of play, or the G.M ensuring they promptly acquires them when entering play for the first time. Experienced Characters have one extra weapon plus the best available armour suiting their general circumstances. Veterans may choice one +10/+10 sword and three other normal quality weapons and any suit of +10 armour.

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

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

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Basic Weapon and Armour List:
Weapon Human bite Human punch Human kick/headbutt Human chop Dagger Club Short Sword Warsword Falchion Axe BattleAxe Mace Hammer Quarterstaff 2 Spear 2 WarFlail Bastard Sword 1/2 GreatSword 2 Great Axe 2 War Maul 2 Long Spear 1u/ 2 Lance 1u/2 Weapon Dart Knife Hatchet Spear Sling Shortbow Longbow Yewbow Elfbow Crossbow: Arquebus Type Wooden Buckler Medium shield Round shield Kite Shield AM WF -30 -50 -40 -20 20[30] 30 30[50] 50 60 30 70 50 40 20/30 60 70 70/80 100 90 70 80/160 100/200 WF 20 30 40 50 70 60 80 100 110 120 150 Bonus -20 0 0 +50 ACC (-50) (-60) (-50) (-40) (-60) (-60) (-50) (-40) (-20) (-20) (-80) Mass 3lbs 5 lbs 7 lbs 7 lbs Melee Weapons: M/D Rng Type -10/-10 0 ch -10/-10 0 ch -10/-10 0 ch 0/0 0 ch -10/0 0 wb[sp] 0/0 1 ch 0/0 0 wb[sp] 20/10 1 wb/sp 10/10 1 wb[sp] 10/10 1 Hwb 20/15 2 Hwb/sp 10/10 1 Hch 20/10 1 Hch 0/10 1 ch 0/10 2 sp 20/10 2 sp or ch 10/10 2 wb/sp 20/20 3 wb/sp 20/20 3 Hwb 20/10 3 Hch 10/0 3 sp/sp charge! 20/20 3 sp/sp charge!
RANGED WEAPONS:

C X X X X 5C 0 15C 25C 22C 10C 12C 8C 10C 0/1C 1C 9C 30C 40C 15C 12C 3C 2C

20 40

M/D 10/10 0/10 15/15 10/0 10/15 10/10 15/20 20/30 10/10 10/10 10/10

Rng Type 8 sp 4 sp 8 wb 10 sp 100 sp 50 sp 70 sp 80 sp 100 sp 80 sp 100 wb Cost 5 Crowns 10 Crowns 15 Crowns 20 Crowns

S 1 1 1 1 1 1 1 1 1 1 1

ROF C AS 2S AS 6C AS 10C AS 1C 1/1 2C AS 6C AS 12C ! 16C AS ? 1/3 20C 1/6 30C Period Neolithic+ Bronze Age+ Bronze Age+ Early Medieval+ Cost: 2C 12C 50C 60C 30C 100C 500C

Armour Hardness bonus: Leather +20 Ringed and boiled +40 Metalled +50 Chain +60 Mail shirt +50 Breast Plate +80 Platemail +80

Min M M 0+ M 10+ M 15+ M 20+ Armour: D-ADD Weight +10 2 lbs +20 10 lbs +20 30 lbs +30 25 lbs +20 12 lbs +30 14 lbs +40 50 lbs

Action Penalty: -5 -10 -20 -30 -20 -15 -30

Some useful beginning spells (full descriptions given on pp 120-132): Astral Leap, Astral Shift, Avaelon Mist, Be Gone!, Cloak, Eclipse, Far Senses, Fearweave, Fireseed, Glories Arm, Glories Blast, Heal, Illusion, Invisibility, Iron skin, Lightning, Open/Lock, Mindspeech, Sorceries Sleep Swiftfeet, Smite or Superaction.

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Skills: 5.00 Skills:
The term “Skill” represents a character’s acquired knowledge and ability within a narrow but often vital sphere of endeavour; involving a physical, practical, learning-based or empathic ability. Their nature generally reflects the practical requirements of a culture– the (unfortunate) need to fight and defend, to trade, to understand, to recount socially-vital information and to survive a hazardous situation. Due to the broad degree of abilities encompassed by the term “skill”, Magonia divides these abilities into three groups derived from the Basic Score governing them - namely the categories of Physical, Mental and Soul. Skills that have no points allocated to them start at the cited untrained level, plus half the character’s relevant B-score. Expanded skill options are given in Section 5.40. In play, skills are usually improved by 1 point per 1 Growth allocated to them - although a specific skill may be increased by no more than 5 points per game session! “H” Class skills are harder to learn, with 2 Growth being required to improve a rating of such a skill by +1. A character’s B-score ratings (page 19) are added to skills, to represent innate talent. The BPhysical bonus is added to B-Physical skills; B-Soul bonus to B-Soul class skill throws. B-Mental skills may be boosted to the same degree if rated at zero or higher; otherwise they equal the default level – usually -50, less character’s B Mental bonus. Some skills have skill options. These are related sub-skills encompassed within a broad skill category (i.e. “Broadsword” within the “Melee” weapon category, or “Chess” or “Go” within “Gaming”). In play learning a new skill option requires 1 month of game time and 2 Growth; or bought for 2 skill points during character generation. Using an unknown skill option results in the main skill value being halved for that particular use! A player may opt for Adeptness within an existing skill option; adding a +2 bonus for each 1 point of Growth (and 1 week of game time) allocated to it, usually upto a bonus factor of +200. Adeptness may also be bought during character generation; 5 skill points buying +10 Adeptness in one skill option. Add +10 to WF per +50 Adeptness acquired with a

weapon.
Skill levels roughly equate to the following (subjective) degrees of ability: -50/-10: Untrained. 0 : Rudimentary +10: Inexperienced +20: Fair +30: Good +40 : Notable +60:+ Journeyman (Black Belt) +100: Master (2nd Dan) +150+: Heroic nd Each Dan after 2 Dan: +30 (plus +20 Adeptness) (based on 10 grade Black belt system)

Skill Descriptions:

5.10: Physical Skills

Untrained rating:

-10

This family of skills largely depends on character’s physical facilities. Armour Adeptness Measures the character’s ability to move deftly in heavy armour. This skill counters armour move and action penalties. Active Represents experience with performing notable feats of exertion in a stressful situation (swimming, dodging, making a mad dash towards a rapidly closing door, etc.) The character starts with 2 active sports as skill options (i.e Tennis, Rollerball, etc.) Climb Ability with difficult climbing situations involving high stone walls, cliffs, etc. 37

Creep The characters’ ability to move without drawing undue attention to him/herself. Also how well a character can hide from prying eyes – and also see those attempting to hide! Drive (Chariot, Waggon, Boat) Governs control and manoeuvring of a personal mode of transport - choose option. Flitch The character’s ability in picking pockets, cutting purses or generally “lifting” objects without being noticed; also their ability to avoid objects hidden on their person or elsewhere from being discovered during a causal search. Open Character’s ability to covertly open locks and similar barring mechanisms Ride (Horse,Great Wulf, Riding Lizard, Flying Mount) Ability to ride and perform unconventional manoeuvres with a mount – each class of mount is a different skill option. Survive (Temperate, Tropical, Desert, Ice wastes, Sea) How well a character can sustain themselves in a hostile environment – each class of environment being a skill option. Sailing/Pilot (water, flying) The character’s ability to handle a large sailing vessel – each class of environment is a different skill. Shoot (point familiarity option) H This skill represents the characters prowess with ranged weapons. Characters start with a skill option in 1 ranged weapon of their choice. Others may be bought, as desired. Note Shoot is an “H” class skill, as it’s harder to shoot someone than hit them in melee! Melee (point familiarity option) Melee measures the character’s degree of skill with melee weapons. Characters start with skill options in 4 melee weapons of their choice. Others may be bought, as desired. Shield The character’s ability to block a blow by placing a specially designed barrier – a shield – in its path. The variously sized shields in existence give a bonus or penalty to this skill; which cannot be used without one. In combat, the character must decide whether to defend with this skill or via Melee. Skinclad The Skinclad skill simulates the “Swords and Sorcery” genre convention of “barbarian” warriors engaging in combat dressed only in a loincloth – and surviving (more or less) uninjured! It provides an armour bonus equal to its rating – upto a level equal to the character’s D attribute. Subtract armour value x3 of any armour worn from this skill – minimum Skinclad reduction equalling 0.

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Track This skill is used to deduce the direction and number of a party based on their residual traces, along with their very general nature and actions. Usually, this skill only works in environments that retain an impression after being walked on. Unarmed The character’s ability with hand-to-hand combat; this skill represents western-style “martial arts” and “street-fighting. Personal damage bonus with this skill equals +2/+1 per 10 points of skill. Workskill Default level: -50

This class of skills represent physically-based knowledge with a commercial/social value. A number of such skill are defined below – representing skills possibly of use to adventurers and other heroic types. Most of these skills are the hallmark of skilled commoners and are hence not available to anybody with a Social Class of +2 or more. Other less “useful” skills (i.e. cooper, candlestick maker, undertaker, etc) can be defined as and when they occur or are demanded by a player. A character is unlikely to have very high Workskill ratings. An apprenticeship in most of these professions takes around seven years starting from boyhood. After this time – providing their work is of a sufficient standard – they are considered a Journeyman (with a skill of around 60 or so). To be considered a Master (having a skill rating of 100 or more) takes many more years - for some this is never attained.

Armoury Governs the manufacture of both weapons and armour. Character must have Blacksmith at 20+ in order to acquire this skill. Blacksmith The ability to construct everyday objects from metal such as nails and horseshoes. Only crude weapons (actually slightly modified farming implements) can be made with this skill. Brewer Ability to create palatable drinks from fermented cereals and/or fruit; an essential skill in eras with uncertain water quality! Butcher The ability to “cleanly” kill an animal and harvest the maximum amount of meat from its carcass. Builder Construction of structures for occupation and/or social use. Carpenter Making objects from wood. Also includes relevant jointing, fastening and finishing off techniques. Chandler/Inn Keeper The ability to keep a store or a service-based business profitable and fairly well run Cook The skill of preparing food in an attractive and palatable matter and combining ingredients to make prized exotic dishes. Farming The ability to successfully grow crops, raise animals and curate food for both sources for the winter. Also includes relevant land management skills. Housekeeper The practical ability to maintain and administer a household. Jeweller H The skill of performing delicate work with metal, rare enamels and precious stones and combine them to make attractive, valuable and desired items of jewellery.

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

5.20: Mental Skills:

Usual Untrained rating: -50

This family of skills largely depends on character’s mental facilities. A few, relating to sufficiently familiar skills, have a lower Untrained rating of -10 or lower. Battlecraft The art of successfully leading soldiers into battle and winning the day. Estate The ability to practically manage the logistical and administrative aspects of an “Estate” – which can represent anything from a large household upto a country or Empire! Education (point familiarity option) The characters general ability to read, write neatly and perform general mathematical functions. Often neglected in worlds whose technological basis is lower than Late Medieval. In heroic fantasy worlds, familiarity options include Astrology, Arithmetic, Grammar, Logic, Geometry, and Poetry. Engineer H The ability to create sophisticated mechanical devices composed of cogs, springs and similar mechanics. Character must also have a D rating of 15+. Often combined with magical knowledge to create even more highly advanced machines verging on the miraculous! Folklore Untrained: -10 This represents the character’s understanding of monsters and people in foreign lands. It is one of the skills most prone to the Hidden Knowledge rule cited above! Gaming (point familiarity option – see page 44) Untrained: -10 This skill provides a general understanding of various socially-based forms of entertainment. Character should initially choose familiarity with 3 games commonplace in the game-setting 40

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

5.30: Soul Skills

Untrained rating: -10

This family of skills depends on the character’s empathic nature. Untrained ratings are often much higher than the default in regard to mystical style skills. Alchemy (Point Familiarity Option) H Untrained: -100 Perquisites: I 30+, Herbalist 20+, Nature 20+, Folklore 20+, Latency or Wizardry 0+ This skill covers knowledge of the magical properties of animals, plants and minerals. This skill depends on the alchemist also knowing Formulas – instructions listing the ingredients and procedures required to create Elixirs encapsulating a magical (or near magical) effect. Alchemists with low Latency or Wizardry suffer a skill roll penalty equal to their negative 41

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

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

Combat Manoeuvres:
Iaidō is the Adeptness (Melee) skill option of deftly and instinctively drawing swords from their scabbards. It can be improved to +100 and be added to D in surprise or “unreadied weapon” situations. Adeptness can also improve other Combat Options, as follows: On Guard can be improved to +200; add to D in regard to Attack Order only, in non-surprise situations when bearing weapon and shield. Close Guard; Bind; Guard of Wraith; Death Blow; Riposte; Dual Weapon attack: Each can be improved to +200 each (subtracting any cited penalties to Adeptness rating). Armour Adeptness: Players may purchase Armour Adeptness for their characters, to counter Armour Action penalties. This may be subtracted from the action penalty for any armour, providing

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the M requirement is met. Penalty is reduced by 2 for each Growth point allocated. Maximum Adeptness level equals +50 (any excess is ignored; maximum bonus is “0”). Missile Skill: Hitting with a missile is harder than attacking a target in melee (or unarmed) combat brawling). Hence, 2 Growth is needed to improve Shoot by +1.

Unarmed.
Option - Detailed “Martial Arts” Rules. Untrained -50 Some games may wish to feature more detailed personal fighting arts. Skill points are allocated to this skill as per the easy rules, but four basic techniques can be developed separately, as per the Adeptness rule above: Chop: Direct strikes with a character’s forelimb. WF bonus resulting from this skill equals +2 per +50 skill Adeptness allocated to Chop. Defence: Adeptness allocated to this ability acts as a bonus to the Skinclad skill. Kicks: These are leg-based attacks designed push and/or overbalance opponents. Apply Adeptness Kcking skill as a bonus in attempts to overbalance a target. WF damage bonus resulting from this skill equals +10 per +50 of Adeptness allocated to Kick. Throw: Grappling attacks subtly using an opponent’s weight to overbalance them. Add Throw Adeptness rating as a bonus in such attacks. A Win thrown hurls the target 5 feet from their original position and pins them for 1 Recounter (or 10 feet with an additional STUN effect and a 2 Recounter pin upon an HERO result). WF damage with this skill is increased by +10 per 50 skill points allocated to throw. Specific styles are simulated by the degree of Adeptness each technique allows within the four basic techniques. Six sample “real life” martial arts are given below by way of example – available in fantasy worlds under different names! When developing styles, G.M’s should distribute a total of +280 Adeptness development limits between the four basic techniques. Allow for bonus actions if desired - but reduce Adeptness bonus limit for purposes of game balance. “Karate”: Kicks: Adeptness +200; Chops: Adeptness +200; Throw; Adeptness +100 Defence: Adeptness +100 “Judo”: Kicks: Adeptness +50; Chops: Adeptness +50 Throw; Adeptness +250; Defence: Adeptness +250 “Kung Fu”: Kicks: Adeptness :+150; Chops: Adeptness +150; Throw; Adeptness +150 Defence +150 (alter proportion of Adeptness to reflect specific “stance” styles) “Pankration: Kicks: Adeptness +140; Punch: Adeptness +120; Throw: Adeptness +120; Defence +100. “Sumo”: Throw: Adeptness +250 (unbalancing); Defence: Adeptness +250; Chops: Adeptness +0 Kick: +100. This combat art is only available to characters with the man-mountain Gift. “Eeee-Ekk ” (ancient Lancastrian fighting art): Throw: Adeptness +0; Defence: Adeptness +250; Chops: Adeptness +250 Kicks: Adeptness+0; Defence Adeptness may also be added as a surprise modifier. Attacker must use is welding a specially prepared black pudding to gain full Adeptness Chop benefit – otherwise halve skill (cost 1 Schilling, one new pudding needed for each fight).

Mental Mental Skills:
Option – The “Hidden Knowledge” rule:

Untrained: -50

This family of skills largely depends on the character’s mental facilities.

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

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until the character formally learns the truth! This is often the case with the Logos skill, in relation to the modern scientific concepts and laws that “Earthers” take for granted! Language The ability to speak in another language. The abundance of languages existing in most worlds – most of them unrelated - ensures that most tongues are separate skills. Some Example Languages: Diverse heroic fantasy worlds have many languages – while others have only one “common” tongue shared among the scattered race of humanity. As an aid to G.M’s and players, the following example languages are offered – which may be altered, renamed, dropped, ignored as desired. Modifiers indicate default chance for a human to speak the language (also apply as a penalty or bonus for an untutored human to understand an overheard conversation in that argot. Default time to learn one of these language to Skill rating “0” equals 2 weeks of game time per -10 penalty (minimum time 2 weeks). Each two weeks of tuition costs one Growth point.
Avaelic Currh Dwarven Provincial Edurn Goblic Korsc Kaate Kant Phounish (Species) Ungulan Nenyan Norlish Some Example Languages: Ancient human language – now the speech of the educated, Priests and magical practioners (-50) Language of the “Dogheads” (-50) Language of Dwarves (-100) “Common” human tongue of the campaign setting – most cultures in campaign setting understand it. (0) Language of the Blessed Ones. (-40) Language of the various Goblinoid species. (-60) Language of the old evil, dead(?) gods – unhallowed and shunned (-100) The secret language of singers, minstrels, performers and actors. (+10) The secret language of thieves and criminals (+10) An increasingly popular language, associated with an emergent culture with widespread trading links (-20) A generic indigenous language type rarely spoken outside its sphere of influence. (-60, 0 if character’s) Rival language to Provincial , introduced by a new, encroaching nation (-30) Language of elves, centaurs and other sylvan races. (-80) Tongue of the feared Norlingas raiders (-40)

Defined Social Skill-Options:
Social skills are important in Magonia! It is therefore useful for characters to learn such abilities, to better interact with their culture and others they encounter during play. However, it is often difficult for players to allot points to effectively unknowable skill-options; what social abilities would characters possess in a heroic world? Therefore, to aid the allocation of social skill points, various examples of social skills – based on actual ancient and medieval era examples - are defined below. Many have been given generic names to better fit into a bespoke fantasy setting isolated from Earth. These should be replaced in instances where G.M’s have created their own unique forms of music, dance and games. All cited instances are Social Skilloptions requiring +2 skill points (or 1 Growth point, 1 week) to acquire at current main skill level. All can be improved via the Adeptness rule should specialisation be desired. Active Physical Dances: Artistic (i.e. Ballet); Courtly(H); Festive; Ritual; Seasonal . Active Physical Games: “Batball” (Cricket); “Ballbounds” (Medieval feetball); “Court-Tennis” (Royal Tennis)(H); “Run-Tag-Hide; “Stickball” (Hurley); “Nets” (basketball). Gaming “Fortuna” (a card game played with a Tarot like deck); Millstones” (Nine Mens Morris); “Thrones” (Chess); “Queensbane” (Fiochell)(H); “Warriors” (Draughts). Type: Aerophones: Enclosed String: Keyboard: Percussive: Open Stringed: Instruments: Voice, Bagpipes; Horn(m); Pipes; Mainflute (Recorder) Slidebone (Sakbutte). Buk: (Rebec - early Fiddle); SubBuk (Hurdy Gurdy); Lutt (Lute/Ood). Organ; String-Organ (Harpsichord) Bells; Cymbals; Drum (m), Rattle; Soundsticks (Xylophone). Boxharp (Hammer Dulcimer); Harp; Lyre.

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

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Soul Skills
Yogic H

Untrained: -100

Perquisites: P or C +20, Philosophy 20+, Healer 20+ (or take an additional 2 point Bane). This skill represents a series of exotic abilities. These skills should always be rare and exotic; due to this, the G.M may rule that these skills can only be developed during play! Hypnosis – the ability to induce a restive trance, recover forgotten memories or implant one suggestion into the subject. This procedure takes around half an hour– the recipient being totally immobile during that time. A Win result increases healing or spell stress recovery rate by x1.5 for that day; or implants one suggestion (or recovers one memory) A Hero result rest doubles spell stress recovery or healing for that day, or implants two suggestions (or recovering two memories). A Sore result results in a negative experience resulting in a -20 penalty to all actions for that day! The host of these implanted suggestions resists them with their Composure score vs. that of the hypnotist. The suggestion is broken once the character successfully resists it. Body Control – Through subtle training of the body - often involving sacred dance - a character may boost his or her physical attributes or skills. A Win result involving the Body Control skill and 5 minutes of effort adds 10% to their attributes or skills for 5 minutes of game time. A Hero result adds either 50% of their Body Control skill for 5 minutes of game time or the usual 10% “boost” for 10 minutes of game time! A Sore result induces a -20 penalty in all actions for half a day! The G.M has the final say on what skills or attributes may be so boosted! Chi Channelling: This skill may be used to induce Wuxia feats (as per the rules on page 10) but without the need to expend an F point! Difficulty is usually 40, +20 per Wuxia feat enacted within the space of one (game) hour. A Hero result indicates the attempt doesn’t add to accumulated difficulty – or the character can forego the action and halve accumulated difficulty. A Sore result indicates a failed attempt at a Wuxia feat and adds +50 to accumulated difficulty! Pressure Points: This skill has several uses. The main utility of this skill is in healing; successful use of this skill increases a character’s healing rate by a factor of x1.5 per day (x2 for a Hero result). A Sore result voids any healing for two days! Another - more unfortunate - use is in attack - namely to immobilise or discomfort an enemy. When hitting someone in combat a possessor of the Pressure Points skill may roll vs. the target’s Hardness (multiplying any armour worn by x2). Sore; Next attempt to use Pressure Points skill is halved Fail; No effect Win; Character either takes a Bash result (dropping anything they are holding) or falls unconscious for 80 seconds less S attribute. Hero: Target either staggers 2 feet and falls down immobilised for 80 seconds (less S) or falls unconscious for 360 seconds less victim’s S Score. Furthermore, Add Pressure Points skill/ 5 to weapon WF. Other Yogic Skills may be invented as required by the G.M.

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

Physical Skills: Drive (car, bicycle, aircraft,Tracked vehicle):Earthers may choose one or more of these particular Options for drive, if desired. Ride: In-game point familiarity must be acquired to ride a Great Wulf, Riding Lizard and Flying Mount without penalty. Repair:Ability to fix modern Earth devices (for the purposes of this game this is deemed to be a mixture of mechanics and electronics) Sailing/Pilot: In game point familiarity required for flying option Melee: Melee skills are usually limited to the following choices: Knife, Shortsword, Club, Hammer, Quarterstaff. Learning any other costs 10 skill points to learn at “0”, but is improved as per the rules thereafter. Shoot: Skill totals will usually relate to modern firearms; most characters being unfamiliar with pre technological ranged weapons and start with these at a default level! They may enter play with the knowledge of one primitive ranged weapon via the skill familiarity rule. Workskill: Points may be allocated to these as desired - most still exist today! Options specific to modern Earth - Mechanic, Electrician, Driver, Office Worker, Store worker are available as background options. Most of these skills exist prior to 1900; although electrician should be fairly rare until the 1890’s. Mental and Soul skills: Education: Earthers have a skill rating of 0 in regard to reading and writing in relation to the Game Setting (unless the notation used is very similar to a known Earthly one) Learning a crossover world’s writing system requires a point familiarity and 1-3 months of study. Earthers’ however gain a +20 bonus in regard to mathematical related tasks! Gaming: In-game point familiarity required for games unique to the game-setting. Instrument: In-game point familiarity must be required to play instruments novel to the crossover world as per the instrument point familiarity rules. Healer: Character has a +20 bonus in regard to healing techniques but acquire an additional 40 Difficulty in regard to treating patients with unfamiliar medicinal plants native to the crossover world. Creatures notably different to humans are treated at ½ Healer skill. Learning either requires a point familiarity and 3 months of study. Science: This skill represents the specialised, sophisticated understanding of the natural world commonplace in modern Earth society. Due to the extent of knowledge they encompass, each form of science is a separate skill. Understanding of basic scientific laws and principles is covered by the Education skill. Earther characters starts with one Science skill (at “0”) if they have an I of +10 or more. Additional Science skills may be selected of 2 skill points for a level 0 skill. Science specialities may be chosen and defined as desired – although the G.M is free to veto choices that could seriously unbalance play! Skills may be improved as normal thereafter. In worlds comparable to Earth, skills Anatomy, Geology, Physics, Chemistry, Meteorology, and Psychology can be used without penalty, but will be hampered by the lack of modern information resources (extra 10 to 50 Difficulty penalty). In similar settings skills such as Archaeology, Anthropology, Astronomy, Sociology and Geography suffer from a -50 penalty, mitigated through learning at a rate equal to half the character’s B-mental score per month. Many skills will be seriously hampered by the character’s inability to study texts written in Game-setting languages; the G.M may rule that the -50 penalty cannot be removed until the character has acquired +10 ability in one Game world language and the ability to read texts written in it (the latter taking at least one game month and an additional 5 Growth points).

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

Passive Task Difficulty Factors: Difficulty In Relation to skill/task, action is: Factor (Simple+) +80. Simple: An everyday, basic task any normal child could do! +40. Easy An average task 0. Taxing A task with a slightly higher-than-average degree of difficulty -20. Hard A task with a notable degree of difficulty -40. Difficult A very difficult task -80. Complex A highly complex task -120. Daunting Ever more complex…. -160. Formidable A virtually impossible task! -200. Impossible “You cannot do this, mortal”! -300. (Impossible+) -400. Difficulty can be reduced or increased by hurrying or taking extra time to complete a task: Take double time to attempt task = Task drops 1 Difficulty factor. Take half time to attempt task = Increase Difficulty factor by 1.

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

6.10: 6.10: Species
The Expanded rule offers more species options, depicted in greater detail. Each species has specific banes and gifts; the extent of which subtracts or adds to the character’s base Trait Points pool. If not otherwise specified, characters are assumed to be human. Players should check with their G.M as to the species type available – as some games may be set in worlds exclusively occupied by humans, or where non humans are not available as player characters. Note any cited Trait points adjustment and apply on reaching the Gifts and Banes section. Species’ Gifts and Banes don’t count towards custom Gift or Bane allocation limits. Option: Physical differences between male and females: Players may optionally make the following adjustments to their character’s physical attributes if depicting a female of a sexually-dimorphic species; namely all species other than Seraphs, Dwarves, Goblins and Ogres. Subtract -10 from M and S but add +10 to D and +10 to either W and P or increase F by +1. “Dimorphic” Females are limited to 80% of M in relation to their selected M development option, but the development limit on D and W is increased by +50. Females of sexually dimorphic species can choose the -1 “WarriorWoman” Gift to circumvent the above – effectively ignoring the above attribute adjustments. Humans: Base Trait Points Native Language: Provincial or other indigenous tongue.

Humans represent the most widespread and influential intelligent species in most game-settings. While possessing notable cultural, technological and some slight anatomical differences, they are virtually identical to the humans of modern Earth.

+10 Any attribute +1 F +20 any one skill Traits: Prolific (-1) Restless (+1), Human Folly(+1) SPC: +80M +160 M & S physical, +300 mental, Soul +300, Wizardry +300 Life: Human Cultures: Any. Centaur -7 Trait Points Native Language: Nenyan & Provincial
A creature resembling a combination of man and horse – usually with a horses’ body and legs at the rear and a human torso, arms and head at the front. While notably wise they are also lusty and passionate. Centaurs live in small bands within forested areas unoccupied by humans, often co-existing with elves.

+20 M, S, +10 I, P or C Species Enemy: Goblins /and nature-defilers (+1) Restless(+1) Large(+1), Rare(+1), Rural(+1), Mentor(+1). Swift (-1) Quadruped (-2) +20 (one skill) (-1) SPC: +300 Mental, +200 Physical Soul +300 Wizardry+300: Life: Enduring (-2) 48

Cultures: Aesthetic, Barbarian, Idyllic, Wanderer, Revier (+10 active in place of ride/drive/boat/sailor option) Doghead +2 Trait Points Native Language: Indig (“Doghead”) & Provincial
Dogheads resemble humans with piebald pelts, a tail and a distinctive fanged canine head. They often live in small rural communities separate from humans. Popular culture depicts them as capricious maneaters although some have integrated well into human society, with one member of their race becoming a Saint venerated throughout the human world!

+10 S -10 P Species Enemy: varies (Goblins,humans or elves). (+1), Chimera (+1), Maneaters(+1), distinctive smell(+1). 30/10 bite(-1) +20 sense (smell (-1) ) SPC: +80M, +120 M & S, +200 Mental, Soul +300 and Wizardry+300 Life: Human. Culture: Barbarian, Idyllic, Feudal, Remnant, Revier
Dragkaan

-4 Trait Points

Native Language: Indig. (Drakaa)

Resembling bipedal salamanders, these cold blooded creatures are thought to have first appeared millions of years before humanity. Their original ancient culture is now lost to time, having been destroyed in a terrible disaster that caused them to revert to more savage ways. A variation of this species – sometimes called the “pisckaani” - live beneath the oceans but can dwell on land for short periods.

M: +10, S:+5, D -10, C +5, P -10 Tough Skin(-1) Enhanced Vision(-1) , Sprightly(-1), Bite(-1). {Pisckann have “Gills”(-1)} Cold Blooded (+1), Fearful Symmetry (+1), Rare(+1). {Pisckaan are Amphibious(+1)} SPC: +120 physical, +200 Mental, Soul +100 and Wizardry+300 Life: Enduring (-2). Culture: Remnant, Decadent, Revier. Dwarf: -2 Trait Points Native Language: Dwarven & Provincial

Dwarves are small, muscular human-like creatures standing around 4 feet 6 inches high. Gruff, secretive and often avaricious by nature, dwarves dwell in large underground caverns carved into awe-inspiring forms.

+10 M,S,D. Species enemy: Goblinkin (+1) Small-tough (0) Rarely sickens. (-2) Gloomsight (-1) Workskill (-1) (+20 in Armourer,Blacksmith, Jeweller or Mason). Gruff (+1), Distain(Elves) (+1), Horder (+1), Do no evil(+1), Protect Clan. (+1) Reclusive, (+1) SPC: +60 M, 120 D & S, +200 Mental; +. Soul +300 Wizardry:+400 Life: Enduring (-2) Cultures: Imperial, Trader, Decadent. Elf: Provincial -5 Trait Points Native Language: Nenyan &

The Elves are tall, noble (often aloof) creatures of often extreme beauty naturally skilled in the magical arts, residing deep within the world’s oldest forests. Some human faiths fear them as “soulless”, although the precise meaning of this is unclear. The immortal Elves often adopt a superior attitude towards other species, believing their ancient culture to be the most learned and enlightened in existence.

+10 D, -10 M , +10 I, +10 C or P Species enemy: Goblinkin (+1) No x rated Banes (-1) Far Vision and hearing (+20), (-2) Unaging (-4) Rarelysickens-2(-2) Quiet (+20) (-1) - Aloof(+1), Distain (mortals and Dwarves)(+2) , Elegance(+1), Do no evil(+1), Protect nature(+1), Rare (+1). SPC: +200 D, +100 S, +60 M, +300 Mental, Soul +400 and Wizardry: +500 Life: Immortal.
Cultures: Aesthetic, Decadent, Hunter, Imperial, Wanderer or Idyllic. “Spartan” is also possible where an Elven culture exists in a war-wacked area and has enslaved a group of former “hostiles”.

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Giant

-10 Trait Points

Native Language: Provincial .

Giants are boisterous (and often dangerous) beings resembling humans but standing10 feet tall or higher. They often live singly or in very small groups, often extorting large quantities of food from neighbouring human communities. Their poor personal hygiene and vile habits are legendary as their craving for manflesh!

+100 M, - 20 D, +60 S -10 I, -40 C, +10 P + Skin +10(-1) Improved senses (smell)(-1) +20 Extra Reach (-4) Bestial(+1), Crude(+1), Giant(+2), Hated(+1), Maneater(+1 ), No abstract symbology(+1). SPC: +300 S & M, +50 D, +50 Mental, Soul +200 and No Wizardry ability. Life: Enduring. Cultures: Barbarian, Revier, Remnant, Wanderer Goblin -3 Trait Points Native Language: Gobik & Provincial
Goblins are slightly shorter than the average human, with greenish warty skin, gangly limbs and pronounced, pointed facial features. They have reputation as dexterous pranksters. While innately magical they often fly into protracted frenzied rages when put under sudden pressure.

+20 D, -10 M +10 I, -20 C, -20 P +10 Wizardry. Species Enemy: most species consider them minor pests, Urruks enslave them (+1). Bad Tempered (+1), Fearful Symmetry (+1) or Oppressed (+1), Distinctive Smell (+1). Gloomsight (-1), Climb (+20) (-1) SPC: M:+50, D & S +120, +300 Mental, +300 Soul, +400,Wizardry, Life: Enduring (-2). Culture: Barbarian, Decadent, Feudal, Hunter, Helot, Idyllic, Imperial, Revier, Remnant,
Wanderer

HelTrull

-10 Trait Points

Native Language: Gobik and Provincial

This sub race of Trull are as tall and ugly as normal Trulls (see below) but are smarter and slightly weaker. Their lack of natural weaponry is compensated by notable innate magical ability. Some legends depict them as the sires of all the other goblik races.

+20 M, - 10 D, +20 S +10 I, -40 C, -40 P Skin +10 (-1), Gloomsight (-1), Reach +2 (-2) Bane (+1), Hated (+1), Large(+1), Maneater (+1). SPC: +200 M & S, +100 D, +120 Mental and +100 Soul,Wizardry:+300 Life: Enduring (-2). Culture: Barbarian, Feudal, Revier, Remnant. Hobb +10 Trait Points Native Language: Gobik & Provincial

A small, physically weak but endurable and fecund breed of Goblin, who either live independently within their own communities or enslaved by other stronger peoples (including humanity).

-10 M, +20 D, +20 S -10 I. -10 C, -10 P [Wizardry limited to -10] Species Enemy: More often “victim” than “victimiser”… (+1) Crude (+1), Brutal(+1), Oppressed(+1), Distinctive smell(+1). Gloomsight (-1), Fertile (-1). SPC: +30 M, +100 S & D, +100 Mental, +100 Soul. Life: ½ Human(+1)
Culture: Barbarian, Feudal, Helot, Remnant, Wanderer

Manimal:

+3 Trait Points

Native Language: any 1 human Language.

Scattered throughout the world are various animals who have – either through natural adaptation, divine intervention, a curse or magic – have acquired bipedal form, hands, an intellect and culture comparable to humans. Unfortunately, they have an uneasy relationship with other species.

+10 S,D or M -10 I,C,P +20 between all physical skills (-1)+ Fur, Claws and Teeth (-3) and choose 2 of the following 1 point gifts: Swift, Flight, Enhanced vision, hearing and/ or smell, gills, flippers, hold breath (x2), Gloomsight, Tail, Primitive, Shy, Rural , Distinctive Smell and two of the following 1 point banes: Brutal, Maneater, Cold Blooded, Large, Small, Rare, Cursed, Poor, Oppressed, Distain (species), Fear, Protect Nature, Unvalued. 50

Or one of the following 2 point banes: Bestial, No Abstract Symbology, Mostly Mute SPC: +120 Physical, +200 Mental, +300 Soul, Wizardry:+=300 Culture: Barbarian, Idyllic, Helot, Remnant, Wanderer. Ogre +6 Trait Points

Life: Human.

Native Language: Gobik & Provincial

A smaller variety of giant, these ugly muscular brutes live in forsaken ruins and caverns. Still at a Stone Age level of development, they are feared for their aggression and battle-rage.

+20 S, +40 M -10 C and I, P -20 [Wizardry limited to -10] Species Enemy: All non-evil peoples (+3) Crude(+1), Brutal (or Disturbing Symmetry)(+1), Maneaters(+1), Large (+1), Distinctive smell (+1). Gloomsight-2 (-2) Skin-2(+20)(-2), Reach +1(-1) SPC: +200 M & S (+50 D), +20 Mental and +40 Soul. Life: Human . Culture: Barbarian, Revier. Seraph -12 Trait Points Native Language: Nenyan

These entities represent an admixture of mortal and supernatural being– precise origin story and abilities will vary! Most species produce Seraphs - to create a Seraph of a specific species, select a species template and add this one. They can be good, evil or neutral in disposition.

+20 Wizardry, Piety or Latency, or +60 Skill points or +30 Attribute points. (-2) Species enemy: All Evil or all All Good beings (+3). Rarely sickens (-1) Bodily Return (-4) Unaging (-4) or; +80 skill/attribute points or; +100 skill/attribute points and Enduring. Elegance(+1), Do no evil (or oppose Good)(+1), Fight evil (or Good)(+1), High Ideals(+1), Rare (+1). SPC: +80 to species’ Physical, Mental and Soul limits, +100 to Wizardry Lifespan: Immortal or Enduring. Culture: Any but Hunter or Revier Urrk +4 Trait Points Native Language: Gobik & Provincial

Urrks are very tall and physically strong sub-species of goblin. They have jutting, simian faces with large, protruding tusk-like teeth. They are rumoured to have originated from an attempt to crossbreed humans and goblins carried out centuries ago by a long-vanquished Dark Lord. Urrks are feared as ill-tempered warriors with bestial habits and foul speech, but have also acquired a reputation as formidable empire-builders!

+20 M, +10 S -5 C,I, P -10 Species Enemy: Most other sentient species (+2)! +20 between all physical skills (+1) Crude (or Disturbing Symmetry or Oppressed) (+1) Brutal (or Enemy or Heretic) (+1) Maneaters (+1), Distinctive Smell (+1). Gloomsight (-1) +10 Skin (-1) Natural Weapons (teeth) 30/10 (-1) SPC: +140 physical, +200 Mental, +100 Soul and Wizardry:+200 Life: Human
Culture: Barbarian, Spartan, Remnant, Helot, Wanderer, Revier.

Trull

+8 Trait Points

Native Language: none

Tall, ugly, stupid but superstrong hulks with thick skins, iron-hard claws and broad, fanged jaws. Barely smarter than a dog, some races (such as Goblins and Urrks) often use them to supplement their armies.

+50 M, - 10 D, +40 S -40 I, -40 C, -40 P Skin +20 (-2), Natural Weapons (60/30) (-2). Gloomsight(-1). Reach +2 (-1) - Bestial(+1), No Abstract Symbology(+2), Mostly Mute(+2), Hated(+1), Large(+1), Maneater (+1). SPC: +300 M & S, +30 D, +10 Mental, +20 Soul, No Wizardry or Saint ability. Life: Enduring (-2). Cultures: Barbarian, Remnant or Revier. 51

B: Select Variant option (if desired):

6.20 – Variants:
Many contemporary works of fantasy - while as full of magic and wonders as any other often feature worlds inhabited only by humans. However, such worlds often feature specific racial groups possessing distinctive aspects beyond mere cultural skill biases. Hence, the Magonia system uses Variants to simulate this aspect of fantasy. Presented much like the species featured previously, Variants represent inherited racial variations often resulting from highly specialised lifestyles or adaptation to difficult environments. While a few Variants have sufficiently startling attributes which seemingly infer they are actually another species – they are nonetheless human in all other respects. Most significantly of all, Variants can freely interbreed with more “conventional” humans if they so wish! In addition to significant inherited traits, Variants often have a distinctive language or sublanguage, facial features and build; suggestions are occasionally given below that G.Ms may overrule and replace with their own. Players utilising fantasy worlds occupied only by humans (or another species) are still free to choose the “Seraph” option - with G.M approval. Note any cited Trait points adjustment and apply on reaching the Banes and Gifts section. Variant Gift and Banes don’t count towards custom Gift or Bane allocation limits. “X” rated Variants are banned in child-based and Christian settings, while “!” rated Variants are limited to non-sensual type gifts and banes in the same two settings. If no Variant option is selected, character is assumed to be a standard human. Option –Variants and Culture. Each variant has an associated culture – representing the most common social organisation of that breed. However the character can select any Culture they desire – variants (being human) are flexible and adapt where necessary! Option – Using Species and Variants: In games that feature species, the G.M may also permit a player to also choose a variant – providing it does not “clash” with the player character’s species. The cultural origin will (of course) differ from that cited, which defines the Variant in terms of a fantasy human society. Option - Mixing Species and Variants: It is also possible to both combine a Species and a Variant; resulting in various niche specific sub-species. G.Ms are warned that allowing this option lengthens and complicates character generation! Option- Sub-Languages: A sub-language is related to a dominant language group but has mutated sufficiently to be no longer easily comprehensible to speakers of the original “root” language”. Speakers of the original root language have a +40 Difficulty to comprehend it. Option- Interbreeding: The offspring of two different Variants can be represented by interchanging the traits of one group with that of the other. The G.M should ensure the resulting character is not overbalanced in terms of attribute and trait values. Interbreeding between one group with no special traits and another who possess them result in a character with 2 gifts (or half the

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cited attribute bonuses and penalties) and two banes of equal value. This can be one in-game rationale for characters selecting specific Gifts and Banes. Aeriewrights Trait Points: -1 Culture: Idyllic It is not known how the Aeriewrights acquired their wings - whether as a curse or a blessing. But being aware how much normal men fear difference they stay in obscure places hoping to be left alone. But some feel an urge to explore the realms of “normal” men…. +10D Banes Distinctive Attribute (Wings), Poor, Rural, Shy, Protect Nature, Gifts Far Vision, Flight of Servitors (-2), Clawed Feet, Swift Cultural Limitations: All bar Helot or Imperial. ! Amazons Trait Points: -3 Culture: Any bar Helot The Amazons are a race of warrior women from a country where men are placid and physically weaker; resulting in females being the socially dominant sex in their culture. +10 M, S or D Banes {Distinctive Attribute (one Breast), or Flamboyant}, Large, {Aloof, Assexual, Lesbian or Sexual Predator}, {Vile in War or Rigid Code}. Gifts Far Hearing or Far Vision, Heals quickly, Warrior-Woman, Adept (Melee or Shoot) {Bisexual, Good in Bed, Well Endowed or Adept (Melee or Shoot)} Bear (Wulf) Men Trait Points: -1 Culture: Barbarian Deep in the forest dwell the Bear men and the Wulfmen. Appearing as dirty, uncouth woodsmen they have the ability to change into a fearsome bestial form filled with battle rage resembling either a bear or wolf! +10M, +10 S, -10 C Banes Alehouse of Fleas, *Distinctive reek, Large, Brazen Ape, Rural Gifts Berserkergangr, Hairy, Transform into Monster (-3) Cultural limitations: All bar Aesthetic, Helot and Imperial Blessed People Trait points: -4 Culture: Imperial, Idyllic or Wanderer These are the remnants of an older race of men, famed for their virtue and innate nobility. Once numerous they are now scattered throughout the land . +10D, +10S, +10 C, +10 P, +10 I Gifts: Enduring, Resists Disease. Banes: Aloof; No “x” rated Physical, Mental, Sensual or Soul Banes, Scattered, Cultural limitations: All bar Barbarian, Helot, Spartan and Imperial, Cave Dwellers Trait Points: +1 Culture: Barbarian, Remnant or Revier It is said the first men dwelt in caves. If this is true, some people never left them - most notably the mysterious and feared “cave dwellers”. +10 D Banes: Distinctive Attribute (pasty white skin, reddish reflective eyes), Shun The Light! (+1), Distain (all other humans), Primitive, Subterranean, Gifts: Far Hearing, Gloomsight, Quiet, Small-Tough (0)

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Chyldkinde Trait Points: 0 Culture: Idyllic Far away from prying eyes live the Chyldkinde – human in most respects other than for their small size – a fully grown Chyldkinde only standing as tall as a normal 8 year old human. While physically feeble they are renowned for their inner strength. -20M +20 C Banes: Small, Rural, Large Appetite , Hedonist. Gifts: Quiet, Sprightly, Tough. Druidi Trait points: -3 Culture: Aesthetic,Wanderers. During The Last Great War Between Gods, men were often callously used as pawns in their struggles, often for no real reward – sometimes not even survival! But one kindly god was moved by the selfless love shown by His followers; not least in forever dedicating themselves to fighting evil. For this, He showered them with many gifts. But some say He let them drink too deeply from the chalice of His power… The dark stories circulating around the Druidi have made some rulers ban them from their lands, on pain of death. +10 Wizardry, +10 Piety, +10 in either Wizardry, Piety or any other attribute. Banes Fearful Symmetry, {Mentor and Flamboyant or Outlaw (+2)}, Do no evil, Fight Evil, * Magical Aura, Over-Pious, Unappealling, Gifts Lucky, Divine Pact (-6), Wryd-blessed Provincial Trait Points: -1 Culture: Imperial Warriors from The Province - marched from their lands half a millennium ago and conquered half the world! While their empire is now ruins, they spread their cultural gifts through the realms, which still persist today. While respected for their art, The Provincials are recalled as being harsh, aloof masters who loved only money. +10 I, +10 P Banes: Aloof, Hard Masters, Loves Money, Rigid Etiquette Gift: Adept (any skill +20), Sprightly (-2) Heloti Trait Points: -4 Culture: Helot or Remnant. During the Worlddawn a group of humans were enslaved by a Dark Lord in order to work the fields used to feed His warband. To perform this task the “Lord of Slaves” blessed and cursed the Heloti in equal measure. While this Master of Lies was eventually cast into the void, the Heloti remain a people enslaved, although this time “only” by men…. +10 S Short, Slouched and barrel-chested Banes Compliant, Distinctive Attribute (small and stocky), Fear (of overlord’s wraith), {Oppressed (+2) or Outlaw (+2)}, Rural, Shy, Gifts Adept (Farming+20), Heals quickly and Rarely Sickens, Sprightly (-2),* Small-Tough (0), Enemy Race (overseers). Highlonders Trait Points: -1 Culture: Barbarian The Borderealms is a desolate contested land of virgin forest, majestic mountain ranges and expansive grasslands. This realm is host to numerous, seemingly unending conflict between encroaching civilised outsiders and the areas’ indigenous inhabitants – the Highlonders. This breed of lithe, hairy people is divided into extended families called “Clanns”, who often fight among themselves as much as they do with “Civics”. Highlonders are enthusiastic tattooists; each clann having its own distinctive styles of skin patterning. Although generally hostile to

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outsiders it is possible to win their trust - with friends and their own Clann-kin they show themselves as amiable, if somewhat Taboo-ridden and lusty for both drink and sex! +10D, +10 S, -20 C Gifts: Adept (Spear)+20, Far Vision, Hairy, Resistant to Cold, Swift Banes: Distinctive features (tattoos), Heavy Drinker, {Sexual Predator or -10 reaction)}, Taboos Horse Folk Trait Points: -5 Culture: Feudal D+10, C or P +10 Situated on the Great Plains are a special breed of people spiritually linked to horses, a beast who shares this great grassy expanse. Noble and proud, the Horse Folk (sometimes also called the “Horsainglis”) make good friends but fearsome enemies. Banes Aloof, Elegant, Gisa (never hurt or abuse horses) Rural, Shy Gifts Beast-Bond (Horses), Healing (Horses) +20, Adept-2 (ride (horse) +40 Elegance, High Ideals, Loyal, Wryd-blessed X Houas Trait Points -4 Culture: Decadent Termed by some “the Sacred Harlots”, the Houas serve a goddess having power over Earth and Love. The Houas believe they are truly blessed by as they carry out Her Strictures without restraint. But others scorn them as sluttish heretics who -possibly wilfully – have misinterpreted certain key texts associated with their religion! +20 P, +10 Piety Banes: Feared, Heretic (+2), Sexual Predator, Spiteful, Well Groomed, Vain. Gifts: Appealling, Gregarious, Rarely Sickens, Sense Lies, Fertile, Good in Bed, Sensual Charisma, Well Endowed Icelonders Trait points: -3 Culture: Barbarian The Icelonders dwell far to the north within a featureless landscape of snow and coldness; +20S, -10 P Banes: Alehouse of Fleas, Distinctive Attribute, Poor, Primitive, Rural, taboos (cleaniness and food) Gifts: Resistant to Cold (+40)(-2). Adept-2 Survival (Icelonds)+20(-3), Protecting Spirit Magonians Trait Points: -4 Culture: Aesthetic The Magonians reside within the “Closed Realm” of Magonia. Hundreds of years past they occupied Lyonnuis, a large island once located far to the west. Due to their dabbling in dark, arcane powers, Lyonnuis was suddenly dragged beneath the waves! Fortunately, some survived by magically transporting a portion their land into a mystical realm. This eldritch land, called “Magonia” in their language now floats within that alternative reality, intermittently visible in some places. The Magonians were famous for their flying ships – but their building and handling is now mostly a lost art. +10 C or P, +20 Wizardry Banes: Aloof (all other people), Well groomed, Rare. Gifts: Adept (+20 any 1 skill), Enduring (-2), Rarely Sickens.

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ManEaters Trait Points: -4 Culture: Any but Helot. Within the ancient, misty forests dwell the ManEaters, a despised people who prey on those who live around them for food and sacrifices. Their unholy appetites have cursed their kind with natural scar-like marks upon their faces and thin, pointy teeth. The ManEater gods are as harsh, cannibalistic and uncaring as the people who serve them. +10M, -10S +10 Piety Banes: Distinctive Attribute (scarring and teeth), Distain (species), Hated, Maneater, Primitive, Taboos (sacred areas and sacrifice rituals), Vile in War Gifts: Teeth (20/5), +20 Sense of smell, Quiet, Resistant to Poison, Intuitive, Passion (for skills and acts associated with the collection of people for eating and sacrifice) Race Enemy (all non maneaters) (+2) Marsh Tygers Trait Points: +1 Culture: Idyllic These ill-regarded crude and brazen folk live in the Great Marshes. While considered a diseased, misbegotten realm by other peoples, the Marsh Tygers somehow eek a reasonable living from this region. They are known for their stilt-walking skills, a trick used by the Tygers to traverse the Great Marshes’ boggier areas. Several attempts to drain this area to render it more profitable failed on meeting fierce resistance – the locals acquiring the “Tyger” epithet as a consequence. Their care of the Marshes is equally attributable to a fear of offending the powerful “Bog Faeries” – a dread which may not be entirely baseless… +10 D, -10 P Banes: Brazen Ape, Crude, Fear (Marsh Ghosts), Gruff, Rural, Protect Nature (Marshes) Gifts: Rarely Sickens, Adept (Active+20 (Use Stilts), Adept (Bow)+20, Survival (Marshland)+20 Protecting Spirit (“Marsh Gods”) Merpeople Trait Points: -2 Culture: Idyllic One race of humans – the Merpeople - spurned the land and adopted the sea as their home. Amphibious, the lower part of their bodies can magically change from a fish’s to humanlike at will. Some normal humans regard them with romantic longing – others fearing them as bloodthirsty “wreckers”. S+20 Amphibious (6 hours) (+1), Dreaded (+1), Slow (on land) (+1), Transform to human form (lower body only) (+1), Primitive (+1). Gifts *Flippers (-1), Gills (-2), Adept-2 (Active (Swim) +40)(-2) MoonKyne Trait points: -7 Culture: Aesthetic In ancient times gods walked the earth with men. One group was especially loved by the Moon Goddess, who blessed them with various gifts just prior to Her ascension. This special bond, however, causes fear and loathing in some. Many Moonkyne are notable dancers and singers! +10 C, +10 D +10S +30 Piety Banes: Distinctive Attribute (angular shaped head, large eyes and long auburn hair), Enemy (rival cults), Feared*, Sacred Aura, Gifts Sprightly (-2),* High Ideals, Fertile, Sensual Charisma.

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Norlingas Trait Points: -1 Culture: Revier or Barbarian These dirty man-monsters from the harsh country of Norland strike terror in the hearts of all civilized peoples. Obsessed with racial purity and hungry for land, pillage and war, the Norlingas invade countries with large warbands that kill, dispossess or enslave all before them! +10 M, +20 S -10 C, -10 P High foreheads, long blond hair, guttural speech. Banes Alehouse of Fleas, Feared, Isolationist, Vile In War. Gifts Berserkergangr, Heals quickly, Resistant to cold and hunger, Tough or Passion (racial purity) Sandlingas Trait Points: -2 Culture: Wanderer Bands of enigmatic Sandlingas can be founding travelling between the watering holes of the Endless Desert. While noble and deeply religious they are also unwelcoming to outsiders. Their artefacts echo their religious beliefs and world view – which many find disturbing. +10 S , +10 Piety, -10 P Tall, thin build with dusky skin. Banes: Aloof, Distinctive Attribute (morphology) Distain (outsiders), Fearful Symmetry, Isolationist, Over Pious, Scattered. Gifts: Resistant to Heat, Resistant to Thirst, {Quiet or Swift}, Rarely Sickens, Adept (survival/desert +20), High Ideals, Intuitive. SeaPeoples Traits: -2 Culture: Wanderer It is thought the Sea Peoples arose from a group of humans banished from their port-city for transgressing their ruler’s will. Since then, their ships travel from port to port, but also spend long periods at sea whenever possible. It is rumoured they ruled by a mysterious “Sea Lord”, who resides in a secret floating city wrought from wrecked ships. Sea People identity is proclaimed by the various tattoos adorning their bodies. They dread Merfolk, who they believe are Unliving form of drowned SeaPeople; one of many superstitions they hold! +10D, +10S Banes Distinctive Attribute (Sea People tattoos), Fear (Merfolk),Gruff, Landless , Untouchables Superstitious. Gifts Hold Breath, Adept (Active+20), Adept (Boat+20), Lucky, Sensual Charisma. Wænderlings Traits: -2 Culture: Wanderer It is said all the peoples were once wanderers, but they eventually acquired kingdoms and settled there. The Wænderlings never did and with their cart-homes reside but for short periods in marginal lands before moving elsewhere. They are an innately magical people +20 Wizardry or Piety. Dusky skin and dark hair. Banes Distinctive Attributes (Dusky features), Fear (bad luck), Hated, Landless, Rare, Rural, * Magical Aura, Outsiders, Taboos (cleanliness) Gifts Innate Spell (Curse(+4)) Innate Ability (Divination)(+3) Wyldman Traits: 0 Culture: Barbarian, Wanderer or Remnant Sometimes called Woodwoses, this race of shy people resemble thickset humans covered with a thick pelt, living within forlorn places. Both small and tall varieties exist. Usually only having access to Stone Age technology, they are thought to represent a primitive form of human that has somehow survived into the present era. +10 M, +10 S, +10 H -10 I and -10 C 57

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

C:

Select Culture:

6.30: Culture:
Under the expanded rules, Magonia assumes characters have a cultural background that notably shapes their initial physical and mental skills. Players thus select a cultural origin at this stage (note that some Variants have pre-defined cultural origins). Skills in italics are taken only by those of Class 0 or less; Class 1+ characters take option cited in brackets.
Aesthetic The character is from a mostly urban culture with a long history of patronising intellectual pursuits: +10 Any Soul based-skill, +10 High Social, +10 Gaming (boardgames), +10 Ride, Instrument +5 +5 Compose, +10 Region, +10 Debate, +10 Language, +10 History, +10 Education +5 Philosophy, Debate +5. Barbarian The character is from a loosely organised, rural based culture with few towns or cities: +10 Active, +10 Creep, +10 Ride, Drive or Melee, +10 Survive, +10 Melee, +10 Shield, +10 Workskill, +10 Nature, +10 Region, +10 Folklore Decadent Some cultures who have known peace for many years lose their mettle and retreat into a life of comfort, social idleness, hedonism and self absorption. Your character is from such a society: +10 Active, +5 Creep, +5 Open, +10 Gaming, +20 Social, +10 Melee (knife or shortsword) +5 World, +5 Region, +5 Language, +5 History, +10 Education, +10 Compose, +10 Debate or Philosophy Feudal The character is from a rural-based but nonetheless highly organised and socially stratified culture: +20 Workskill, +10 Creep, +10 Active, +10 Ride or Drive, +10 Shoot or Melee, +10 Nature, +10 Region , +10 Folklore, +10 Unarmed, +10 Social (High or Low; depending on Class) Helot The character is from an oppressed culture effectively enslaved by a more warlike one (often a “Spartan” type society): +10 Active, +20 Farming, +20 Creep, +10 Survive, +10 Healer, +10 Nature, +10 Region, +10 History, +10 Language (Overlords), +10 extra skill points Hunter The character is from a nomadic society with little technology and often organised in small groups (usually comprising of an extended family): +10 Active, +10 Creep, +10 Melee, +10 Survive, +20 Shoot, +10 Workskill, +10 Nature, +10 Region, +10 Folklore, Track+10 Idyllic The character is from a peaceful, loosely organised culture based around rustic towns, villages and hamlets: +10 Active, Workskill (Farming)+10 Nature, +10 Creep, +10 Ride:+10 drive +10, Shoot , +10 Workskill, +10 Region , +10 Folklore, +10 Social

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Imperial The character is from an urban-based culture valuing both intellectual and practical skills – but one inclined towards chauvinism in regard to other societies: +10 Social, +10 Gaming, +5 Ride +5 Drive, +10 Melee, +10 Workskill, +5 Trade, +5 World, +10 Region, +10 Language, +10 History, +5, Folklore, +5 Debate, +10 Education Revier The character is from a society whose economy is mostly based on robbery - often with extreme violence: +10 Active, +10 Creep, +15 Shoot, +15 Melee, +10 Shield, +10 Survival, +10 Ride, Drive, Boating or Sailor. +10 Region, +10 Folklore or Trader, +10 Nature, Remnant Several decades or more back, a disaster befell your land. Many died and your civilization fell into darkness. All that remains are scattered groups (often extended families) living within the ruins… along with rumours, myths and legends of the “past times”: +10 Active, +10 Creep, +10 Open, +20 Survive, +10 Shoot, +10 Melee, +10 Shield +10 Nature, +10 Region, +10 Folklore Spartan The character comes from a warlike urban-based society – one which places physical perfection and warrior skills above al else. Farming and menial work is conducted by another cultural group conquered by this society many decades back: +10 Active, +20 Melee or Shoot, +20 Shield or Shoot, +10 Survival +5 Social, +5 Creep , +10 Battlecraft , +10 Healer, +10 History, +5 Folkways, +5 Debate Trader The character is from a society that highly values trade and wealth: +10 Social, +10 Ride, Drive or Sailing, +20 Workskill +10 World or Region(trade routes), +10 Language(Tradetalk), +10 Language(Trading partner), +10 Education, +10 Folklore, +10 Debate, +10 Guise. Wanderer: This culture is typified by groups of people visiting areas within a defined territory on a seasonal basis, never staying permanently in one place: +10 Active, +10 Creep, +10 Social, +10 survival or farming, +10 Ride, +10 Drive, Boating or Sailor. +10 Workskill, +10 Region, +10 Nature, +10 Region , +5 Folklore, +5 Education

D: Allocate skill points:

6.40: Expanded Skill Allocation Rules.
Under the Expanded skill allocation rules, players have total freedom to choose skills and allocate point values to their character. When using this option it is useful for players to have a preconceived idea of their character along with their interests and past deeds - as this aids skill selection and facilitates the creation of a “backstory”. To facilitate this process, an abbreviated list is provided below, as a reminder and guide to the skills available in Magonia:

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

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Yogic (point familiarity option). Admixture Skills

Page numbers are cited should full skill descriptions be required. Skill points may be allocated to any desired skill in any quantity - although G.M’s may wish to impose maximum skill levels (as recommended below). Players have three options in regard to skill points: 1: Fixed points based on experience type. In this option, characters get a fixed number of points based on their general degree of experience. This is determined by the G.M, to fit game setting and/or circumstance. In general all characters start at the same general ability but this may vary in some instances; i.e. the G.M may wish an Experienced character to be associated with a group of Initial characters, due to their game setting requirements.
Point value Skills Child 300 Initial 500 Experienced 1,000 Veteran 1,600 Other Factors: Max Skill Level: 50 100 200 300

+40 REC +10 F. +80 REC +20 F

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

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

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can be bought at the rate of +1 per 10 Skill points. Initial REC equals Age-10 (0 for Admixture characters). Extra REC may be bought on a 1-for-1 skill point basis, 3: Use Profession options with Expanded characters. Ignore the cited point values and choose profession and social background options as given in the Easy rules (pp 24-30); ignoring “cultural aspects”. If mixing characters created under the “Easy” and “Expanded” methods, players of characters created under the former should also choose an “Expanded” Cultural Package, less 20 points; picking an option consistent with their original “cultural aspect”.
Admixture Characters start play with an initial Education score equal to the character’s I score /2. In regard to the game-setting, an Earther character’s Present, History, Region, Theology and Language (including the ability to read (and possibly) write any game world language) skills have a starting level of 0 in the setting world; this cannot be improved other than in play, although the G.M may allow players to allocate +20 Skill Points to them for the cost of 1 Gift Point. An Earther’s existing Active Games, Law, Philosophy, Low Social and High Social skills may be used at a temporary Difficulty penalty of -50 (reduced at a rate equal to half the character’s B mental score per game month). A character’s existing Folklore, Nature and Herbalist skills may be used at a Difficulty penalty of -20 in the game world (reduced at a rate equal to half the character’s B mental score per month), in circumstances where such elements are close to that of Earth (or contains aspects alluded to in Earth folklore). Otherwise, the -50 penalty applies. All other skills are unaffected. Admixture characters start with 0 REC, which cannot be further improved until character enters play. Options – Character Caste. The G.M may choose to locate games in a setting that features a strictly-enforced caste system! Under this option, basic character type defines their general social position. Mundanes can choose any caste other than Mystic or Priest. Priests are limited to the Priest option, while Wizards and Latents can only become a Mystic. Alternatively, Latents may opt not to develop their abilities and select a Mundane caste option. Some castes require purchase of a social class higher than 0. In most games these castes have notable social significance. Anyone attempting to coerce or influence a member of a higher caste suffers a -40 penalty to such actions (and -10 per Social rank they under-rank that person); while a member of a higher caste has a +20 bonus for each Caste factor they outrank a character (plus a +10 bonus per Social rank they outrank that person). This rule may be ignored if desired. Default caste factor order is given below: G.M’s using the caste option should alter this to better suit their game world: Rating
A B C D E

Name
Nobles Priests, Mystics Warriors Commoners Liminals = = = = =

Role.
Ruling social elite. Oversee the religious aspects of society. The fighters and guardians of their culture. Responsible for everyday aspects of life. Criminal class and the rootless

Only Warriors and Nobles have access to the full range of weapons available in these rules. Other castes must choose from the following list: Commoner Caste Weapons: Dagger, Club, Axe, Short Sword, WarFlail, Falchion, Quarterstaff, Pole Arm, Sling, Spear, Shortbow, Liminal Shoot options: As commoner, but add Longbow, Yewbow and Crossbow Only Warrior, Noble and Priest Caste are allowed to wear scale, chain or plate-based armour. Mystics and commoners are restricted to Leather based armour only.

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Under the detailed system, players may choose any skill other than those listed as barred for their caste (as listed below). To balance caste restrictions, each is associated with Skill Bonus and sometimes F point awards: Commoner Caste Skills Options: Barbarian; Forester; Rustic/Townsperson; Sailor: Caste Ability: +40 bonus with two skill, +20 bonus with two others. +4 F points.
Barred skills: Limited to Commoner Weapons, Unarmed combat (Martial Arts), Creep, Open, Flitch, Shoot limited to spear, shortbow and sling, Arcane, Alchemy, Battlecraft, Philosophy, Theology, Yogic.

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

Options: Artificer; Lorist; Wizard Social 1+ Mystic Caste Skills Caste Ability Skills: Only caste capable of Wizardry or Latency based abilities.
Barred skills: Limited to Commoner Weapons, Climb, Creep, Open, Drive, Flitch, Unarmed Combat (martial arts), Battlecraft, Law, Theology, Guise, Trader.

Priest Caste Options: Saint; Lorist: Caste Ability: Only caste capable of attaining a Piety higher than 50+

Class 1+

Barred skills: Limited to Commoner Weapons, Climb, Creep, Drive, Flitch, Unarmed Combat, Battlecraft, Arcane, Alchemy, Guise.

Noble Caste Skills Options: Noble. Class 2+ or more. Caste Ability: +20 Estate, +20 Battlecraft, +20 High Social, +20 Melee skills, +20 Ride
Barred skills: Flitch, Open, Drive (Waggon), All workskills, Arcane, Theology, Healer, Herbalist, Low Social. Guise.

Liminal Caste Skills Options: Bandit; Chancer Caste Ability: +20 any 4 skills and +40 to one skill.

Class : +1 or less.
+6 F points.

Barred skills: Limited to Commoner Weapons and Liminal shooting weapons, Tradeskills, Battlecraft, Arcane, Healer, Philosophy, Theology, Yogic, High Social.

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

6.50 - Starting Equipment and Money:
All characters start the game with 50 crowns; 500 crowns if experienced; 5000 Crowns if a Veteran. Double these figures for Status +1 Characters. Child characters enter play with only 10% of this – but the G.M should give their players the chance to find the rest through incidental discovery, etc. at the most likely juncture (in terms of the game’s storyline)…. 62

The following equipment is provided – once only – to all characters entering play: One set of durable waterproof clothes tough enough to withstand an active lifestyle, plus a hooded waterproof cloak. Also: A Bedroll, Basic Cooking Equipment, a Firestarter, Knife, Lodestone, 20 Nails and a Hammer, a Small Pouch, a Large Pouch, 30ft length of rope, One Weeks Travel Rations, Several Torches, and a One Gallon Waterskin. The GM may initially provide each character with an Average “Broken” Horse - if they deem this necessary for their setting. Craftsmen have whatever basic tools are necessary for their trade, while Alchemists, Wizards and Saints also have a pen and necessary writing media. In regard to weapons and armour, characters adopting a fighting profession have: Weapons: A dagger (or equivalent) and any two weapons (with 30 missiles if a ranged weapon) Armour: Chain (or best comparable armour for period), plus a medium shield if available in game setting. All others professions have: Weapons: A dagger (or equivalent) and one weapon no more expensive than C20 (+20 missiles if a ranged weapon), but acquire a bonus 20 Crowns. Armour: none but acquire an extra +20C - or Reinforced Leather for non-warriors (losing the non-armour bonus 20C in this instance). Earthers may have the weapons and armour cited for non warriors at the start of play (or will promptly acquire them when entering play for the first time) if the G.M permits. Child characters enter play with little or no equipment – but the G.M should allow them to incidentally find the above items at the most likeliest juncture within the game’s current storyline! Experienced Characters have one extra weapon plus the best available armour suiting their general circumstances. Veterans may chose one +10 sword and three other weapons and a suit of +10 armour. See pages 169-176 for a full listing of arms, armour and shields. Adjust Education skill level. Increase the characters Education skill by +2 for every 10 points the character has in Arcane, Alchemy, History, Estate, Law, Engineering, Theology, Compose and Trader, along with any Earthers science based skills. Additionally, Earthers’ start play with an initial Education score equal to their I score /3. Determine Persona Traits Under the expanded Magonia generation rules, characters start with a small quantity of points spent on modelling the character’s persona, social aspects, traits and special abilities. Initial characters have 5 Trait points, Experienced characters have 10 Trait Points and Veterans 15 Trait points. Add or subtract the species Trait Point modifier given in Section 5.1. Further points may be gained by acquiring social disadvantages and other Banes. Earthers have +4 additional Personal Points, Children +6 additional points. Abilities marked with an asterisk are normally off-limits to human characters and can only be adopted with the GM’s 63

permission. In regard to any unspent points, 1 positive Trait point may be traded for +10 Piety, REC or Wizardry, or for 1 extra F point. Any remaining negative Trait points are dealt with as described in the “Banes” section below. Option – prohibited Gift and Bane sub-groups. The G.M may prohibit characters from taking specific groups of Gifts and Banes not in keeping with their setting. However, those within the Physical and Mental sub-groups (not marked with an asterisk in regard to humans) should fit most game worlds. Players may also select Virtues /Vices and Personal aspects cited on pages 83 - 84 - although these are both optional. Mundane conclude character Detailing at this point. Wizards conclude by choosing all spells due to character (see pp 120-131). Saints conclude by selecting a religious calling and any spells due to character (see pp 134-141). Latents choose Latency Options (pp 144-147).

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Familial Aspects:
The player may wish to consider the following aspects relating to their character although this section is optional. No rules are provided to formulate them, as these familial elements are best conceived by the player - given that these could become significant during an adventure! Alternatively, they may gradually surface during play (i.e. the player decides on them gradually at a later date – or they are created by the G.M as a plot device, ideally by mutual agreement!). 1What is the character’s Origin Story: Where was the character born? Did any significant events influence his or her development? What did the character do prior to entering play. What lead the character to choose such a risky and insecure lifestyle? Characters Objectives: What are the characters aims in life? Who – and what - does the character like and hate? What significant material possessions do they desire or aspire to? Family: The player should consider deciding on the following: What are the names of the character’s father and mother. What is (or was) their occupation and Social Class? If different to the character’s – why? Where do (or did) they live? If they are dead, how did they die? What where the families main achievements – and disappointments. What is the families relationship with other family members - does the family live in close proximity to each other ? If any parents died during the character’s formative years, what happened to the character as a consequence? Does the family have any interesting stories – or dire aspects – associated with its past? How many brothers, sisters and other family members did the character’s mother and father have. How old are they? Are they still alive? If they are still alive, where are they? If any died, how did they die, and how long ago? F: What circumstances lead the character to adopt an adventuring lifestyle (or their current career choice)? How does the rest of the character’s family – and community - feel about this? Ideally, the nature of certain Banes and Gifts should help guide some of these choices – and may provide a rationale for them in some instance. If necessary an extra Gift or Bane can be chosen Once such details are finally decided they may be recorded on the relevant sections of the character sheet presented in Appendix 2.

2-

3: A:

B: C:

D:

E:

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

Physical Banes
Albino (+2) O x The character’s skin lacks pigmentation and has a milky white cast. The character takes 1 wnd every two hours when directly exposed to strong sunlight. They also gain +10 REC, but also a -10 Reaction penalty from virtually everyone! Alehouse of Fleas O x The character has very poor personal hygiene. As a consequence, they suffer from a +20 reaction penalty (+40 in formal situations) and a -10 penalty to Creep. Bestial (+3) x The character thinks only of acquiring (and keeping access to) food, territory and mates. Their social consciences outside of these areas are virtually zero. Bestial characters often fly into terrible rages when provoked, attacking the individual “provoking” them. Blind (+8) O The character cannot see. They suffer a -100 melee combat penalty and cannot use any other skill depending on sight to function. The only skills that can be used without penalty are History, Language, Law, Nature, Present, Philosophy, Region, Theology, Trader, Act, Compose, Debate and Instrument. Healer and Alchemy can also be used without penalty when its use is limited to non-physical actions not requiring vision. Blind Spot O Your character suffers a -20 penalty for rolls associated with one sense in some circumstances - as determined by GM. *Cold Blooded x The character must be warmed by the sun’s rays to reach peak efficiency; -20 to actions and speed when cold. * Chimera x Anatomically, you are a mixture of human and animal. Any non-magical attempt to heal the character suffers from a -20 penalty. Diseased (+10) O x Your character has leprosy or a comparable condition. He or she is considered “unclean” and must follow specific social restrictions in order to interact with others. Even when these restrictions are followed the character suffers from a -50 reaction penalty, although some Saints may treat you with kindness and understanding. Ironically, your condition is actually t (if not impossible) to transmit to others. Reduce M,D &S by -10 and P by -20, *Distinctive reek. O x Your species has a specific ambience that makes you easy to detect: a -20 penalty to any attempt to hide. 66

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

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No abstract symbology (+3) O x The character is incapable of ever learning writing, reading or mathematical calculations (but can generally determine larger and smaller quantities of items) One Eye (+1) O The character only has one eye. They suffer a -20 penalty in regard to missile combat and a +20 bonus for others to surprise them. They will be also be struck blind should they lose their remaining eye. Scourge* (+2) x A weapon coated with a specific substance - chosen by the player - inflicts double wnds and a +20 effect injury bonus on the character. The substance is assumed to be uncommon but is nonetheless obtainable within the game setting. Shun The Light! (+1) x Daylight inflicts a -20 penalty on all actions Small x Double all reach penalties; Weapons built for their size have half cited WF and reach of normal sized weapons – but their M requirements are reduced by 20. One handed human weapons can be used with two hands with no reduction in damage (reduce cited M requirements by 10 in this instance). Additionally, the character’s M becomes, by default, a Basic level attribute in regards to improvement – although D potential is increased by +10. Useless! O x The character has an innate incompetence with one skill the player. This particular skill is rated at - 50 and cannot be improved prior to play!. Improving this skill in play requires double Growth and training time. Weak O x Reduce MP by 1 (down to “0”) or H by -10. X rated Mental Banes prohibited: The character cannot start play with any x-rated mental banes

Mental Banes Social
Addict (+4) O
The character is addicted to a harmful substance. They require a regular dose each day – which, if withheld for some reason - results in the character having to take whatever action necessary to find a source - including illegal methods! Each game week make a throw of S vs. 40 Difficulty. A FAIL indicates the loss of 1 S; a SORE score requires an additional throw; a repeat SORE result indicating the character almost died, mitigated by permanently expending 2F. Otherwise, lose 5 S. The addict acquires a +10 bonus on all rolls when they can access an adequate supply, but halve D and all skills whenever the substance is somehow withheld. Cost of addiction equals 50% of character’s weekly income. Game Personas usually have a -20 reaction penalty towards addicts.

Aloof You keep apart from others. They react to you at -20 and you have a -20 penalty when interacting with anyone you deem inferior in tasks requiring a reaction throw. Bad Reputation. The character has performed a significant negative act in his or her past - or acquired a bad reputation generally - tainting all their subsequent dealings. Apply a -20 reaction penalty if the character is recognised via a successful REC roll. The player and GM should decide the precise nature of the character’s negative reputation. Brazen Ape! O The character often performs acts best kept private in full public view! They also enact overtly crude gestures and body language when sexually aroused. This results in a -20 reaction penalty in most situations; -40 in relation to tasks requiring tact and diplomacy! 68

Members of a faith or philosophy critical of overt sensuality will usually attempt to “correct” your “error” on observing the character’s brazen behaviour! Crude O x The character use crude mannerisms in common speech off-putting to many; -10 to social interactions, -20 with elves and high status humans. Disliked You are from a group or species disliked by the general population, receiving a -20 reaction bonus in virtually all most circumstances. This is automatically the case if the character has Distinctive Features; otherwise the person rolls vs. Difficulty 60 to notice this “difference”. Enemy (Variable) O
Acquire an additional quantity of trait points for choosing an enemy – either a single significant individual or a small group of less powerful ones. Their value equates as follows: +1: a single person with several attributes at +20 and with Status of +1, or a dozen with one or more attributes at +20. +2: a single person with several attributes at +30 and with a social status of +2, or a dozen with one or more attributes upto +40; a single person with one or more attributes at +40 or more and with a social status of +3, or several dozen with one or more attributes at +30. +6: A single individual with several attributes in excess of +100, notable magical abilities and an effectual social status of +3 to +4.

Fearful Symmetry Your species uses design styles in its equipment that disturb other races -20 reaction when approaching another species with native equipment and -20 to sell any to another species. You take a -5 penalty to use items not of native design. Freed Slave The character was a slave but was subsequently freed. However, anyone succeeding in a REC role reacts to the character at -10. The character is also barred from certain posts within his “host” culture. Fool O Due to some psychological (or physiological) disorder, the character constantly acts in an irrational, humorous manner – even when inappropriate to do so. The character suffers a penalty of -40 to Con or Persuade rolls. However, a +20 bonus is awarded to any attempt by the character to avoid being harmed through a “slip of the tongue”. Add +5 to REC. Flamboyant O The character likes to dress in brightly-coloured and elaborate clothes. Double the cost value of any clothes purchase. He or she also has a -20 penalty to Creep or similar actions. Add +5 to REC Loves Money O The acquisition and handling of money is valued above personal relationships. Suffer a -20 penalty in any task where character must find empathy with another, and -10 in all dealings– but gain extra money equal to 10% of the character’s current wealth per month. Distain (species) (+2) O You hold a specific species as inferior to your own; -40 reaction to interactions with them Fear O You fear something: take a -20 skill penalty when attempting to perform an action while exposed to this situation. Gruff O x You come across as slurry and stubborn. -20 reaction in all social interactions, but +5 from warriors who consider you attitude as showing backbone

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

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Attempts by the character to pass themselves off as anything else requires a Low or High Social roll at a –40 penalty (this is only possible if the character has no Distinctive Features)

Outlaw (+2)
The character is wanted for a serious crime or is an escaped slave. If recognised anyone can – in fact are obliged by law to - slay the character out of hand, probably getting an award for doing so. Escaped slaves may be returned to their master, and probably mutilated afterwards to stop any future attempts to abscond. If recognised by the authorities the character can be immediately seized and probably executed/returned at the earliest possible opportunity. They suffer a -40 reaction penalty from those aware of their outlaw status – unless they are hostile to those who made the character an outlaw or consider him or her a freeperson. In this instance apply a +10 reaction penalty. Add +10 to REC; recognition always identifies the character as an Outlaw/escaped slave.

Over-Pious O x The character is deeply religious to a fanatical degree. They must spend at least two hours per day in religious observance and openly wear the religious symbol of their faith. They also follow all the strictures of their religion to the letter. They must also overtly challenge any open disrespect to their religion and make regular donations to their Temple (10% of all monthly earnings being the minimal expected fee – although most religions will accept “service in kind”). Powerless Character comes from a disgraced family or socially disadvantaged element of society: -20 for all interactions where family connections and good character matter. Poor Character has only 50% base starting money – and must earn whatever money he/she acquires. Primitive x -20 to use, repair or understand equipment normal to this setting. -10 when using money in transactions but +5 when using barter-based economics. Rare Your species is very thinly dispersed and a very rare sight; -20 in attempts to find allies of your own race and -10 reaction to those not aware of your species. Rural You were brought up in a rural environment: -20 penalty with interacting with cityfolk and dealing with urban-based issues. Rigid Etiquette O The character attempts to stick the accepted cultural norms of his society – and expects all others to do the same. They will always avoid doing anything that breaks these social conventions. Background personas with this Bane react at -40 towards those failing a Low or High Social role! Rigid Code O The character tries to follow the Law of Chivalry or similar secular moral code to the letter! While this notably restricts the character’s options he or she gains a +10 Reaction penalty once their REC score rises to +20 or more. Scattered Members of your culture are many, but are thinly dispersed within a very large extent of land; 40 Difficulty to find any allies within your society within 1d10 days ride away. Shy O You are innately withdrawn: -20 in social interactions. Taboos x Your culture has a rigid set of cultural laws governing what is permissible in regards to social relations, access to specific locations, the type of foods actions and even words permitted on specific times and or places. The player should pick several broad areas of activity as 71

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

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Sensual Banes
C = Disallowed in Christian or Children-character based settings. Asexual O The character is uninterested in sex; -20 penalty for anyone attempting to seduce the character, who also suffers a -10 penalty in some social situations. Castrated (-1) O The character lost their reproductive organs fairly late in life (or had them removed to reduce libido). The character is Assexual-1 (-20 penalty to seduce). Males are rendered sterile by this procedure. Women remain fertile and are capable of enjoying sex normally once physical intercourse has been initiated by another party. Dominant O x C Character gains sexual pleasure from physically and emotionally dominating their partners. Eunuch (-2) O The character lost their reproductive organs at a fairly early age. The character becomes Assexual-2 (-40 penalty to seduce) and also makes the following attribute adjustments; -10 M, +10C, +6 inches, +10 lbs. They also acquire a +20 bonus to any singing based skill. Fetish O x C The character is sexually aroused by certain acts, situations or mannerisms; -20 composure penalty if exposed to the arousing stimulus (as chosen by player). Gay/Lesbian O The character prefers to have sexual relationships with members of their own sex; -20 reaction from matcho men/”real” women, along with socially conservative cultures and individuals. Gay/Lesbian characters often have to hide their desires in repressive cultures – failure to do so resulting in a whipping, the stocks or worse. Ironically, some “Spartan” societies consider same sex relationships normal; people from their culture reacting at a penalty of -20 towards vocal homophobes/lesbian-haters! Monthly Curse O x The character suffers painful menstrual cramps during their periods (usually on last week of each month). -20 penalty to all actions for 2 days. Only available to fertile females! Masochist O x The character enjoys being afflicted with minor pain. Increase H by +5, but suffer a -20 reaction both from social conservatives and to resist exposure to a possible source of pain. Passive O x The character enjoys being dominated by a “strong” individual. Reduce Composure by -20 when dealing with such a person and -20 from social conservatives and misogynists. Pervert (+2) O xC The character has socially-distasteful sexual preferences; discovery of which can result in imprisonment, mutilation or death and a -60 reaction from most people aware of them. This weakness is not recommended for Player Characters! Sadist O xC The character takes pleasure in inflicting pain on others. Sexual Predator O x C Character desires sexual encounters with a specific “type” they prefer as “mates”; -20 composure penalty to resist in a causal encounter; but the character must indulge their passion in private at least weekly (10 schillings for a poor character, 1 crown for a rich one). Squit-Tailed Brats… O x The character will always give birth to sickly babies, in grave peril of death through incidental infection. Roll vs. a Difficulty of -20 per year, or their child will die without the intervention of effective medicine or magic until aged 7. Fertile females only! 73

Switch O xC The character varies between sadism or masochism according to mood (i.e. player’s choice). Sterile O x The character can never conceive naturally. Transvestite O x The character prefers to dress in the clothes and pass themselves off as a member of the opposite sex; -40 reaction from macho men/”real” women and social conservatives X-sensual banes prohibited: Character cannot select any sensual banes marked with an x.

Soul Banes
Blighted * O Once per game session the G.M must automatically fail a successful skill or attribute made by a character with this Bane. Cursed O Once per game session an initially successful act by the player character suddenly becomes undone, the consequence of which may well affect subsequent game sessions. +5 to REC; those identifying the character have knowledge of their cursed reputation. Do no evil O Lose 1 Fortune each time the character commits an evil act - permanently if the act was sufficiently dire; but gain +10 Purity. Doomed (+4) O The character is in peril of being killed off by the GM to suit the objectives of a scenario! During one designated scene, the GM should rule that the player cannot spend F points to mitigate injuries or boost skill rolls for their character. Should the character survive the encounter, reduce the Doomed value by one. The GM should set further potential “death scenes” until the Doomed value is reduced to 0! Fight Evil You are spiritually aligned to combat cruelty, exploitation and oppression; +10 bonus in any skill or ability roll associated with such an act. But take a -40 penalty for 1 day if an evil act is performed by the character! Gain +10 Purity. Fight Good x You are spiritually aligned to champion cruelty, exploitation and oppression; +20 bonus in any skill or ability roll associated with such an act. But take a -40 penalty for 1 day if an notable good act is performed by the character! Lose -20 Purity. Gisa O Your character is mystically bound to refuse or perform a specific task or act. Should they break the Gisa the character is inflicted with a -5 Doom (see above for rules). Jonah (+2) All characters within the character’s presence takes a -20 penalty to one roll per game session (as decided by the GM); this is raised to -40 when at sea! Those identifying the character with a successful REC roll will also be aware of their cursed reputation. * Magical aura O The character’s distinctive aura renders the character easy to detect by magic – wizards gaining a +20 bonus while using any spell aimed at locating or extracting information from the character. The character’s special nature is noticed at a distance equal to a wizard’s Wizardry score. Mortal Folly O Well aware that you and all around you are mortal you take a -20 penalty when offered specific temptations involving personal power, fame and wealth (G.M’s fait). 74

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

6.7 6.70- GIFTS
Characters should consider taking one or more Physical, Mental or Soul related Gift(s) as listed below. Each equals -1 Trait Point unless otherwise stated. Most may be bought in double or triple value at -2 or -3 respectively. Alternatively, -1 Gift point equals a +10 increase to an attribute, 1 extra spell or +20 skill points.

Physical Gifts
Ambidextrous O Character can use a weapon in each hand with no penalty. Animal Empathy (+2) O Attempts to coax animals to perform specific tasks or avoid doing other things (such as attacking the character and his/her companions) get a +20 bonus. The character will also gain a permanent animal companion on a HERO result if they don’t presently have one. The G.M should limit the player to one such creature companion at any one time. They can perform any task the G.M feels could be performed by a well-trained domestic animal – subject to their physical limitations! Appealing O The character is physically attractive to their own species; acquiring a +20 reaction bonus in any task where their physical appearance has relevance. +5 to REC. Attribute O Acquire +10 attribute points (Physical and Mental only), +5 HD or +2 F Bite/Claw
The character has +10 rated natural weapons. Choosing this Gift again increases them by +10

Berserkergangr

O

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

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

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Tough O Increase H by +10, or add +1 MP. Tough skin +10 armour value - but this looks sufficiently different and menacing to result in a -10 reaction penalty from other species * Unaging (-4) Character is immune to the effects of aging but can die through violence. Warrior-Woman O This gift permits female characters from sexually dimorphic species to use their initial M and S scores (along with their initial M potential total). +5 to REC if such Warrior-Women are a rarity in the game-setting.

Mental Gifts
Social Gifts:
Adept O Character has a +20 bonus in one skill (or +30 in one skill option) Broad Experience O Character may select for “free” two sub-skills (in regard to “point familiarity” type skills), or one extra Alchemical Formula or Spell in regard to Alchemy or Wizardry skills Elegance O +10 to all manual skills and +20 reaction in all social situations Friend O The character has an ally who will aid them – if they feel the situation warrants an intervention! This friend may be either a single significant individual (or a small group of less powerful ones) whose cost is as follows; -1: a single person with several attributes at +20 and with a social status of +1, or a dozen with one or more attributes at +20; -2: a single person with several attributes at +30 and a social status of +2, or a dozen with one or more attributes upto +30; -3: a single person with one or more attributes at +40 or more and with a social status of +3, or several dozen with one or more attributes at +20 to +30. Gifted (-2) O Player denotes one skill as a Favoured one. One Growth point allocated to it increases skill by +2; training times are also halved! Good reputation. The character has performed a significant positive act (or acts) in their past- or generally acquired a good reputation - that impacts on their subsequent dealings. Apply a +20 reaction penalty if the character is recognised via a successful REC roll. The player and GM should mutually decide the precise nature of this positive reputation. High Ideals O The character tries to typify the best of his kind. As a consequence they acquire a +30 reaction bonus to those who know the character (or make a successful REC roll in relation to them). This attitude must be reflected by the character’s subsequent actual in-game actions the G.M is free to remove this Gift if the character’s actual behaviour fails to reflect it. Also gain +5 REC; whether successful at being a paragon or not. Intuitive O The character acquires a +20 bonus towards any attempt at problem-solving three times per game session. Lucky (-3) O The Character has an extra 2 F. 78

Lucky Omen O The character’s birth was marked by a significant omen or occurred in fortuitous circumstances. If recognised, the character gains a +10 reaction bonus and a +40 bonus when applying for work where good fortune is a desired attribute. Also gain +1 F Passion O The character receives a +20 bonus when performing an action relating to a desired goal or objective (as selected by the player), 3 times per game session. Race Enemy Gain a +10 bonus to all combat skills when fighting a previously-defined enemy species. But lose 1 Fortune if the character aids a race enemy in any way. Sense Lies O Character has a +20 bonus to notice lies or deceptions Stipend Gain 50 crowns a year as a stipend. Windfall O The character acquires an extra 200 crowns

Sensual Gifts:
C: Disallowed in Christian or Children-character based settings

Bisexual O The character is predisposed to express themselves sexually with either gender! +20 reaction from receptive individuals of either gender, but -20 reaction from macho men/ real women and social conservatives. Easy Childbirth O C When giving birth to children the character will always have an easy labour and is in no risk of dying unless the conditions are very dire. This gift is only available to fertile female characters ! Natural Birth Control (-2) C The character can naturally lower their fertility levels to avoid becoming pregnant, at will. They cannot raise the chances of conception though this means, however. Chaste O When desired, the character may add +20 to any attempt to resist sensual temptation. They also gain a +20 reaction bonus towards those valuing chastity as a virtue. Fertile O C +20 bonus in any attempt to conceive offspring. This gift is rare for any woman over 40. Good in Bed O C The character has a +20 bonus in Lovecraft. Pathogenesis (-2) Once a year, the character can spontaneously give birth to young without requiring a member of the opposite sex. This gift is only available to fertile female characters! Sensual Charisma O C The character has a +20 bonus in attempts to seduce those he/she generally has sexual relations with (+20 bonus to Lovecraft workskill) Well Endowed O C Your character has notable physical sexual characteristics; gain a +20 reaction to those likely to be sexually responsive towards them (also add as bonus to the Lovecraft Workskill).

Soul Gifts:
Animal friend (variable; -2 for no special abilities). 0 ( no special abilities): The character is mystically bound to a moderate sized mundane animal companion (dog sized or slightly larger, by default). This creature has double cited attributes and 6F. If the creature 79

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

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

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6.8 6.80 - VIRTUES AND VICES
Select Virtues: The character selects two Virtues. These equate to a +10 reaction bonus when involved in a task likely to reflect them. Virtues not deemed to be positive personality traits by some cultures are italicised! Aesthetic, Ambitious, Bold, Brave, Broadminded, Calculating, Calm, Careful, Cautious, Charitable, Cheerful, Conservative, Confident, Content, Committed, Cultured, Curious, Detached, Dispassionate, Disciplined, Driven, Extroverted, Forgiving, Helpful, Honest, Honourable, Ironic, Kind to animals, Loyal, Laid back, Liberal, Loving, Measured, Merciful, Motivated, Optimistic, Passionate, Playful, Pious, Reserved, Respectful, Self-Sacrificing, Serious, Steadfast, Stoic, Studious, Temperate, Trustworthy, Truthful, Wary. Select Vices The Character selects two Vices. These equate to a -5 reaction bonus (-10 for those marked in bold) when involved in a task is likely to reflect them. These include the following traits; Anti-intellectual, Apathetic, Argumentative, Base minded (foul and crude in speech), Brutal, Cowardly, Careless, Chauvinist, Cold, Cruel ,Cynical, Depressed, Destructive, Disloyal, Dishonest, Dreamer, Drunkard, Fantast, Gloomy, Glutton, Greed, Humourless, Ignorant, Immature, Introverted, Insecure, Jealousy, Lacks Compassion, Lacklustre, Laziness, Loves to Plunder, Liar, Libertine, Lustful, Miserly, Morbid, Sad, Shy, Spiteful, Selfish, Self-Centred, Traumatised, Obsessive, Pessimistic, Petty, Pompous, Reactionary, Repressed, Untrustworthy, Wrathful, Wastrel. Virtues and Vices, while notable aspects of a character’s persona are assumed never to be severe enough to effectively be Banes or hinder the character’s carrier as an adventurer. 6.90 - Choose Physical Aspects: The character may then select several Physical Aspects; representing their notable outward physical attributes. While they can often be chosen at will, a few have attribute-based prerequisites – which if exceeded rules out the character having that aspect. For example, someone choosing to be Skinny cannot have an M or S greater than 60+ (losing this aspect if attributes exceed these limits). A few have attribute development caps; representing an aspect that can never usually be changed - characters matching their prior choices to suitable aspects. For example, a character with M and S as their limited and base attributes respectively can choose to be skinny- while others with different attribute choices cannot select this option.

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6.91: Physical Aspects Table Required attribute prerequisites
M S Build: Thin Skinny Lithe Athletic Muscular Powerful Overweight Fat Obese Left handed Height: Short Slightly shorter Medium Slightly Higher Tall Giant Hair: Bald Naturally bald Balding Thinning Thin haired Prolific Grey flecked Aspect Graceful Panther-like Confident Hesitant Clumsy Image Immaculate Tidy Unkempt Vagabond No dress sense Fashionable Voice Quite Weak Shy, Deep Attractive Sensual D I L <60 20+ 30+ 30+ F 40+ <+20 <+30 C P Aesthetic, Chaste, Reserved Chaste,Reserved. Halve Weight -10 lbs to weight Motivated, Obsessive Motivated,Obsessive Greedy; +30 lbs Greedy; x2 weight Glutton; x3 weight. Choice. Choice; -8 inches Choice; -4 inches Choice no adjustment Choice; +4 inches Choice; +8 inches Choice; +12 inches Cultured, Choice Choice, Veteran Experienced Experienced Choice, Experienced.
Broadminded, fashionable, Laid back

Other

B <60 20+ F20+ F20+

<40 <20

<40 <20

<+20

<+20

B

` F F

Experienced, Enduring <20+ F (+30+) 20+ <30 <-5 30+ 20+ <20 <20 10+ 20+ <40 <30 <20 20+ F 20+

F= Favoured attribute

L = Limited attribute.

Shy, Introverted, Introverted, Repressed, Sad, Introverted, Sad, Choice, Experienced. 20+ <20+ Cultured 0+ F 20+ Cultured, Sensual gifts, Dancer or Lovecraft skill No factors listed = free choice

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Combat, Action and Magic

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7.00 7.00: Combat
7.1 What Magonia Combat is - and what it isn’t! Heroic fantasy, by definition, involves risk. Characters actively seek confrontation with formidable foes – a circumstance which often results in combat. Hence, the following combat rules are presented below to resolve such situations. Unlike most RPGs, Magonia’s combat system is weighted towards the characters – most of the time. It attempts to move away from the deadly, inflexible randomness that typifies some systems. Magonia aims to be a tool to tell a character’s story – not a means to ensure they are arbitrarily killed by a pack of mangy wolves in “Chapter 1”! It is an acknowledged fact within RPGs that characters – within their “lifetime” – will suffer more hits than an adversary - who are in most cases merely an off-the-shelf bunch of statistics! Allowing the casual, random death of a well-crafted player character defeats the whole objective of growth and character development that RPG’s supposedly exist to facilitate. Therefore, the game allows – through the Fortune mechanic – various ways by which a clever player can ensure that his or her character survives combat most of the time! Not only does this aid character survival it is also true to genre – heroic characters having the same strokes of luck in Magonia that cinematic and literary heroes enjoy, which don’t depend on the impossible situation of the dice somehow always falling in their favour… This game also eschews the “tactical wargame” approach used by other systems. Characters can often perform whatever actions they could plausibly perform. This, again, allows the character to act in a heroic manner without his or her player worrying about how many squares they’ve moved or fret about some abstract rule that only serves to slow down play. This is not to say Magonia has an unrealistic combat system – far from it! Characters not controlled by the players - while far from being “mooks” - are injured and even die at a fairly realistic rate, by weapons that (hopefully!) behave much like their real-world historical counterparts. The injuries they suffer from are also comparable to those resulting from real world melee and missile combat. As the reader will have noted from the character generation system, Magonia has no “hit points” (as such). Weapons either inflict “cuts and grazes” type injuries – which both Magonia and real life fighters can absorb a lot of - or more serious physical injuries that quickly impedes a warrior’s ability to fight. But a player character’s innate heroic nature allows them to often avoid being easily slain. They are, after all, special – they are the “stars” of the RPG “movie” facilitated by the Magonia system! But a word of warning. The heroic nature of the Magonia system does not turn combat with non-player characters and monsters into “Turkey Shoots” - it merely protects them from a causal demise. The basic premise of this system is that - as in real life - a sword or a similar weapon can kill an average person with a single stroke, given the right (wrong?) circumstances! Hence, player acting in a foolish manner, or taking risks even excessive for a hero, can still easily get his or her character slain. So, be cautious in battle!! Always ask the G.M about your surroundings and your adversaries. Ensure you have sufficient Fortune points to get through the fight, to avoid you literarily “running out of luck”. And, if in doubt – run or take up a better defensive/offensive position. In other words, fight smart like the heroes of fantasy – and live to eventually join them! 85

7.1 7.10: Order of Battle….
For ease of use combat is resolved in “snatches” of action collectively called a Recounter, which is assumed to cover a period of around 10 seconds. In Magonia, all combat movement is assumed to be simultaneous - although actions are resolved in a sequential manner for ease of resolution. Shooting attacks may target a moving character either just prior to moving, half way through movement or as they terminate moving during a Recounter. Prior to combat the GM should grade adversaries as follows: V I P C Vulnerable – represents individuals who represent minor obstacles and enemies that pose a low risk to the PCs Important - significant adversaries, but not pivotal to the adventure - they pose a moderate risk to PCs . Personas; represents all characters with some significant to game and therefore pose a significant risk to the PCs.
All creatures greater than “Large” size are automatically deemed to be P+ Grade

These represent player characters or the major G.M controlled heroes/anti heroes in the game setting. In either instance they possess an F point pool. Obviously, such characters pose the highest danger to the player characters

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

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Otherwise, combat proceeds as follows:
1: Pre-move missile attack snatch: Prior to movement, any character equipped with a ready missile weapon may attack any target they wish, in order of their D. A tie indicates both characters act at the same time. Player characters are assumed have readied their bows and weapons prior to combat if facing “V” and “I” grade adversaries However, if confronting “P” and “C” grade characters, weapons must be readied as per the Order Of Battle! 2: Movement or Action snatch: All Characters and adversaries now move to the extent they wish, upto their maximum possible move, or they can perform or continue to perform an action. The latter includes: • • • • • • • • • Continue static melee (actually resolved in the next “snatch”). Wait for something to happen… Disengage from melee Prepare weapon for attack. Perform action/skill Clean Weapon (Expanded rule - see page 96). Commence spell casting or use of magical item Any character equipped with a ready missile weapon may attack (in order of D). A character who moves and is somehow blocked by another character stops moving and is considered to have entered “static” melee. All actions and counteractions are resolved in Snatch “3”, below.

3: Resolve melee combat snatch: This is conducted as follows:

• Determine attack order:
Characters with the highest D goes first. If a tie between a monster/game persona and a PC, PCs act first (or allow the other party to do so) – otherwise both act simultaneously. A readied missile weapon not used in either of the prior two snatches may attack before a melee weapon – in order of all missile weapon user’s D attribute. If two PCs have the same D rating, attacks are deemed to be simultaneous. • In regard to melee weapons, an attacker can only hit a target within reach. Each melee weapon within this system is given a Reach Factor – equating the number of “arms lengths” a weapon can reach to and attack. For the purposes of this system, 1 “Reach” equals a distance of around 2 feet. After Reaching “3” switch back to “1” and repeat until combat is resolved!

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7.2 Resolution: 7.20: Easy Combat Resolution:
This system is intended for ease of play, especially for those new to this game. Those looking for more “advanced” options should consider the Expanded combat resolution described below. Easy combat hitting and damage is resolved as follows: Attacker attempts to injure target; resolved through making a Chevauchee roll: Chevauchee roll: Attacker assaults target with an Attack equalling Melee or Shoot skill PLUS B-physical bonus Less: Defender’s Defence equalling Melee or Shield Skill PLUS B-Physical bonus
Parrying attempts suffer from a -20 penalty (but no penalty if using a shield). Shoot class attacks can only be blocked with the shield skill! V grade adversaries suffer a -50 reduction to skill vs. “C” grade characters. Further adjust by any relevant factor cited on the next two pages!

While in melee, a character may make one attack on a single adversary within reach for every +50 points he or she has in Melee (or +20 if attacking with a weapon in each hand): Modifiers: The following tactical options can be used while in melee combat: (These factors are applied to the Chevauchee roll only):
• • • • • The following situational modifiers may come into play: Attacking from target’s Rear = Halve target’s defence factor Charging (paced running speed) = Halve Melee Skill +10 to damage. Charging (frantic running speed) = Quarter Melee Skill but +20 to damage, Charging (mounts) Double damage bonus;-10 to Effect rolls. Attacking from prone = -50 to melee. Modifiers for shooting rolls: Range: Close (half base range) +50 to Shoot Skill Medium (base range) No adjustment Far (double base range -50 Distant (3x base range) -100 Isolated (4x base range) -200 Extreme (x5 base range) -400 Remote (6x base range) -600 Cover: Mist. Smoke or long grass: -50 50% solid cover -100 75% solid cover -200 . No Shield Shield = = -20 to Defence, cannot block Shoot attacks. Can block Shoot attacks if equipped with a medium shield or larger add shield bonus (if any)

• • • • • • • • • •

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

Chevauchee Result: Sore Consult combat table; roll 1d100 and equate roll to matching combat ERROR result (alternatively, halve D and combat skills for 1 Recounter). Fail Win Attacker fails to injure target! Consult combat table; roll 1d100 matching attacker’s WF (weapon’s WF plus B Physical score) with target’s Armour (Hardness+ Armour score). Attacking V grade adversary = +50 to attack value. Equate roll to matching WND column result. Effect of F in mitigating wnd class injuries:
Spending 1F reduces a +1 Wnd point to a Bash.

Hero Consult combat table; roll 1d100 matching attacker’s WF (weapon’s WF plus B Physical score) with target’s Armour (defender’s Hardness+ Armour score). V Grade adversary = +50 to attack value. Equate roll to EFFECT column result.
Injury Rolls are made adding +20 to roll (although “Killed” results are unadjusted and stand as rolled). However, if Hero Chevauchee roll is half the cited Hero total – a Grievous Effect - double the chances for a Kill result for V and I Grade adversaries (i.e. a Kill occurs on a roll of “01-21” on the “0” TUOR column). Also, add 0 to wound roll for all Grade characters!

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

Wnds in the Easy system: Following the lost of all Mercy Points (MPs) - if any - characters suffer the following action penalties (applied to all TUOR rolls) and other effects; Wnds:
0 (All MPs lost) -1 -2 -3 -4 -5 = = = = = =

Penality to all actions:
-10 (no other effects). -20 (no other effects). -50 (no other effects). -100 (no other effects). -200 (no other effects). Roll S -50 Difficulty; Hero = can carry on fighting (-200 penalty); Win = Fall unconscious; revive in 10 Recounters’ time (-200 penalty); Fail = Die of wounds; revival possible with natural healing (vs. Difficulty of 80; -10 per 2 Recounter’s following “death”). Sore = Die of wounds, no chance of revival via Healing skill. Roll again as “-5”, but add +50 to Difficulty, for each additional wnd received thereafter.

-6 or more

=

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Some optional rules and considerations: Option - “Follow up” attacks: When fighting a “V” or “I” grade adversary, a character can upgrade any effect class injury to a K (“Kill”) result by simply opting to attack the target again. This uses up all the character’s melee attacks on that particular Recounter even through no actual further rolls are made. P+ grade characters are immune to this option; they must be attacked as normal to inflict additional injury! Option - Grappling and Disarming attacks: In some circumstances an attackr may prefer to either disarm of grapple their foes rather than inflict a physical injure. Under either of these two situations a Chevauchee roll equals: Sore: Grapple: You fall down and are stunned for 1 Recounter. Disarm – possibly stabbed by own weapon: suffer a +50 attack

Miss: Grapple: The target eludes your grasp Disarm – Fail at disarming target Grapple: You restrain the target this Recounter. If desired roll for damage (x2 punch) this Recounter. Disarm – You lock the character’s weapon this Recounter – they cannot attack or parry! Hero: Grapple: You hold the target in a firm grip – attack continues into the next Recounter: Disarm – The target’s weapon flies into the air, landing a short distance away! For “follow up” grapples use the following results: Sore: The target slips from your grasp Fail: You continue to restrain the target this Recounter Win: You may wrestle the target to the ground and hold it there for a number of Recounters equal to your M, unless victim breaks lock (a win result or better next Recounter – but with a penalty of -20 to their attack). If desired roll for damage (x2 punch) per Recounter. Hero: As above but defender suffers a -40 penalty, doubling any inflicted wnd damage. Win:

Option – Limbloss. Some G.M’s may wish to allow for the possibility of individuals losing limbs, etc. due to Severe injuries in the Easy Combat system. If so, the victim’s player attempt an Adjust roll of S-80 when so afflicted. Result: Hero: Downgrade to an INJUR result Win; wounded as listed. Fail; - lose extremity of player’s choice Sore; lose limb OR extremity of attacker’s choice!

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Easy combat Duo-TUOR attack/damage table:
Base Result “HERO” Chevauchee: Effect

Error Wnd:
EFFECT

100d roll +350 or more +300 +250 + 200 + 150 + 120 + 100 + 90 + 80 + 70 + 60 + 50 + 40 + 30 + 20 + 10 0 (10) -10 -20 -30 -40 -50 -60 -70 -80 -90 -100 -120 -150 -200 -250 -300 -350 or lower

Trip+Drop +2 Wnd <Killed> “HERO” 01-45 01-40 01-35 01-30 01-25 01-21 01-20 01-19 01-18 01-17 01-16 01-15 01-14 01-13 01-12 01-11 01-10 01-09 01-08 01-07 01-06 01-05 (-) 01-04 (-) 01-03 (-) 01-02 (-) 01-02 (-) 01-02 (- -) 01-02 (- -) 01-02 ( - -) 01 (- -) 01 (- -) 01( - -) 01 (- - -)

WIN Wound Drop+pick +1 Wnd <Severe> WIN 99 98 97 96 95 93 91 90 85 80 75 70 65 60 55 52 50 48 45 40 35 30 25 20 15 14 13 12 11 10 08 06 05

FAIL Miss Drop Bash <Injur> FAIL 00 99 98 97 96 94 93 91 86 81 76 71 66 61 56 53 51 49 46 41 36 31 26 21 16 15 14 13 12 11 09 07 06

SORE Error Break Graze <Gashed> SORE V V 100 (/) 100 (/) 100 (/) 99 (/) 99 (/) 99 (/) 99 (/) 98 (/) 98 (x) 98 (x) 97 (x) 97 (x) 96 (x) 96 (x x) 95 (x x) 95 (x x) 94 (x x) 94 (x x) 93 (x x) 93 (x x) 92 (x x) 92 (x x) 91 (x x) 91 (x x) 90 (x x) 90 (x x) 89 (x x) 88 (x x) 87 (x x) 86 (x x x) 85 (x x x)

Kill results stand regardless of whether a positive modifier places them out of cited “K” result range!

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COMBAT EASY COMBAT RESULTS:

Effect
Break: Trip & Drop:

Result
The weapon currently in use breaks in combat (or on the next attack) Character falls to floor, dropping weapon out of reach. Stunned for 1 Recounter; one “snatch” to rise from prone Move action + 1 snatch needed to retrieve it – may be Blocked by any opposing foe! Character drops weapon – within reach. One “snatch” needed to pick it up; may defend while doing so! Drop weapon out of reach; Move action + 1 “snatch” needed to retrieve it – may be blocked by any opposing foe! Recoil back 2 feet; -10 D next Recounter - but no other effect!

Drop & Pick:

Drop:

Graze

Bash Wnd(n)

Stagger back 2 feet. ½ D and skills for 1 turn; no other effect. Take cited quantity in Wnd damage. Target also Bashed; stagger back 2 feet. ½ D and skills for 1 turn. - A character naturally heals HD/30 non-effect related WNDs per day. Roll again on wound table; take equivalent Effect injury! Take +1 Wnd damage plus a Bash result and also +1 Wnd per 5 Recounters due to bleeding. To staunch bleeding naturally, use Healer skill vs. a Difficulty of 40. Halve D and MOVE. Stunned 1 Recounter. Take +1 Wnd. This damage naturally heals after 1 week -1 day per 20 Hardness. Target is UNCONSCIOUS for 20 Recounters if a Grievous grade
Effect (avoid by spending 1F)

<Effect!> <Gashed >

<INJUR>

<SEVERE>

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

<KILLED>

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

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example Combat: An example of Easy Combat:
Anne o’ the Cleeveer is wandering down a long, dark street in the town of Dhodd, seeking the mystic-chauntress Catkrinn for some sage advice. Two men step from out of the shadows with swords drawn. The G.M and Anne’s player roll for surprise ….. and both fail! As no surprise was achieved by both sides, Anne quickly becomes aware of them and draws her battle axe - the G.M ruling she has enough time to do this prior to combat and doesn’t have to spend a “snatch” doing so!…. Anne is the fastest with 20 D vs. the attacker’s 5 D and so goes first. Both men are dressed in leather armour and carry shortswords. Anne wears a light chainmail shirt (hidden under her clothes) and welds her iconic battleaxe, “Cleeveer”! Anne moves towards the two men and strikes, dividing her attack between the two attackers (who are denoted as “P” grade adversaries)! Literally, for luck she spends 1 F point to raise her attack total from 50 to 100. Splitting it between both foemen she attacks them with a skill of 50 each. They defend with a punier shortsword skill of 30. Anne therefore attacks both foemen at +20 (while they attack her at a skill of -20 ). Rolling to penetrate a sum Hardness factor of +40 (armour+Hardness) vs. her WF of +60 (weapon (+40)+B-physical score (+20)) her character rolls on the “+20” column. A roll of 35 indicates Anne inflicts a +1 Wnd. He staggers slightly, but remains conscious. Both assailants attack Anne – one rolls 72 and misses, the other rolls 26 and hits…. But Anne’s chainmail shirt (just) turns this into a “Bash” result (68)… she staggers back 2 feet but isn’t wounded. On the next Recounter, Anne rushes towards the attacks and focuses all her skill on one (the person she lightly wounded) – it’s the last roll she can make with the +50 F roll boost (her attack value equalling: 100-30: +70 (-70) in this instance. She rolls a 05 – an Effect injury! Being under half the Hero rating for “+70“ the subsequent Effect injury roll is unadjusted and the chance of a Kill is doubled! Anne rolls 02 – resulting in a very gory instant kill against that target – who thus slumps to the floor, dead, being unable to mitigate it due to lacking F-points! Crazed with grief and rage the other attacker rolls to hit Anne – and gets a 01 – an Effect class injury! Anne opts to spend 2 F points – the attack being mitigated to a +1 Wnd. Anne attacks again - and rolls to hit with her unadjusted skill of 60 (vs. 30 = +30/-30). Unfortunately Anne rolls a SORE result of 100 – resulting in her rolling on the Error row of the Easy Combat table (using her current attack skill of +60). She rolls a “Drop and Pick” result – while she drops her battleaxe she can easily pick it up by spending one “Snatch” doing so next Recounter – and can defend, but not attack. Being unable to attack, the GM rules that the attacker strikes first while Anne picks up her axe! Which he does – and misses with a roll of 88 on the -30 column! On the next Recounter things are “even Stevens” for both sides! Anne’s character - wishing to end the fight quickly - burns 1F for a +100 bonus (50+100=+150 -+30 =+120/-120!). Despite somehow both missing each other on the subsequent Recounter, Anne gets another Effect roll on the next – a “03” score! Again, the Hero total for the +120 TUOR table is doubled (21 becomes 42 for the purposes of this roll). Anne scores another Kill result (29) representing an effective if not instant kill. The other attacker rolls to the floor as oblivion overwhelms him. Anne, hearing the cries of the Dhodd town guard just manages to escape them (her Creep skill of 40 vs. the guards Creep skill of 20 (+20/-20) and rolling a “38”!)

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7.3 Options: 7.30 - Expanded Combat Options:
The Expanded combat system provides more detail to combat in the form of additional options - many of which can easily be incorporated into the Easy system (if desired). More significantly, it features a more detailed (but also more complex) Expanded Combat Results table. Otherwise, all previously described combat resolution sequences, modifier, methods and rules stand unless overtly superseded an Expanded combat option: .

Combat Manoeuvres The Expanded system allows characters to adopt a basic attack mode, giving them modifiers to their Chevauchee roll (totals assumes character has acquired no Adeptness in them).
• • • • • • Surprised! “On Guard!” Nach Bind Wraith Guard Death Blow = = = = = = No stance possible: +20 to be hit! Neutral mode: no modifiers +40 Defence, but -40 to Attack. Half skill: may push opponent back 3 feet on a Win result. +20 to Attack next recounter. +40 Attack but -40 to Defence Factor Halve skill in regard to attack and defence, But add +10 to WF and -10 to Effect Injury Table rolls. + 40 Attack – but one roll only on this Recounter. Weapons with dual option attacks may inflict “SP” damage: but -20 to any Defence skill. One attack every +50 of melee skill -20 main hand, -50 off hand, no penalty if ambidexterous Parrying Daggers only -20 off hand penalty

• • •

Riposte Lunge Dual Weapon Attack

= = =

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

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

Special Considerations:
Carefully Aimed Shoot attacks: A character attacking with a ranged and ready weapon may refrain from shooting during one “Snatch” and make a single ranged attack on the next available one, ignoring its accuracy penalty. Aiming for one Recounter allows the character to add the character’s Physical bonus +20 to their offensive total. The character may do nothing other than aim during their “inactive” Recounter – if disturbed or interrupted in that time they lose the attack bonus! Detailed Melee vs. Shoot combat parrying rules: A melee weapon may parry a Shoot attack at half normal value if the defender is aware of attack - assumed to be always the case when a P or C grade character confronts a V and I grade adversary! However, a melee weapon has no defensive value against unseen shooting attacks involving P and C grade adversaries – namely rear attacks or by someone in cover. Shields block observed shooting attacks at full value, or at half value vs. an unseen frontal attack. They, however, have no protective value against an unseen rear attack. Range “Weakening”: Halve WF in regard to wounding rolls for Shoot attacks made over x2 base range, quarter it for x3 base range

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-Add: Certain armours are effective in deflecting blows, due to thickness and design. The G.M may wish to simulate this by allowing the D-Add bonus listed on the armour tables to be added to a target’s Defence factor in addition to the bonus granted to some shields. This option may be ignored. Pushback: Attackers moving at paced running speed may attempt a pushback. Base pushback roll equals M vs. the target’s M. Divide M by 2 if Small, or multiply by x2, x3, x4 and x6 if Tall, Large, Huge and Giant, respectively. Add two to multiplier if attacker is moving at frantic running speed (i.e. x2 becomes a x4) A Win result indicates the target is pushed back 2 ft, while a Hero result either pushes the target back 10 ft or overbalances them (halving their D skill for the next round and inflicting +1 Wnd). A Sore result causes attacker to be pushed back 5ft! “Sword and Shield”: G.M’s may allow characters to defend with the average of their Melee and Shield skill (or Skinclad and shield skill), plus any shield bonus. This is an optional rule as it adds a degree of complexity to combat calculations. Bruises: Reduce D for purposes of striking order only by -5, per Wnd; this also includes loss of Mercy Points. Bonus Grievous Effect: On a Hero roll, the G.M may rule a target takes the following “bonus” injury, based on the weapon type used, on a Grievous Effect roll only: Sp: Subtract an additional -5 to Effect wound roll. Wb: Target takes an additional +1 Wnd per 5 Recounters due to bleeding. Ch: +20 WF vs. armour. Aimed hits to the Head: An attacker may opt to attack the target’s head for greater wound effectiveness. In this instance apply a -40 penalty for melee and unarmed attacks and halve shoot skill. If successful, the attacker adds a +60 bonus to WF and subtracts -10 to any resulting Effect class wound roll! Any <Killed> result is automatically deemed to be a near-instantaneous kill! Any helm (page 176) worn by the target reduces the WF bonus factor, but not the Effect roll bonus. Pulling blows: A character may opt not to inflict an Effect class injury when scoring a Hero result. In this instance the attack is resolved on the Wnds table. Detailed Adversary Grading: Whenever the rolled number of an attack equals half cited “Hero” range, subtract -20 to the subsequent Effect wounding roll for “V” grade adversaries and -10 for “I” grade adversaries. The roll for “P”+ grade adversaries is unadjusted. Also double chances for a Kill result for V, I and P grade adversaries (i.e. a Kill occurs on a roll of “01-21” on the “0” TUOR column). Do not double for attacks vs. “C” grade characters. Attacks by FireArms & Gigantic+ sized creatures Attacks by firearms and creatures with a M of 110+ sized creatures double the chance of a Hero result! Add “0” to Effect on a Standard Hero result, and -10 to any Grievous Effect. Wnd results from either source are resolved using the Wnds XT and Wnds + column of the expanded combat table. Gigantic sized creatures may attack upto 4 human-sized targets without penalty; 8 targets in regard to Titanic sized creatures! Constricted Attack: Weapons attacking a target located at a distance equal to one less than the cited weapon’s Reach value are subject to the constricted attack rule; namely, the attacker’s Melee skill is halved. An attacker’s melee skill is quartered if attacking a target located at a distance equal to two factors lower than weapon’s cited Reach factor. Late Medieval (and Pseudo Medieval) Warswords, Bastard Swords and Greatswords are fitted with a Ricasso - a smooth section of blade just below the

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hilt, allowing more control in constricted situations. In this instance, halve skill only when attacking a target located at a distance less than twice the weapon’s cited Reach factor. Steeled punches! Using a gauntlet, steel helm or metal-armoured feet increases punch or chop WF by +20 “Clean Weapon” Action: Following any Effect class injury inflicting a “Severe”, “Impale” or greater wound, a character must spend one “snatch” action cleaning the weapon used in that attack or suffer a temporary -10 skill reduction when using it. Furthermore, sheathing or resting the weapon without cleaning it results in a -10 temporary reaction penalty and requires a Difficulty 40 roll to ready it for combat without complications. Similar Effect class injuries result in a further -5 skill reduction until the weapon is cleaned; an act which removes all penalties. Stuck Weapon: When using a weapon with a stabbing point (“Sp”), a double number result - “11”, “22”, “33”,”44”,“55”, “66”, “77”, “88” and “99”- associated with an Effect injury role indicates it has become stuck in the victim! Attempting to extract it requires 1 “Snatch” and a Difficulty 30 roll (vs. M) to remove. The attacker may spend 1F to free the weapon should the first or subsequent attempt to remove it fails. The victim takes +1 Wnd, which are not reduced by armour and cannot be mitigated. Furthermore, spending one F point also allows the impaling character to increase the initial Effect injury by one grade if the victim is no more than one size class larger than the attacker. If so, this may be mitigated by spending 6F! A Sore roll indicates the weapon was broken in the attempt to free it (mitigated by spending 4F!) – The attacker takes a -20 penalty due to sprain injuries; -10 to D until healed, taking a week under normal circumstances. Slashed! When using a wide bladed weapon (“Wb”), a double number result - “11”, “22”, “33”,”44”,“55”, “66”, “77”, “88” and “99” - associated with an Effect injury roll indicates it has inflicted a severe wound! The victim takes +1 wnd per 10 Recounters in bleeding (Difficulty 50 vs Healing). If result occurs in relation to a Head Hit (see above), target is decapitated - resulting in instant death - if the victim is no more than one size class larger than the attacker. If so, this can be mitigated by spending 6F! A Sore roll indicates the weapon is broken (mitigated by spending 4F!). The attacker takes a -10 penalty in sprain injuries; -10 to D until healed, taking 3 days under normal circumstances. Smashed!: When using a weapon with a weighted crushing head (“Ch”), a double number result “11”, “22”, “33”,”44”,“55”, “66”, “77”, “88” and “99” – associated with an Effect injury roll also aimed at the end indicates the victim has been automatically knocked unconscious for 10 Recounters, less 1 per 10 S they possess; minimum duration 1 Recounter. This is mitigated by spending 4F! The victim must be no more than one size class larger than the attacker, otherwise this result is ignored. A Sore roll indicates the weapon is dropped just out of the attacker’s reach. The attacker also takes a -10 penalty due to sprain injuries taking 2 weeks to heal under normal circumstances. Emergency Survival rules: The G.M may spare characters - especially those unable to expend F - from severe or fatal Effect injuries by either subtracting 15 from a character’s S score or 5 from S and adding a 1 point Bane of the player’s choice– the wound becomes a messy looking Injur result which looks fatal to a casual observer. The character remains unconscious until it becomes “safe” for them to awaken. The G.M also has the option to reduce other attributes in this manner if it could be justified as a combat injury. Alternatively, the G.M can rule a nearby V or I grade character takes the damage through attempting to shield the player character. The G.M should ideally choose someone who has some family or emotional connection to the player character! Hence, this option costs the character 5 Growth points!

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“Locked F!” In some instances the G.M may decide that C grade characters cannot expend F to mitigate injuries from certain opponents; usually notable “C” grade adversaries encountered during the climax of an adventure scenario. The G.M may or may not choose to highlight this situation….! Staying conscious and active for free… Characters potentially rendered unconscious may avoid this fate by winning a S (Stamina) roll vs. a Difficulty of 60. Characters with a current F point rating of 0 can remain active when afflicted with “I” or “S” grade injuries by expending -1F or -2F, respectively. However, the penalties are severe; characters take an additional 1 wnd per 2 Recounter they remain active! Taking Injuries: The character may opt to take Effect injuries in some instances. If so, the character immediately regains 1F previously expended in combat! Option - Heroic Death: A character who takes an “S” effect class wound or worse can opt for a Heroic Death. On stating this choice to the GM, the character’s F drops to zero. The character, however, continues to fight until inflicted with either 3 severe injuries or two “K” Class effect injuries. Once either of those two conditions is met the character dies within 1 Recounter. All attempts to heal the character naturally automatically fail, while any attempt to use True Restoration or Intervention suffers an extra -40 Difficulty. If the resurrection attempt happens to succeeds, permanently reduce all Physical attributes (including physical potential) by 10. If the character is not resurrected, the next character generated by the player inherits a portion of the goods and wealth of the slain character (as the G.M deems appropriate). Should the character (somehow) survive, they heal as per the standard rules.

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Expanded Combat table results: In the Expanded system, Wnd and effect class injuries are resolved by the same method utilised in the Easy combat system, but by utilising the expanded Injury Table presented below (and the additional combat wounding options presented above): MISTAKE: As per the easy system method, but the Expanded table presents a wider range of possible combat error results: WNDS: As per the easy system. Following the lost of any Mercy Points (MPs) ) - if any - characters suffer the following action penalties (applied to all TUOR rolls) and other effects; Wnds:
0 (All MPs lost) -1 -2 -3 -4 -5 = = = = = =

Penality to all actions:
-10 (no other effects). -20 (no other effects). -50 (no other effects). -100 (no other effects). -200 (no other effects). Roll S -50 Difficulty; Hero = can carry on fighting (-200 penalty); Win = Fall unconscious; revive in 10 Recounters’ time (-200 penalty); Fail = Die of wounds; revival possible with natural healing (vs. Difficulty of 80; -10 per 2 Recounters’ following “death”). Sore = Die of wounds, no chance of revival via Healing skill. Roll again as “-5”, but add +50 to Difficulty, for each additional wnd received thereafter.

-6 or more

=

Each 1 “Wnd” received; Target also “Bashed”; stagger back 2 feet. Half D and skills for 1 turn. EFFECT: Again, resolved identically as per the Easy system, but a wider range of results are represented on the Expanded Combat table Effects Column. In all three instances note units die. If the units die shows an even number - 2, 4, 6, 8, 0 - use the cited “even” option of the relevant result type. Likewise, if the units die shows an odd number - 1, 3, 6, 7 or 9 - use the “odd” option of the relevant result type. <Ghost!> (and variations): Results defined as <Ghost!> are applied whenever the dice throws falls within the cited range; apply the effect regardless of modifier. A double number <Ghost!> result on the Chevauchee roll (namely 11,22,33,44,55,66,77,88 or 99) indicates the character may attempt another hit without penalty if roll falls within “Hero” result range, push defender 5 feet in any (harmless!) direction if roll falls within “Win” result range, or suffers a sprain on a “Fail” or “Sore” result (causing a -20 penalty). Double results on wounding rolls 22,33,44,55,66,77,88 are <Ghost!>; treat as a “Stuck”, “smashed ” or “slashed” , depending on weapon used – see above for effect. All SORE results over 97 are also <Ghost!> results!

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EXPANDED WOUND TABLE : Chevauchee: SORE
Basic Weapons: Wnds

Effect!
Trip+stun Armour! odd even

Wnds
Drop/stunned even Confused! odd

Miss
Drop/Pushed even Drop+pick odd

Sore
Break odd Hit even

Wnds +
irearms & Giants:

+2 +Stun odd <Effect> even <Effect> even +3+stun odd

+1 odd Bash even +2 Inj even odd

Bash 0

odd even

0 odd 0 even Bash even 0 odd

Wnds + Wnds XT

+1 even Bash odd

<Effect>

<Killed>

<Severe>

<Incap>

<Gashed>

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

EXTENDED COMBAT SPECIAL CONDITIONS: Effect
Armour!:

Result
A piece of the attacker’s armour falls off – G.M’s choice +10 bonus to be hit by attackers until fixed! The weapon currently in use breaks in combat (or will do so the next time its used) Superior weapons are immune to this effect, unless they are being used to parry a weapon of better quality! Attacker loses concentration – act as if Stunned for one Recounter; no action possible other than to defend themselves. Character drops weapon out of reach and is pushed five feet in any direction by defender (other than to cause the attacker to fall from a height, etc.) Move action + 1 snatch needed to retrieve weapon – may be Blocked by any opposing foe! Character drops weapon – well within reach. One snatch needed to pick it up; may defend while doing so! Drop weapon out of reach; Move action + 1 snatch needed to retrieve it – may be blocked by any opposing foe! Attacker inflicts a +50 hit on themselves; no defences apply! Character falls prone dropping weapon out of reach Stunned for 1 recounter; one “snatch” to rise from prone Move action + 1 snatch needed to retrieve it – may be Blocked by any opposing foe! Character trips up – but maintains hold of weapon. Recoil back 2 feet; -10 D next Recounter - but no other effect! Stagger back 2 feet. ½ D, MV and skills for 1 turn; no other effect. Take cited quantity in Wnd damage. Target also Bashed; stagger back 2 feet. ½ D and skills for 1 turn each 1 “Wnd” received! - A character naturally heals HD/30 non-effect related WNDs per day Roll again on wound table; take equivalent Effect injury!

Break:

Confused!:

Drop & Pushed:

Drop & Pick:

Drop:

Hit:

Trip & Drop:

Trip & stun: Graze: Bash Wound

Effect!

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

<Gashed >

Take +1 Wnd damage plus a Bash result and also +1 Wnd per 5 Recounters due to bleeding. To staunch bleeding naturally, use Healer skill vs. a Difficulty of 40.
Unconsciousness: Target knocked unconscious. Each 5 Recounters, attempt to make an S roll vs. 40 Difficulty to come round. If regain consciousness treat as Stunned for 3 more Recounters, then return to normal. Injurious hit: target suffers significant injury. +2 WNDS. Halve D and MV. Acquire action penalty to all actions equal to ½ weapon’s wnd value. Heals after 2 weeks -1 day per 20 S if treated by natural means. Standard Incapacitating Injury. Target is sore-stricken with injury. +3 WNDS. Halve D and quarter MV. Take 10 wnds/Recounter via bleeding. Healing roll opposes Difficulty of 20 (1 attempt/Recounter).Acquire penalty to all actions equal to ½ weapon’s wnd value and take wnd of the same value. Incapacitation fully heals after 2 weeks less 1 day per 20 S if treated by natural means. Severe: target is unconscious and requires medical attention, +1 WND and Take +1 WND per 2 Recounters via bleeding; Healing roll opposes Difficulty of 40 (1 attempt/Recounter). If subsequently healed, treat as having a penalty to all actions equal to the weapon’s personal wnd value. Requires 1 month of rest – 1 day per 10S to heal by natural means. Arm/Leg: target’s arm, leg or extremity is severely damaged or target suffers a severe head or body fracture (attacker’s choice). All: +1 WND Take 1 WND per 2 Recounters due to severe bleeding. Healing roll opposes Difficulty of 40 (1 attempt/ Recounter). Limb/Extremity: Lost unless target permanently expends 1F. If loss avoided, limb cannot be used until healed (takes 1 month – 1 day per 10S via non magical means). SEV Leg hits reduce MV to 1/4th value; prosthetic limbs may (at least) partially mitigate this. o Torso: +2 WNDS nothing lost – but quarter D and quarter MV. o Head: +3 WNDS; Unconscious Each 10 Recounters, attempt to make an S roll vs. 80 Difficulty to come round: Halve D for 1 day on regaining consciousness. - Torso and Head natural healing times as above. Mortal Organ strike: Internal organ critically damaged or similar injury. Take +1 WND per Recounter. (Healer skill vs 80 Difficulty to counter this injury naturally). Natural recovery requires 2 months bedrest less 1 day per 10S . Kill: Target is killed outright by a mighty blow – attacker chooses: beheading, cleaving body strike, blow to heart, target gutted. No conventional remedial treatment is possible – only magical or extreme technomagical healing rectifies this!

Uncon

Injurious Inj

In/St Incap/St

Se Severe

S/AL

K:Mo/o Kill

K Kill

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

Weapon Dart Knife Hatchet Spear Sling Shortbow Longbow Yewbow Elfbow Crossbow: Arquebus

AM

20 40

WF 20 30 40 50 70 60 80 100 110 120 150

RANGED WEAPONS: ACC M/D Rng Type -50 10/10 8 sp -60 0/10 4 sp -50 15/15 8 wb -40 10/0 10 sp -60 10/15 100 sp -60 10/10 50 sp -50 15/20 70 sp -40 20/30 80 sp -20 10/10 100 sp -20 10/10 80 sp -80 10/10 100 wb

S 1 1 1 1 1 1 1 1 1 1 1

ROF C AS 2S AS 6C AS 10C AS 1C 1/1 2C AS 6C AS 12C ! 16C AS ? 1/3 20C 1/6 30C

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

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Armour

Armour Table (“Late Medieval” era): Hardness bonus: D-ADD Weight Action Penalty:
+10 +20 +30 +40 +50 +60 +50 +80 +80 +100 +40 +100 +120 0 +10 +10 +20 +20 +30 +20 +30 +40 +50 +20 +50 +60 3lbs 2 lbs 5 lbs 10 lbs 30 lbs 25 lbs 12 lbs 14 lbs 50 lbs 60 lbs 4lbs 60lbs 80lbs -10 -5 -30 -10 -20 -30 -20 -15 -30 -20 -20 -30 -40

Cost:
1C 2C 5C 12C 50C 60C 30C 100C 500C 1000C 10C 400C 800C

Padded Leather Ringed/boiled Ringed and boiled Metalled Chain Mail shirt Breast Plate Platemail Field plate: Buff Coat Dragoon Armour: Full Dragoon Armour:

Option: Action penalties can be circumvented by purchasing Armour Adeptness. SHEILDS: Type Bonus Weight Min M Bucklers Wooden b -20 3lbs M 0+ Metal b -20 5lbs M 5+ Medium shield b 0 5 lbs M 10+ Round shield b +10 7 lbs M 15+ Kite Shield b +20 7 lbs M 20+ Tower shield b +50 20 lbs M 20+ b = Can be used in attempts to block frontal missile attacks.

Cost 5C 10C 10C 15C 20C 30C

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

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Environment. 8.0 - The Adventuring Environment.
Those who choose the path of an adventurer will face many obstacles, tests and hazards other than combat. This chapter details these various challenges… 8.10- Interpersonal relations: 8.11 - Recognition: A Recognition (REC) roll is either made when a character proclaims their name or if someone “in the crowd” happens to recognise them. To randomly determine whether recognition occurs in either situation, the player or G.M should make an Adjust REC roll on the TUOR table, using the following modifers: • • • • -20 if the characters are within their home territory -40 if the characters are just outside their home territory -80 if the characters are a considerable distance from home territory -160 if the characters are on another continent separated by a vast expanse of sea. The G.M should rule the REC roll automatically fails if no other people from the character’s realm have previously visited this country!

Halve the cited adjustments levels if the character is wearing an individual personal heraldic device or similar “identifier”. If the role is fairly marginal the G.M should delay acknowledgement of the character’s identity for a few game-days, to simulate word of their presence eventually spreading to a receptive ear… A character’s prior REC is ignored if the character assumes another name/identity in an area they have never previously visited. This new identity will accumulate its own REC score if it is maintained for a sufficient period of time. Add any REC increases based on Banes, Gifts, skills or attributes if the identity is maintained for a month or more. The above assumes the character is not recognised by those he or she lives in disguise with. The G.M should initially roll REC-80 to determine whether the character’s attempt to pass themselves off as a different person succeeds. A recognition roll in regard to the character’s actual identity should be made whenever visitors from an area aware of the character come to this particular area, vs. REC-100. A Sore REC result indicates the character has being mistaken for someone else (usually a person with a negative reputation). A Fail result equates to the character remaining unrecognised. A Win indicates the character is recognised, unless disguised, while a Hero REC means the character recognised even if disguised or going under a non de plume. Once recognition occurs the character’s innate reputation modifiers comes into play, as general aspects of the character’s background and prior behaviour become acknowledged and influences the attitudes of the people around them. 8.12 – Reaction: Reaction rolls play an important part in Magonia. These usually occur whenever a character attempts to interact with a backdrop persona. Use either character’s full High/Low Social skill or Oratory for social interactions (player’s choice) or Trader for commercial interactions. Use Presence or Lovecraft (Workskill) for any seduction attempts. This rating is adjusted 104

positively by relevant Gifts or negatively by specific Banes, and may be further adjusted if backdrop personas successfully make a REC roll in relation to the character! Other specific ad hoc adjustments may also be made by the G.M – or result from the player’s approach to this particular interaction! The specific modifiers are as follows: Relationship: Request Difficulty: Skill Adjust Modifier: “We’re at war with them! Dealing with a very hostile party -200 “They like us not…!” Almost Charity /very involved task -100 Significant Discount/ Involved - 80 Neutral relationship Average task or price 0 Friendly relationship Fairly easy going +20 Very Friendly relationship Easy task – “happy to pay top prices!” +40 Close allies/kin Very easy task/“well, what’s money…!” +80 Seduction Attempts: Backdrop persona likely to respond to seduction attempt +40 +/- any appearance modifiers Backdrop persona unlikely to respond to seduction attempt -100 Reduce penalty by half Lovecraft skill Backdrop persona shares a “niche sexuality” with character (I.e. has same fetish, same relatively uncommon sexual orientation, etc.) +50 Character attempt to satisfy specific sexual needs – if any! +50 A Sore result indicates the backdrop character is Hostile or offended by a player’s offer. A Fail equates to a refusal of service or rejection of the character’s offer. A Win indicates the character’s offer is accepted or they will be aided to a reasonable degree, while a Hero means the character receives a friendly response or even acquires additional information, reduction in price or other bonus. In regard to Seduction, add +100 to any future reaction roll if the seduction attempt resulted in a HERO score; +50 for a WIN; -50 on a FAIL or -100 for a SORE result. Subtract -100 from any reaction roll from anyone) towards anyone who forced that person to have sexual relations with them; -200 if it involved anything likely to be deemed especially “deviant”. This reaction applies to friends/ relatives aware of this crime. 8.20 – Insanity: While Magonia works under the assumption that game-setting characters consider monsters and other fantastical sights “normal”, the G.M may decree that certain rare detrimental events may potential threaten a characters mental stability. This could involve a character returning to his home town and finding everyone dead (or be the only survivor of an especially brutal massacre), encountering an especially powerful monster or being cruelly rejected by a loved one. In such instances the G.M should make a TUOR table Adjust roll based on the character’s C (Composure) score vs. a Difficulty whose rating should reflect the severity of the event in question. Some suggested modifiers are given below:
Situation Traumatic Rejection Personal loss Only survivor of a massacre Imprisoned and tortured Come home and everyone’s dead Seeing a powerful monster Come home and everyone’s dead – …and the bodies have been mutilated! Direct contact with the source of all evil Modifier -30 -40 -50 -80 -60 -20 to -100 -80 -140 -200

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A Sore result indicates the character either becomes catatonic or loses their memory and acquires the Bestial Bane (player’s choice). A Fail indicates the character acquires the Fool Bane. A Win means that while the character suffers an additional 20 Difficulty to all tasks they are otherwise unaffected, while a Hero result equates to the character actually being motivated by this setback (+10 bonus to all tasks for one month). In instances where a detrimental effect occurs, the character may attempt a C roll every month to return to normal (vs. half the original Difficulty modifier). 8.30 – Optional Rule - Purity and Corruption:
Magonia characters usually start play uncorrupted by evil, with a Purity Score of +30. Priests serving a good deity add 20% of their Piety to their Purity Score; while priests serving an evil god reduce their Purity score by the same amount. Purity may be added to any B score for any ONE altruisticbased act once every game hour. Negative Purity (Corruption) may be added to any B score to aid any action likely to cause pain and/or anguish. However, each use of Corruption in this fashion adds another -1 point to the characters’ Corruption total (or -2 to -5 for notably evil actions). A character may become Corrupt either by willingly committing an evil deed or when tempted by a baneful supernatural presence; an element which the G.M may arbitrarily utilise against a single player character once per game session! Whatever the cause, the player must attempt a Purity roll – this score being pitted against a variable difficulty factor, determined as follows:
Situation Minor evil act Major evil act Significant evil act Ghastly evil act Character justly Provoked Temptation: Minor temptation Major temptation Tempted by a Minion of Evil Tempted by powerful Evil being Physical manifestation Spiritual presence only = = = = = = = = = = = Modifier -20 Difficulty -40 Difficulty -60 Difficuly -12 Difficulty halve Difficulty 0 Difficulty -20 Difficulty additional -20 Difficulty additional -40 Difficulty additional -40 Diffculty No adjustment.

For Acts: A Sore result indicates the character loses 20 Purity, while a fail indicates the loss of 10 Purity points. A Win indicates the character loses only 5 Purity, A Hero result the loss of only 1 Purity point. Halve this figure for a Minor Act, Double this for a Ghastly Act. For Temptations: A Score result indicates the character must perform the act (being under GM control during that period)– and loses 10 Purity as a consequence! A Fail results in the character performing the act (being under GM control during that period) – and losing 5 Purity, unless the character spends 4 F points to mitigate this effect. A Win effect allows the character to resist temptation, gaining 2 Purity points. A Hero result also indicates the character resists temptation but gains 5 Purity Each -10 of corruption results in the character gaining 1 Bane point. On gaining a Bane point roll 210; a positive number results in the Bane point not being immediately applied to the character, while a negative number indicates that the Bane point (and any others gained through Corruption but not yet allotted to a Bane) being immediately applied to the character. The character is totally lost to the player should it acquire 6 Banes through Corruption – he or she thereafter being under G.M control. Purity can be increased by +2 per Growth point allotted to this attribute.

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8.40 - Opening obstacles and coping with traps: Adventurers often have to face obstacles such as doors – which they can circumvent either by breaking it down, picking the lock or resorting to magic. Use the Difficulty guide below, which can also represent “trapped” items. In the case of locked, trapped items the GM can either assume the trap disarming and door opening attempt shares the same result or roll twice to cover both situations. Forcing A Door Light wooden locked door Heavy wooden locked door Wooden, barred door Iron door Iron Reinforced door Modern bank vault door (for comparison Picking Lock/circumventing trap Crude Latch/obvious trap Lock/basic trap Good Lock/trap Secure Lock/excellent trap Masterpiece Lock/trap Exceptional Lock/trap Difficulty 0 20 40 80 200 300

TUOR Table results for door opening/trap disabling attempts Sore = -20 to next attempt +1 wnd inflicted on character Trap goes off with +40 attack bonus Door remains shut. Bash inflicted on character Trap is sprung with full effect! Door shudders – try again Halve Difficulty. Bash inflicted on character Or Trap circumvented and deactivated Door swings open Or trap circumvented and +20 to next trap attempt.

Fail

=

Win

=

Hero =

Magically barred doors can only be unbarred by magic. Failed Lock picking attempts do not usually result in injury. Attempts to break down doors take 1 Recounter, while trap circumvention takes 1 minute while lock-picking usually takes 4 minutes (double time for exceptional locks). Some sample traps: • • • • • Alarm Trap: Loud alarm begins to ring, summoning 1-3 creatures to the vicinity in within the next 1d5 Recounters. Pit trap: trap door opens – resulting in a 40 ft fall onto WF +80 spikes Ball trap: Big stone ball falls from ceiling (or rolls down corridor): Difficulty 100 to avoid – WF 200 (CH)! Arrow Trap: 4 number 20 attack skill arrows unleashed: WF +60 (and often coated with arrow frog venom). Door/Sand trap: Solid metal door slams down behind and in front of character - the corridor then starts to fill with sand, inflicting standard suffocation damage on all characters within 5 minutes.

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Using Fortune to avoid traps: If the character succeeds in making a D or I roll (character’s choice) vs. half the trap’s Difficulty level, they may spend 2 F to avoid its effects. This usually involves any “Fortunate” characters beating a hasty retreat by fleeing the area and not returning to the area for at least 10 minutes or more - given it is still accessible afterwards. If they fail to make this roll they can also avoid the effect by permanently sacrificing 4F (!) and then fleeing the area. Alternatively they can face down the trap, coping with the situation however it unfolds. Obviously, traps should be used sparingly in Magonia. Walls and similar sheer surfaces represent another obstacle often faced by adventures. Unless equal in thickness to a stone wall, a cavern or cave wall is impossible to circumvent by damaging; requiring the Sapper skill and a lot of time to successfully dig a sufficiently deep breech, possibly aided by other substances such as Black Powder, given it exists in the gamesetting. Generally, only “H” class weapons can damage wood, stone or earth features. Using swords against a stone surface will probably break it (quadruple Sore chance) and inflict only 10% of their usual damage. Wall Damage values Wood (2 inches thick) HD 100 Hole 1 Breech 2 Large Breech 4 Demolish 5 ft wide area 10 (causes whole of damaged wall to fall down). Earth (20 inches) HD 200 5 10 20 50 Stone Wall (8 inches) HD 500 10 20 40 60

Adjust for thicker and thinner walls. Armour value equals half wall’s thickness (where relevant). 8.21- Siege Weapons: The best way to demolish walls is by attacking them with Siege Engines! As their name suggests they are only utilised in formal siege situations and are hence rare, specialist devices. These massive, slow weapons require the Engineer skill to build and maintain them and Shoot (Siege Engine) skill to fire them; with large teams of strong warriors needed to load them. They break on a Sore result, requiring repair – which takes anything from an hour to several days. They can also be used against packed formations of living beings; increasing Difficulty by 80, but multiplying WF x2 and multiplying the chance of a Hero result by x10; other than ballistas applying damage to all targets within a 3ft area of effect (G.M’s call). Ballista’s affect 2d10 targets along it’s path – losing -10 WF per target attacked. Weapon ERA WF ACC M/C Rng S ROF C Catapult Bronze Age 100/x3 -20 6/6 40 1 1/3 6,000C Ram Bronze Age 200/x1 0 4/12 n/a 1 1/1 2,000C Ballista Bronze Age 100/x2 +10 5/6 140 1 1/3 4,000C Weapon ERA WF/WM ACC M/C Rng S ROF C Onager Iron Age 200/x4 -20 6/6 50 1 1/4 8,000C Mangonel Early Med+ 300/x5 -40 12/10 60 1 1/4 8,000C Trebuchet Early Med+ 500/x10 XT +20 40/20 160 1 1/3 10,000C Bombard Late Med 1000/x10 XT -20 8/12 80 1 1/60 20,000C Effect Injuries; further multiply wnds inflicted as follows Injur: x2 wnds Severe: x5 Kill x10 wnds 108

8.50 Environmental Hazards:
Falling injuries: Falling automatically inflicts an Effect class hit if the character falls more than S feet (upto a maximum of 40 feet); otherwise a fall inflicts damage as any other attack. A fall’s Attack and WF Value equals the distance fallen in feet /2 (upto 1400 feet (+700)); adjusted as follows: • Armour; subtract armour • Victim falls on to spikes: +100 • Divide attack value by 10 if victim’s fall is broken by a deep pool of liquid • Hard surface +40 Roll for one “attack” per 200 ft fallen, using the Easy combat table. 8.51 - Mitigating Falls: Expending 1 F point for every 50 feet fallen reduces the fall to an “Inj” Effect injury (and results in sufficient Wnd loss to render the character unconscious)! The character’s current F value is reduced to 0- with his or her pool of F points prmanently reduced by 2 when mitigating a fall of than 200 feet or greater! 8.52 - Fire: A standard fire inflicts 1 wnd per Recounter. Following initial exposure make a Matched TUOR table roll to determine whether the fire exposure ends or continues to burn, equating to the closest substance to that cited below, Substance Column Stone Usually no chance of spread Naked living creature -20 Vegetation 0 Paper +10 Dressed living creature +20 Tinder dry vegetation +80 Wood +60 Covered in flammable oil +200 Adjust as follows: Wet -80 Dry 0, Lava stream +200 (- fire has no chance of going out until lava stream retreats or cools down)! A Sore result equates to no further spread; halve any previously inflicted damage. A Fail result indicates the fire does not spread. If falling near a lava stream character’s fall is somehow arrested; take 1 wnd in falling damage, +1 wnd per Recounter due to smoke, gas and heat exposure. This ceases after 1 full Recounter of movement away from locus. A Win result results in a further 1 Wnd per Recounter for 2 Recounters unless extinguished (a Difficulty 40 task) x2 if covered flammable fuel; +4(!) per Recounter if exposed to lava stream – assumes only “modest” exposure!) A Hero result results in +1 wnd of damage being inflicted for 5 Recounters unless extinguished (a Difficulty 60 task). In regard to lava streams, character is assumed to be reduced to ashes within seconds – instant death! The lava stream depicted above is assumed to be a “modest trickle”, represented in a somewhat cinematic fashion! In reality, most laval flows produce toxic gasses and intense heat – hence even modest proximity of anything from 200-10 feet inflicts +1 wnd per Recounter! 8.53 Battlefield Exhaustion: This is an optional rule as it entails further record keeping. G.M’s wishing to account for battlefield exhaustion should assume a character has an Endurance score equal to (Hardness/10)x2 Characters can only sustain combat without resting for a period equal to this value in Recounters. Double this if only wearing a partial suit of armour; halve this value if fighting in full armour on a hot day. Fully

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resting for 1 Recounter (or drinking a pint of cold fluid) restores 2 Endurance “factors”. Once Endurance has been exceeded, apply the following global penalties: 1st Recounter over 2nd Recounter over 3rd Recounter over 4th Recounter over 5th Recounter over = = = = = -20 -50 -100 -200 Roll S -40 Difficulty; Hero – can carry on fighting one more Recounter (at -100 penalty; Win – fall down to the ground, conscious but exhausted (treat as being stunned for two Recounters); Fail – fall unconscious for 5 minutes; Sore – drop dead of exhaustion (Healing roll vs. 50 Difficulty to revive or use healing magic (1 attempt only).

8.60 – Poisons and diseases Magonia uses the same method to resolve the baneful effects of poisons, disease and similar effects that a character may be exposed to during play. The potency of a given Poison, Disease or similar agent - generically called an Element – is represented by a Strength Factor, equalling its “attack factor” on the TUOR Table. As the effect of poisons, diseases and comparable misfortunes are rarely instantaneous, all elements have an Onset attribute; reflecting the length of time its first effects initially show themselves. When this interval occurs the character’s Stamina attempts to resist its effects (reflected by pitching the Element’s Strength Factor against the affected character’s S score on the TUOR Table). The consequences of this initial exposure are as follows: Sore: Character highly vulnerable to Element; +2 Wnds Double effects and halve Period intervals! Fail: Character become influenced by Element; +1 Wnd Suffer other effects and is subject to further Period attacks. Win: The character resists Element. He or she takes only a single +1 Wnd; Period of element effectively reduced to “0” ! Hero: The character is resistant to this particular Element. He or she suffers no adverse effects – in fact they are totally immune to any future exposure to this element. As both poisons and diseases affect their victims over a period of time, Characters receiving Sore and Lose results from the above table are subject to further attacks by that element. The number and interval of these attacks equal the elements’ Period. Once the cited Period has elapsed, that particular element is considered “spent” and has no further effect. Attribute loss – unless otherwise stated – is recovered at the rate of 1 point per 10 minutes. Infection risk: Characters become subject to sickness when actively exposed to a carrier during the course of a game. Apply the following modifiers to initial infection roll: Passing through an area affected with a given sickness: Direct contact with a carrier/carrier agent : 110 -20 Base roll

Close contact with a carrier Consumed infected agent Some example diseases: Rabies Strength Factor Onset Period Effects

: :

+40 +80

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

Plague Strength Factor Onset Period Effects: Sweating Sickness Strength Factor Onset Period Effects: Smallpox Strength Factor Onset Period Effects Dysentery Strength Factor Onset Period Effects Influenza Strength Factor Onset Period Effects

+40 6 hours 1 attack per 6 hours; 10 attacks in total. M reduced to -40 while infected. Cosmetic: pox swellings (-10 to all interaction rolls) +40 4 hours 1 attack per 6 hours; 6 attacks in total. -40 to P while infected, +40 bonus to detect Character via scent. +30 1 day 3 hours 1 attack per 3 hours; continues until a Win or Hero effect occurs. M and S halved while infected (P reduced to -40 while infected)! +20 1 week Monthly. Lose -1 MP (until all have been lost) and 10% of S , D, and -20% Presence. After losing half D reduce move by 50%. Disfigurement is permanent even if the leprosy is cured 111

Leprosy Strength Factor Onset Period Effects

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

-10 to +40; Triple Wnd loss. 1 hour 1 attack every 5 minutes; six attacks in total. halve M & A.

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

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

Alcohol Binge Strength Factor Onset Period Effects

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

8.61 - Other Mundane Threats. The same procedures as outlined above for poison and sickness rules are also used to resolve other mundane baleful effects. Starvation and Dehydration: Valid for Those going without any food for more than 2 days And/or without water for more than 1 day. (or without water for 4 hours if wearing full armour on a very hot day). Strength Factor +20 per Onset period lapsed. Period per 4 hours Dehydration; Per 8 hours starvation 112

Effects:

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

Wound infection: Valid for Strength Factor Onset Period Effects Choke Holds: Strength Factor Onset Period Effects

Attacks by any suspect “dirty” weapon (G.M’s choice) Or wounds being dressed in dirty conditions. = +30 per wnd inflicted that day by specific “infected weapon(s) +50 for every Effect injury inflicted. 1 day Continuous until an HERO result is rolled. M reduced to -40

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

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

Aging: Valid for: Strength Factor Onset Period

Effects

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

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8.62: Supernatural Attacks:Hostile supernatural effects use the same rules as for poison and sickness, with the following specific strengths and specific effects: Chill Touch/bite: Valid for Strength Factor Onset Period Effects

All targets no more than Reach 1 from attacker = Attackers M or S score. Instant Instant Character’s move is reduced to 0 and No actions are possible for 200 minutes – affected character’s S score.

Gaze attacks: Avoiding Gaze attacks Characters can attempt to avoid being subject to a gaze attack by rolling on the TUOR table. Characters who the GM rules cannot see the monster are not affected - unless they approach the monster! Those within its possible sphere of effect must roll on the TUOR table, commencing on the 20 column. Characters receive a +20 avoid bonus on the TUOR Table per 1 Fortune point expended. Sore: You look deep into the monster’s eyes! Take 10 wnds! Lose: You look at monster – and are hence subject to its gaze; take 5 wnds! Win: You avoid the monster’s gaze for 2 Recounters! Hero: You avoid the monster’s gaze – and have incidentally found A way to attack the creature without being subject to its baneful effects! Gaze of Death Strength Factor Onset Period Effects Medusa’s Glance Strength Factor Onset Period Effects

Creatures highest attribute (or +50). Instant – character must be directly looking at creature. (see below). Per Recounter As above

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

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Necrotic Touch: Valid for Strength Factor Onset Period Effects Touch of Decay: Valid for Strength Factor Onset Period Effects

All targets no more than Reach 1 from attacker Creature’s highest attribute vs victim’s S Instant Instant. As per sickness/poison table (Per touch).

All targets no more than Reach 1 from attacker Creature’s highest attribute. Instant 1 attack per Recounter Continues until a WIN result is rolled; As per sickness/poison table. Victim can only suffer from the effects of one touch at a time.

Vampire Attack: Valid for Strength Factor Onset Period Effects

Any targets no more than Reach 1 from attacker Hypnotism skill of 60 vs C to hold character fast in gaze 2 Recounters. Per 2 Recounters Continues until vampire finishes feeding. Suffers wnds as per sickness/poison table.

8.70: Option - Prior Experience:
As a background - and ideally pre game - option, the GM can rule that the characters may acquire adventuring experience. Under this rule, the GM permits the players to roll for 1 to 10 years of prior character experience. This is resolved via the TUOR BMatch roll: the precise column used based on the degree of risk their character is subjected to during a simulated year of adventuring: Cautious: Normal risk : Brave: “+50” column = halve all rewards and penalties “0” column = cited levels of rewards and penalties “-50” column = double all rewards and penalties

TUOR die throw is then made to resolve a year’s simulated adventuring activities:

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Sore

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

Fail

A very quiet year Gain 30 Growth Gain 10 crowns for every skill over 60+ A reasonably active year Gain 1 enemy Gain 40 crowns for every skill over 40+. Gain 1 Friend Retain 1 magic item; 1d5 point value Gain 50 Growth

Win

Hero A very busy and successful year Gain 2 friends Gain 1 Gift Gain 100 crowns +20 points of highest rated skill. Retain 1 magic item; 1d10 point value Gain 70 Growth. This is based of the assumption of 1 Growth for every 200 accumulated Difficulty with significant periods allotted for rest, relaxation and seasonal variations in activity.

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Make u own magic item(s):

Magic items are “constructed” by allocating the magic item points awarded above to various options: Magical Item Point Cost: Point Cost Effect: 1 A +10 bonus (skill, ability, protection or attack). 1 Item comes in form of a potion (2 doses). 2 Implanted spell 1 +20 Wizardry Store 1 A Superior item costing 20 crowns. 1 2 Stress Factor Stress Dump (non-reusable). 1 Item value of 10 Crowns. 1 Item comes in form of weapon or armour Characters from highly magical game-settings may choose from all eight options, while those featuring more rarefied magic may only select italicised elements. Points may be retained over several “years” to buy a more powerful item - if the GM so permits.

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Wizardry: 9.00 – Wizardry:
rules: 9.10 - General Spell Casting rules:
Magic is an actuality in Magonia – manifesting in many exotic forms! Temporary magical effects - termed spells – have a base Scale (power) which can be increased as desired. Spells usually have an Adjust difficulty of 10 per Scale factor evoked. 9.11: Spell Stress Wizards irregularly acquire magical fatigue – termed Spell Stress – when attempting evocations of power. Due to the chaotic nature of magic this process is both fickle and unpredictable! Spell stress levels are gained (and sometimes even promptly lost) as follows: On a HERO result = Lose one Spell Stress level. Any throw featuring a double number or containing the number “9” = Increase Spell Stress Level by one • SORE = Result increases Spell Stress level by two Spell Stress levels (and their associated aural colours) are as follows: • • Stress/Aura level X Indigo = 1: Yellow = 2: Orange = 3: Red = 4: Brown = 5: Grey = 0: Black = Stress Factor. Normal factor. -20 -50 -100 -150 -200
Roll S -50 Difficulty; Hero – Stress factor reduced to “Grey; Win – character conscious but exhausted; cannot cast spells for 1 hour. Fail – fall unconscious for 1 hour. Sore – drop dead of exhaustion Healing roll vs. a 50 difficulty to revive or use healing magic (1 attempt only).

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

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

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

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level. Alternatively, Spell Stress may be represented by a coloured token identical to the aural hue matching the character’s current Spell Stress penalty. Or use the counters in Appendix 8 Spell Stress and Auras: Spell Stress factors and emotional states manifest as a distinctive aural hue. Various magical detection abilities (notably the View Aura spell) can see these distinctive factors (see pp130). 9.12: Spells Classification. Please note the two following general rules in regard to the majority of spells: • Unless otherwise stated, Class “A” spells have a duration of 1 Recounter, and Class “B” spells have a base duration of 10 minutes. In regard to Class “A” spells, duration can be extended by 10 minutes for an extra 10 Difficulty. Spells with unique duration factors are defined as “Special” (or Class “S”) – duration is as stated within spell description. Unless otherwise stated spells have a base range in yards equal to the caster’s Wizardry score; this can be doubled by increasing Difficulty by +10 – this Difficulty modifier being doubled for each doubling of distance!

9.13: Fixed Spells vs. Bespoke effects: In some settings wizards are able to attempt any spell at will! In this instance players of characters with wizardry may usually choose any spell effect desired from the spell list. G.M’s may rule that fixed spells don’t exist – hence there is no requirement to “learn” new spells. Alternatively, both fixed and bespoke spells may co-exist. Bespoke spells are subject to a Bespoke Modifier (BM), a factor ignored by those knowing the ability as a fixed spell! 9.14: Learning spells: Learning a new fixed spell costs 4 Growth and 30 days – Character’s I (minimum 2 days). 9:15: More permanent effects…. A character can cast any spell marked with an “>” symbol in its description with an infinite duration by casting it at double normal total Scale. The spell in question must either be cast onto a fixed feature such as a wall, floor, door, etc, or a portable object. The spell is extinguished should that feature or object ever be destroyed. The spell’s “potency” equals the caster’s Wizardry plus a factor equal to the amount of extra Difficulty used to boost the spell’s innate Wizardry rating! The spell may be snuffed out at will by the caster - but the spell must be recast at full cost if the wizard wishes to renew the enchantment. Extending magical effects in this manner permanently reduces the character’s Wizardry score by the spell’s sum Scale and Difficulty level/2. This depreciation can eventually be recovered by allocating future Growth points to Wizardry. Alternatively, add +100 to Scale to avoid this loss. Spells marked with a “@” symbol can be used by non-Wizards.
9.16: “Wizardry Stores” and “Spell Stress Dumps”: In many instances G.M’s may rule that specific rare substance that either soak ups Spell Stress levels (i.e. acts as a Spell Stress Dump) or adds to a caster’s Wizardry (i.e. acts as “Wizardry Store”); The value of a Wizardry store is 100 crowns for +5 Wizardry; 100 crowns for an item soaking up 5 Spell Stress levels). The specific substances are defined by the G.M to fit their game setting. They often take the forms of rare gemstones or similar, although other substances are possible; i.e. ground dragon bone-dust or even rare plants and herbs! In some instances its capacity may be pre-set; in other instances an item may simply possess the ability to retain a specific level of Wizardry. In the latter

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case, a Wizard can automatically charge a Wizardry-Store up to its storage capacity (taking 1 minute per point of Wizardry placed in the substance/item); the Wizardry channelled into it being effectively doubled! The Wizard, however, permanently loses the Wizardry used! He or she may, fortunately, add the Wizardry Store item to their Wizardry, providing the Wizardry Store item is within 1 ft of the Wizard. The most common Spell Stress Dumps burn out after absorbing their full capacity of Spell Stress levels. However, a few rare examples (costing x5 normal price) lose Spell Stress levels at a rate of 1 Stress level per 20 minutes of game-time. Dual Wizardry stores/self-purging Stress Dumps exist – costing x20 cited values! A magical item containing a Wizardry Store allows non- “@” type items to be used by non-wizards 9.17: “Spell Enabler” In some settings, a rare substance (a Spell Enabler) may be required to enable the casting of spells to begin with! This substance is usually destroyed during the casting process; in others it must be retained and worn by the Wizard. If the substance or item is lost or unavailable, the ability to cast spells is lost! Usually, the Wizard’s innate Wizardry is utilised to empower the spell thereafter – but G.M’s can rule the item or substance is a Wizardry Store – and can only cast spells at a power equal to the Wizardry allocated. These items usually store an unlimited level of Wizardry, which can be increased as the character gains points in Wizardry. These items will usually be a self-purging Spell Stress Dump as well – or they may simply “dump” their Spell Stress on the character! 9.18: Option - “Evil” spells: The G.M can rule that the following spells are inherently “evil” and evoking automatically constitutes an Evil Act: All necromancy spells, Ban Good, Control, Corrupt, Element Control (decay), Petrify, Weapon of Cold and Summon Evil Servitor. 9:19: Spells & “Adeptness”: A player may opt for their character to become an Adept in a known spell; acquiring a +2 bonus for each 1 point of Growth (and 1 week of game time) allocated to a particular incantation. For a learned spell, Adeptness may be raised to a rating of +200. Due to its chaotic nature it is not possible to acquire Adeptness in Bespoke casting. Where Realms of magic exists, a character may gain up to +100 Spell Adeptness in their favoured Realm or in General Magic; this effects all spells in their Realm but is learned in steps of “+1” at double normal cost. Spell Adeptness does not stack – use the highest Adeptness rating only in instances where they “clash”. 9:20: Option - Ritual Spaces: Characters may create a ritual space to facilitate Wizardry evocation. This takes about half an hour and involves a permanent expenditure of Wizardry. Each 10 Wizardry expended results in a +20 bonus to evoke magic within the ritual space. This lasts until the space itself is destroyed. Attempting to move it to another location dispels the enhancement bonus. 9:21: Projectile and concussive force spells: A spell that assaults a target through concussive and/or thermal energy do not involve physical energy travelling through the intervening space, but a mystical “discharge” occurring between caster and target. Spell range is only required to enable the enchantment to reach its target – no distance or aiming need be considered. Attack roll equals Wizardry less (Scale+ target’s D). Add any shield factor +10 to target roll and/or 1/3rd cover value. If a successful hit results, roll for damage. 9:22: Mitigating Spells: Physical damage caused by spells are mitigated as standard combat injuries. Characters may attempt to mitigate a successful spell that controls a character’s mind, actions or body by making a TUOR throw; involving a character’s best mental +best physical attribute vs. total Scale+Difficulty of spell. A SORE result indicates the character fails to shake off the spell; a FAIL result that the spell suddenly ends at a time to suit the G.M! The character shakes off the spell in 3 Recounters on a WIN result; or only after one “Snatch” on a HERO roll.

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

Astral Shift > Item only S -50 This spell allows a target to pass through solid matter. Base Scale equals 20 + inches of thickness in inches over 1 inch. The target may pass through this amount of matter per Recounter for 10 Recounters. The recipient cannot manipulate objects while in this “shifted” state. If the spell elapses before the subject has passed through an extent of solid matter, he or she remains stuck within a small cavity with around 30 minutes of air; if the area is too thin to hold anyone the person (or their limb) is merely ejected to nearest viable open space.
20 100 160 1 inch 80 inches 140 30 120 180 10 inches 60 100 inches 140 200 180 inches 220 40 inches 120 inches 200 inches

Avaelon Mist > B 0 Conjures up a magical mist covering an area of 20x20 feet per 20 Scale. Enemies have -10 per 10 Difficulty to navigate out of it, to find caster and any allies within 10 feet of them. Caster and allies within 10 feet of caster are innately guided out of the magic mist.
20 100 160 20x20 ft/-10 80x80 ft/-40 140x140 ft/-70 40 120 180 40x40 ft/-20 100x100 ft/-50 160x160 ft/-80 60 140 200 60x60 feet/-30 120x120 ft/-60 180x180 ft/-90

Ban good/evil > Area only @ S -20 Casting this spell bans a good or evil person from approaching within 20 feet of caster; equalling a Scale of 10 per 20 points of the banned individuals’ I or C (whatever is highest). The effect lasts for 2 minutes, boosted by a further 2 minutes for an additional 5 Difficulty. The banned character may attempt to break through the ban once every 2 minutes. Be Gone! > Item only @ A -20 *This spell – if successful - allows a wizard to cancel out or dispel the following spells: Avaelon Mist, Beast Control, Cloak, Control, Dream-Vision, Far Sense, Fearweave, Eclipse, Element Control, Element Control, Guise, Glories Arm, Illusion, Open/Lock, Invisibility, Lost Wisdom, Lux Petrify and Sorceries Sleep. The base Difficulty to dispel the above enchantments equals the original spell’s casting level (default 80). Beast Control > Item Only @ B -20 Control the reactions of a specific beast. This may be any creature providing it has some degree of consciousness. Base Scale equals the animals I score x2; (x3 for negative I scores!) Suggestions must consist of basic, two to four word commands and uttered within their range of hearing. Each time a target performs an action against their will, the GM rolls to resist performing the action vs. the target’s Presence skill.

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Blessing B 0 This Spell attempts to bend fate in order to boost a specific endeavour. A Blessing is initiated by the Wizard focusing on a likely future situation (such as a meeting) they would like to favourably alter, along with one person likely to be one of its protagonists. The Blessing is then attempted – the caster’s Wizardry pitted against a Difficulty of 40 to 200 (G.M’s judgement based on the situation). If successfully cast, the individual representing the Blessing’s focus gains double the bonus from F expenditure (once only), may spend 2 F points to induce a favourable serendipitous event or gain a +40 bonus for three actions relating to the situation. If the event never comes about in the first place (or the person who was the focus of the blessing never attends it), this particular Blessing immediately dissipates. Break Curse > @ (item) S -20 This spell is used to help dispell any curse inflicted on a character. The Spell’s Scale level equals half that of the curse (default value equals the effected characters I or C score x2). If the casting is a failure, the wizard may attempt to break the curse again after 24 hours has elapsed. A Sore result indicates the curse has passed from the original recipient onto the person attempting to break the spell! Cloak > Item only @ B 0 Makes all objects in a 2 ft cubed area difficult to spot. This equates to a -10 penalty to spot per Scale for 5 minutes. Area of coverage can be extended by 2 feet per 10 additional Difficulty. This spell is broken if anyone within the area carries out any significant movement or act (such as any form of attack).
20 100 180 -20/2ft3 -60/8ft3 -120/16ft3 30 120 200 -20/4ft3 -80/10ft3 -130/18ft3 60 140 -40/6ft3 -100/12ft3 80 160 -50/6ft3 -110/14ft3

Control > Item only S -20 Allows a wizard to control the actions of a sentient being; Scale equals the target’s Composure or Intellect x2 (whatever is higher). A +10 bonus to control costs an extra 10 Difficulty. Each attempt to influence the enchanted character by the wizard requires a roll on the TUOR table. The spell lasts until control is broken or 10 minutes has elapsed; the spell has no effect at all if the caster cannot talk the target’s language! The wizard may cast an enhanced form of Control by pitting his or her Wizardry against the target’s Compose or Intellect (target’s choice). This allows the wizard to lay a “gisa” against the victim – the victim cannot spend F points on any action other than in relation to 1 goal specifically designated by the caster. Once this act has been carried out, the spell lapses. Alternatively, the wizard may permanently control the character, the bewitched character being unable to break the spell unless a Remove Curse spell is cast. Casting either enhanced forms of Control permanently costs the caster 5 attribute points or 2 F points. If target rolls a SORE result to resist this spell they are also afflicted with amnesia; recovery involves a TUOR throw using the character’s highest Mental attribute vs. casters Wizardry, tested once per game week. Corrupt > Item only A 0 This spell rapidly ages an inanimate object to the extent it becomes brittle and useless. The Scale to corrupt an object depends on its material and condition: State: Composition: Freshly made 20 Soft Organic 5 Used, but intact 15 Hard Organic 10 Worn 10 Pottery/Ceramic 10 Chipped with some flaws 5 Soft metal/mineral 15 122

Very hard metal/mineral 30 Hard metal/mineral 20 Aim – to break on first use = base rating. - to crumble to dust = +40 Difficulty . Dream-Vision > S +20 This spell allows the caster to explore the realm of dreams to seek clues and answers to a specific puzzle. It is evoked prior to the caster retiring to bed and has a base Scale of 60. During sleep various images and fragmentary words will be experienced by the caster relating to their request – the extent of which depends totally on the G.M! A wizard needs at least 4 hours sleep for this spell to have any chance of success. Gods often use a version of this spell to communicate with their favoured humans. Eclipse >@ B 0 This spell evokes an area of pitch blackness equal to an unlit, underground room. Torches lit in this area will luminate it as they would any other similar darkened area. Base Scale is 10 – which results to a 10 minute darkening covering a zone of 2ft cubed.
20 100 160 20mins/4ft3 50 mins/10ft3 60 mins/18ft3 50 120 180 30 mins/4ft3 60 mins/12m3 60 mins/22ft3 80 140 200 40 mins/8ft3 60 mins/14m3 60/24ft3

Element Control > B -20 This spell allows the caster basic control of one of the classic four elements – Air, Earth, Fire and Water. The spell governing each particular element must be learned separately. The spell permits a wizard to manipulate the specific element covered by the spell in either of 4 ways: • • • • • Create Destroy Shield Purify Shape Summon 5 feet cube of this element from relevant elemental plane Totally vaporise a 5 feet cube section of this element Protect a 5 feet cube area - by default focused on caster from incursion by that element. Remove toxins and other impurities from a 5 feet cube section of element. Move and shape 5 square cube of element

Scale is significantly governed by the element the wizard is attempting to modify:
Shape Create Deflect Destroy Purify Air 5 5 10 10 10 Earth 20 30 30 30 30 Fire 5 10 20 10 n/a Water 10 15 20 20 20

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

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Create Destroy Shape Deflect Purify

Decay 20 30 20 20 x

Ice 10 10 5 20 10

Stone 30 40 40 40 30

Wood 10 15 10 15 15

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

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

Fix Special (> Magic Item) A -40 This spell is capable of repairing a broken inanimate object when successfully evoked. Scale level to fix a broken object depends on material and condition of object: Cracked/discoloured surface 20 Soft Organic 5 Fractured (but not broken into bits): 40 Hard Organic 20 Broken into two or more bits 50 Pottery/Ceramic 20 Broken into more than three bits 80 Soft metal/mineral 30 Shattered: 100 Hard metal/mineral 50 Burnt to a crisp 200 Very hard metal/mineral 60 The above factors are accumulative whenever it would be logical for them to be so. If successfully cast the mend is permanent and returns the object to its original condition with no marks or “fracture” points. Fly > magical item – note weight factor! @ B -50 This spell allows a character to fly at x6 normal movement speed (which also equals climbing/descent speed per Recounter), for 5 minutes. Scale equals 20% character’s weight in pounds (including carried/worn items). +20 Scale for an extra +5 minutes of flight. It can also be cast upon another character upto 20 feet away from evoker, for extra +20 Scale. For half value, character can move (at walking pace) along a normally impassable surface, such as a swamp, sinking sand, a narrow ledge or water – with no danger of sinking, falling or comparable hazard – or, alternatively, walk vertically up and down a wall!
Flight support (5 minutes; can support following mass): 30 160 lbs 40 200 lbs 60 100 500 lbs 120 600 lbs 140 180 900 lbs 200 1000 lbs 300 lbs 700 lbs 80 160 400 lbs 800 lbs

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

Guise > Item only @ S 0 This spell allows the caster or a person selected by the caster to change their appearance. The transformation itself takes 1 Recounter. Any mode of appearance can be selected, providing it is within the species norm of the recipient. While height can be altered to a degree, all physical statistics remain the same. It has a base Scale of 10, increased as follows: Significant change in height 20 Apparent significant change in weight 20 Change in voice 20 Change in facial appearance 20 Appearance changed to that of an actual person (who caster must have seen prior to casting spell) 40 Sex Change 20 Glories Arm >Item Only A -20 This spell allows a wizard to move and manipulate objects from a distance. A base Scale of 20, it creates an invisible phantom limb with a reach of 10 feet, M of 10 and D of 10. Each of these factors can be increased by 20 for an additional Difficulty of 10
20 120 10ft/M10 D10 50 100ft M30/D30 140 40ft /M10 D10 10ft/M 50 D 50 130ft/M20 D20 80 160 80ft /M20 D20 100 100ft/M10 D10 10ft/M 80 D80 10ft/M100 D100 160ft/M10 D10 200 200ft/M10 D10

Glories Blast >Item Only A -40 This spell enables its caster to remotely repel objects and people. For a base Scale of 20, it creates a smiting force with an M equal to its scale with a reach of 10 feet. +10 scale to increase reach by 20ft. No fine manipulation of objects is possible with this spell - the caster using 1/3rd their Wizardry ability to hit targets. Heal > Item Only A 0 This spell - when successfully cast - instantly cures a quantity of wnds equal to Scale/20 Curing a Uncon result Effect requires a 20 Scale spell, while an Injur Effect requires a 40 Scale spell. Curing a Severe Effect injury requires a 60 Scale spell. Restoring a limb lost via a very recent “Sever” Effect Class injury requires an 80 Scale spell. Rasing someone very recently slain via this spell requires a 100 Scale spell, with an additional 10 Difficulty per 5 minutes the person has been dead for; +50 if death involved a notable degree of mutilation. Heroes Mirror >Item only @ B 0 This 100 Scale spell can, for every 20 points of Melee/Shoot skill the recipient possesses: • Boost a user’s Melee skill by +20 or Shoot skill by +10 Or Boosts their weapon’s WF by +10 125

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

20 100

+20/+10 or +10 +100/+50 or +50

40

+40/+20 or

+20

80

+80/+40 or

+40

Illusion > B 0 This spell creates false and misleading images visible to all capable of seeing the area it has been cast upon. The Scale of an illusion depends on its complexity: Sound,smell or sensation : +10 for each. Single illusionary figure/object: +10 Objects within illusion:+10 per figure Realistic aspect:+20 per object in illusion. Per 5 ft area covered : +10 Some Example Illusions: Simple illusion (noise,1 object): 10 scale. Ghost like illusion (walking around 20 ft area):30 Scale Illusion of a living person: 50 scale All elements in one illusion featuring 3 figures (within a 5ft area): 100 Scale Full scale battle: (30 ft area), fight between 10 “people”: 300 Scale. Invisibility > Item Only B -40 Target is rendered invisible for 10 minutes. Base Scale is 40. Feetprints and other physical traces can be suppressed for a further 20 Difficulty, and sound from the target by an additional 20 Difficulty. A variation of this spell can also reveal any invisible entity near the caster. For this, Scale is 20 plus an additional 20 Difficulty per 5 feet cubed area. Formerly invisible targets within range of this spell can be discerned thereafter. Iron Skin > Item Only (armour, clothing or shield) @ B -20 For each 20 Scale the caster or recipient acquires a +10 Defence Roll bonus lasting for 5 minutes. However, this protection is reduced by -20 per effect class hit the Ironskinned target subsequently receives (whether mitigated or not).
20: +10 40: +20 60: +30 80: +40 100: +50

Lightning Item only@ A -50 Launches a WF +10, Range 20 attack vs. one target (for 20 Scale), taking the form of a brilliant whitish-blue bolt of electrified air. The spell’s offensive factor can be increased by +10 per 10 Difficulty. The spell inflicts double damage if cast during stormy or overcast conditions, but range is also halved. +20 to WF if spell is used on anyone wearing metal armour. The Forked Lightning variation allows the bolt’s damage factor to be divided among as many targets as desired. Base Difficulty starts at 80 (for a +40 bolt) for this variant!
40(80) +30 220(400) +200 80(160) +0 140(240) (Fork lightning in brackets). +120 180 (320) +160

Lost Wisdom Special @ S +10 With a base Difficulty of 100, this provides the caster with a general knowledge of its history, manufacture and the significant events it has been involved in. Each specific facet of knowledge takes 1 Recounter to absorb (i.e. 1 Recounter for its history, another for its manufacture and a third Recounter for its “life story”). Each Scale of this spell reduces difficulty by 20. Other factors that may be ascertained include the items precise weight and general composition (each additional factor taking 1 Recounter). Casting this spell over a document written in a foreign language allows the caster to read it as if it were written in their native tongue; this requires an additional Difficulty of 10 per page of document to be “translated”. 126

Lux (> ) >@ B +20 This spell casts a soft white light over the area of effect, sufficient to read by. The focus of this lumination can be any object carried by the caster. The spell’s base Scale of 10 – which equates to a luminance lighting an area around 2ft in diameter. Both duration and radius can be increased for an extra 10 Difficulty. Mastery of Sun and Ice >@ S +20 Invaluable to all those who travel to harsh realms, Mastery of Sun and Ice grants to one person only for a Base Scale of 20 a +20 resistance bonus to either heat (but not fire), cold or mortal weakness” (hunger and thirst). This bonus may be boosted by an extra +20 for an extra 10 Difficulty. Magic Circle Special 1 S -100 This spell protects against intrusion by both the Unliving and Servitors. Its base protection factor (pitted against a given creatures’ Presence score) is half caster’s Arcane skill+Spell Scale. It takes around 5 minutes to draw a magic circle; this protects against any relevant creature who encounters it during the spell’s duration, provided the spell is correctly cast. The entity may attempt to break through this protection once; if they fail, they cannot come within 2 feet of the circle until the following sunrise – it may attempt to breech the circle again, thereafter. Magic Staff Special S -80 This spell enables a wizard to create a magic staff. The spell focus must be crafted and prepared by the wizard who intends to use it, as the staff only works for its maker. Creating the staff takes around 2 weeks and 10 crowns in various materials and arcane ingredients. Once completed the wizard then enchants the staff by casting the spell, involving a base Difficulty of 200. A “Fail” result induces a permanent loss of 1F by the caster, while a “Sore” result indicates the additional permanent loss of 10 attribute points along with the staff’s destruction. A Win result or better enchants it successfully; soaking up 5 levels of Spell Stress (purged at the rate of 1 point of spell stress per hour). A Hero result also adds +10 to the caster’s Wizardry skill – which remains with the caster until the staff is lost or destroyed. Mindspeech > Item Only @ B 0 The caster can communicate with 1 person upto 10 miles away per 10 Scale for 1 minute; extendable by a further 1 minute or 10 miles for an additional 10 Scale. The spell creates a reciprocal link between caster and target - the recipient being able to reply to the questions transmitted by the caster. Mindspeech transcends all language barriers, but animals only respond by transmitting back emotions and sensations – the quality depending on their I score. Attempts to communicate with animals should be limited to simple 2-3 word instructions, or less if the creature has only basic awareness. Mindspeech is only possible between living beings with a brain –not on the Unliving, plants or similar lifeforms.
20 80 20 miles/+1 minutes 80 miles/+8 minutes 40 100 40 miles/+3 minutes 100 miles/+10 minutes 60 etc. 60 miles/+6 minutes

Mystic Vault > S -40 This spell allows the caster to hide an object within an astral dimension and retrieve it when and where desired. The spell’s base Scale is 50 + 10 per 1 lb of object weight. The spell must be recast to retrieve a given object – but can be cast again to hide another object without affecting any prior hidden objects. If left unbroken, the spell eventually terminates on the caster’s death. 127

Open/Lock > Door or similar portal only/Items @ A 0 If successfully cast, this spell can instantly open a barred door – Match scale with portals’ Difficulty rating to open (see pp 95-96).. A door can be magically locked by the reverse of this spell. A magically locked door cannot be open or broken down by normal means (unless the walls around it are removed!) Opening a magically-locked door involves the Wizard casting a Be Gone! Spell. In this instance, Scale required equals the Scale allocated to the Lock spell. However, the wizard who originally cast the Lock spell may open and close the portal as normal; or - for an extra 20 Difficulty - allow entry to anyone who utters a password (upto 8 words in length). Petrify > Item Only A -50 This spell gives the caster the ability to turn targets to stone. Petrify has a base Scale equal to the target’s S ability rating, adjusted by the targets general size class as follows; Tiny: -40 , Very Small: -20 Small -10, Medium 0, Tall +10, Large +20, Huge: +40, Giant: +80 and Titanic: +120. The creature so transformed does not age, require sustenance and is totally immune to poison and sickness. They also have a wnds value equal to x5 their original rating and +500 armour. On the casters death all his or her petrified victims that remain sufficiently intact revert back to life. Attempts to dispel Petrify do so against a Difficulty factor equal to half its original power level, or quarter that if the victim has been petrified for more than 20 years. This spell is more often encountered as the innate ability of certain monsters, who halve the Difficulty and Scale factors cited here. Retribution: > NA +10 The Retribution spell is an incantation of last resort or to “natural justice”; it may only be cast against someone who has truly wronged the caster or who causes their death – the enchantment automatically failing if this is not the case. Retribution has a Scale equal to half the victim’s I or S score (the victim choosing the higher of these two attributes). It also involves the caster permanently sacrificing 10 attribute points or 4 F points. The caster may choose either of two effects if this spell is successfully cast; 1: If the caster breaks a ban defined by the caster (i.e. “never use your sword in combat again!”), the victim is unable to spend F points to mitigate danger he or she faces (if they have F points) for upto 1 hour after they last broke the injunction. If they don’t possess F, apply a +40 bonus to all wounding and effect rolls made against them during the same period. 2: The victim suffers a -60 penalty to six actions and any associated occurrences associated with a TUOR table roll - after which time the Retribution is dispelled. Retribution may be broken by Break Curse or by appealing to the character’s guardian deity; the latter involving 1 week’s stay at one of the deities’ temples and a contribution of 20 crowns, the latter which may be waived by the temple priests. Sorceries Sleep > Item only A +20 This spell sends any living creature into a deep, magical sleep. Scale starts at 10, vs S of target of each person within a 5 feet cube up to 40 feet away from the caster. Double range or scale for an extra 20 Scale. If successful all within the area fall into a deep sleep with a base duration of 10 minutes. They cannot be roused except through casting a Be Gone! Spell or by inflicting an injury on anyone affected by the spell - the latter immediately breaking the enchantment! 128

Spirit Weapon > Weapon only @ S +10 The Spirit Weapon spell renders a weapon capable of wounding spirits and similar etheric creatures. A weapon must be pre-selected and rendered a conduit of this spell by coating it in silver (costing 5C per 1lb of weapon’s weight to do so). The wizard then casts the Spirit Weapon spell upon it – Scale equalling the weapon’s wound factor+20. A Fail results creates an ineffectual weapon, rated as WF 10 vs. spirits, while a Sore result destroys it. A Win result creates a weapon with a spirit WF equal to its physical wound factor; a HERO result increases this by +30 in relation to spirits and similar beings only. Spirit weapons cannot inflict Effect class injuries on spirits, due to the incorporeal nature of these entities! Smite > Weapon only @ A 0 The Smite spell increases WF by +10 per 10 Scale; this effect endures for a number of strikes equal to the casters Wizardry/10. Swiftfeet >Item only @ B 0 Casters’ base speed - or that of anyone the caster targets this spell at – is increased by a rate equal to half the spell’s Scale. If the target chooses to run, their speed equals their enhanced rate times the selected running speed factor. Superaction >Item only @ S 0 Each 10 Scale gives the spell’s recipient a +10 bonus in any attribute or skill for six attempts, after which time it expires. Summon Goodly Servitor > S -50 The Summon Goodly Servitor spell provides a means for Wizards to summon Good Servitors and (hopefully) persuade them to perform one task. Scale equals 5 for each 20 points that particular entity possesses in its highest attribute. A Sore result indicates the caster’s magical abilities are blocked by divine powers – equating to the caster being unable to use Wizardry or Piety for 1 game-day! A Fail result summons the Servitor – but the entity immediately attacks the caster! The entity returns from whence they came after 10 Recounters of combat, regardless of outcome (unless slain before that time). A Win or Hero result indicates the Servitor is potentially receptive to the summoner. The caster must then address the Servitor with the reason why they have been evoked! If the Servitor (G.M!) believes this to be a worthwhile cause it will aid the caster, otherwise it instantly returns to its place or origin. Alternatively, they may also ask that other conditions be met before agreeing to help. Any additional attempt to cast this spell incurs an additional Difficulty of 100 in relation to this incantation only (reduced by -10 per 2 hours after the Summon Goodly Servitor spell was attempted. Once the Servitor has performed its allotted task – which may take any degree of time - it returns to its place of origin. Throw > Missile/ Thrown Weapon only @ A -20 Throws a 1 lb object at a target with a WF equal to +10 and Range of 8 for +10 Scale, with the chance to hit based on the caster’s shoot skill. Damage and range may be boosted by a further +10 or by 2 Range for an additional 10 Scale. Per l lb of mass double WF but double Scale (and halve range) for each 1 lb over 1 lb.
Damage: 10 = Range: 8 +10 20 = +20 12 40 = +40 16 60 = +60 20 80 = +80 24 100 = +100 28

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Truthsayer Cannot be made permanent A -20 This spell taps into the caster’s subconscious to provide an answer to a single question for a Base Difficulty of 80 less -10 per Scale evoked. / The answer only imparts the most basic of answers - usually to the extent of “right way” or “wrong way”, “trapped” or “safe” and “yes” or “no”. If the spell is cast within an hour of being previously evoked add +50 to Difficulty. True Restoration > Item Only S -100 When successfully cast this spell brings a slain character back from the dead. Base Difficulty is 100, increased by 20 per day the person has been dead for. A “Sore” result indicates the slain person’s soul doesn’t return to the living realm. A “Fail” result results in no restoration, although a further attempt to raise the character can be made after 12 hours have elapsed (for a further +10 Difficulty). On a “Win” result the individual rises from the dead with all the injuries that directly lead to their death being restored but with only 5 WEnd - although all WEnd points are restored in the instance of a “Hero” result! Successfully evoking this spell subtracts 10 from the caster’s attributes (player’s choice). View Aura: > Item Only @ B +20 The View Aura spell enables the caster to see auras. These are the usually invisible manifestations of life-force and magical energy. When rendered visible (either by magic or other talents) they appear as a diffuse glow around the edges of people, entities and enchanted objects. The aspect of an aura indicates personal energy levels, magical abilities, general levels of health and emotional states. Non- wizards are surrounded by a deep blue shimmer, while those of unliving creatures are black or grey. Wizards have an indigo hue, with hints of their favoured realm of choice (and/or adapted spells) showing within it. Saints and Latents radiate the same hue as a Wizard; although a Saint’s aura manifests as a distinctive circular halo around their heads, while Latents are seemingly cocooned in a rotating helix of energy. Powerful supernatural beings radiate golden rays or gouts of flame depending on whether they are good or evil entities, respectively. Auras also reflect emotional states; namely calm if happy and content, stormy if upset, writhing with dotted “snake” like patterns if lying, flashing with transient lightning bolts if contemplating violence and highly discordant if the individual is insane. Other similar emotional states have their own distinctive aural patterns, as decreed by the G.M. Base scale is +10 per person “scanned” for their aural pattern. Clarity of an aura scan is indicated by TUOR result quality – A HERO roll providing more insight than a WIN, while a SORE result indicates a misleading reading! Wand of Wonder Special S -100 This spell enables a wizard to create a magic wand (a tubular shaped piece of wood, one inch in diameter by 1 feet long). Creating a wand takes around 3 days and requires 2 crowns in various materials and arcane ingredients. Once completed, the wizard may then proceed to enchant the wand by casting Wand of Wonder vs. a base Difficulty of 200. A “Sore” result induces the permanent loss of 10 Wizardry by the caster, while a “Fail” results causes the temporary loss of 20 Wizardry – which returns at the rate for 1 point of Wizardry per day. A “Win” result or better allows the wizard to impress one spell (or spell effect) within the wand, plus a quantity of Wizardry equal to the caster’s current rating in that attribute. Each time the wand is used, subtract 10 from the Wizardry quotient within the wand. Any generated spell stress result reduces the wand’s Wizardry rating to 0! A “Hero” result either doubles the stored Wizardry or allows the wand to store two spells. A Wizard can add his Wizardry total to that stored within it (in regard to the stored spell only), while a non-wizard can use the wand and the stored spell via the Wizardry contained within it.

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

Weapon of Fire and Cold…. > Weapon Only @ B 0 Allows a metal weapon to burn with a magical flame or emit a fearsome damaging chill. • A Fiery weapon inflicts an extra +10 WF damage per 20 Scale, doubled vs. creatures magically associated with cold or ice. This extra WF is ignored in relation to creatures magically associated with fire (such as Dragons and Salamanders). A Cold weapon inflicts an extra +1 Wnd per 40 Scale - doubled vs. creatures magically associated with fire. Cold weapon Wnds heal within an hour; although a person killed by such damage remains dead! Cold weapons do no Cold-based damage to creatures magically associated with ice or cold. Some G.Ms may consider the casting of a Cold weapon spell to be an Evil act, depending on game background. Fiery Weapon WF):
+10 +1 80 80 +40 +2 120 +60 160 COLD WEAPON (Wnds): 120 +3 160 +80 +4 200 200 +100 +5

20: 40:

Necromantic Spells Necromantic spells involve the manipulation of spell energy strongly aspected with death, either to harm another human at a distance or to interfere with the natural course of life. Because of this, many wizards refuse to utilise such spells. The GM is therefore advised to rule that - in most instances - casting a necromantic enchantment is an Evil Act. Players should also be aware that the GM can rule casting necromantic spells have other detrimental effects specifically defined for the setting in question - which they may or may not openly disclose to the players! Curse > NA +10 Often directed at an individual who has somehow slighted the caster, this spell has a base Scale equal to the victim’s I or S score x2 (the victim choosing the higher of these two attributes). The spell’s chance of success can be boosted by 10 per 5 Difficulty. If successfully cast, the cursed individual is either unable either spend F points to mitigate the first danger he or she faces (if they have F points) or suffers a -60 penalty to three rolls associated with them (G.M’s choice). Once either of these two conditions lapses the curse ends. If the caster chooses to pit his or Wizardry against triple the victim’s I or S score (victim’s choice) the cursed individual- if the spell is successfully cast – is either unable to 131

spend F points to mitigate dangers he or she faces (if they have F points) or suffers a -60 penalty to all actions and associated occurrences. Casting this enhanced form of Curse spell costs the caster 2 attribute points or the permanent sacrifice of 1 F point. This spell may be broken by Break Curse or by appealing to the character’s guardian deity; the latter involving 1 week’s stay at one of the deities’ temples and a contribution of 20 crowns, the latter which may be waived by the temple priests. Disease > Item only S -40 This spell evokes a sickness which subsequently spreads through natural means of transmission. Base Scale for this spell is 80, adjusted by the disease selected: Plague +60 Sweating Sickness +50 Smallpox +40 Dysentery +40 Influenza +30 See Page 110-115 for full game details of various diseases. Each +10 Scale reduces Difficulty by -10. The first instances of contagion appear a day after the spell has been cast. Casting this spell is an evil act and also involves the caster losing 5 character points or 2 F. Deathly Discourse. > NS -60 Temporarily raises the spiritual essence of 1 dead person. The spell’s base Difficulty equals 50 plus 10 per 50 years the person has been dead for. Each Scale of this spell reduces Difficulty by -10. The Spirit is raised for a period equal to 1 minute per 10 points of Wizardry possessed by the evoker. The dead person will usually protest at being raised from the dead in this manner, but will answer all questions put to it within the limits of the dead person’s original knowledge base. The raised spirit of an evil person may respond with a lie! Gory restoration > NA -50 This spell is capable of reanimating a corpse, transforming it into a near-mindless drone. This spell has a base Difficulty of 30, adjusted by: Corpse now mostly bones : +40 Difficulty Corpse mostly intact: +10 Difficulty Evoking Difficulty is reduced by -10 per 10 Scale placed in casting this evocation. The necromancer also permanently loses 1 attribute point per body animated. A corpse in a skeletal state is raised as a Bonekin, while a fairly intact corpses become Dragr. For an additional +100 Difficulty a skeleton can be reanimated as a BoneWraith, while more preserved corpses assume the attributes of Revenants. On animation, the corpse retains its current state of decay and may be given one simple command of upto 10 words, which it will thereafter carry out to the best of its limited mental ability. Bonewraiths and Revenants don’t suffer from this limitation. Corpses animated by Gory restoration have @ Stamina (see pages 226-228) and are usually restricted to the general area they were raised. Cremated or fragmentary remains cannot be reanimated! Revenant-Return > NS -80 This spell may be either cast on a slain or living person; the latter which can include the caster. This spell has a base Difficulty of 160. Casting this spell upon someone who was (or is) innately or generally good causes it to fail automatically. Each +10 Scale reduces difficulty by -10. If successfully cast the person is transformed into a Revenant. While biologically inert and unable to heal naturally, a revenant acquires the unaging gift. Each 132

attribute is reduced by a factor of -10, but gains +40 Hardness. The affected character also acquires the Unnatural Reek and Evil Being banes. The Revenant loses 1 Presence per 10 years they continue to exist. On reaching -10 Presence they assume a skeletal aspect – and can no longer easily interact with the living. On reaching -100 Presence the Revenant becomes a Wraith. Changing into this state gives the former Revenant +20 D, +10 S, -10 M and the Wingless Flight and Immune to Normal Weapons Gifts. They also acquire the Toxic Light Bane and take double damage from fire and light based attacks. They are also vulnerable to Spirit Weapons. Wraith > NA -50 Turns a dead person into a Wraith. This spell has a base Difficulty of 100, increased by 5 Difficulty per hour the person has been dead. Each +10 Scale reduces difficulty by -10. The spell automatically fails if cast upon someone who was innately or generally good. If successfully evoked, the caster permanently loses 5 attribute points -or 2 points for an unsuccessful attempt. If successfully raised, the Wraith version of the slain individual acquires +20 D, +10 S, -20 M and the Wingless Flight and Immune to Normal Weapons Gifts. They also acquire the Toxic Light Bane and take double damage from fire and light based attacks. They are also vulnerable to Spirit Weapons. A Wraith so raised in this manner acts as the character’s ally for 1 request; the wraith then departs - but will not hurt the character who raised them if they meet again in the future. Summoning > S -50 The Summoning spell provides a means for necromancers to summon evil Servitors and (hopefully) enslave to them to their will. The spell’s Scale to summon them equals 10 for each 20 points that particular entity possesses in its highest attribute. A Sore result indicates the creature does indeed appear – but attacks the caster! A Fail result indicates the spell has failed. A Win or Hero result indicates the creature appears before the summoner. Another roll – utilising the caster’s highest mental attribute vs. half the creature’s highest mental attribute is required to ensnare it (arcane words of power having weakened the defences of these otherwise formidable creatures). Thereafter, it will perform one task. This has its cost, as the caster loses 1 attribute point for every 20 M possessed by the summoned creature. Once the creature has performed its allotted task – which may take any degree of time - it returns to whence it came. Any additional attempt to cast this spell incurs an additional Difficulty of 100 in relation to this incantation only (reduced by -10 per 2 hours after the Summon Goodly Servitor spell was attempted. Once the Servitor has performed its allotted task – which may take any degree of time - it returns to its place of origin.

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Option: Realms of Magic In some setting, spells/magical effects are grouped into “realms” of “related” effects. While many permutations are possible, Magonia (for now!) presents six realms of magic. The first (General Magic) is know to all wizards. The next four realms consist of spells aspected strongly towards either one of the four ancient elements; namely Air, Earth, Fire and Water. The last is the dark art of Necromancy! There are several ways they may be applied in play – the G.M should choose one of the following: 1: Each Elemental Realm can be mastered by any wizard; but they must master 6 Realm abilities before moving onto the next! 2: Only one elemental Realm may be mastered (and/or can be “bespoke cast”) by a wizard. 3: While a wizard can learn various Realms, only one elemental Realm can benefit from adeptness bonuses (and/or can be “bespoke cast”). In options “2” and “3” the wizard is deemed to be aspected towards a specific element – this will be obvious when using magical detection upon them! The various Realms comprise of the following spell-groups. They manifest all as per the standard wizardry rules, but some “spells” may manifest in ways reflecting their “realm”: General Magic (known to all): Ban good/evil Be Gone! Dream-Vision Glories Arm Magic Circle Magic Staff Summon Servitor Throw Realm of Air (12) Astral Leap Cloak Glories Blast Swiftfeet (20) Break Curse IronSkin Mindspeech Truthsayer

Blessing Invisibility Retribution Wand of Wonder

Control Open/Lock Superaction View Aura

Astral Shift Element Control (Air) Illusion Mystic Vault (focused on Air)

Avaelon Mist Fly Lightning Weather Control

Realm of Earth (12) Astral Shift Beast Control Corrupt (manifests as exposure to elements) Element Control (Earth only) Fix Heal Lost Wisdom Petrify Mystic Vault (Earth) Mystic Vault (focused on Earth) True Restoration Realm of Fire (12) Astral Shift(enters from nearest fire within range) Astral Shift (pass through fire only) Corrupt (manifests as fire) Element Control (fire only) Fearweave (visions of fire!) Fireseed Fix (involves a manifestation of binding fire – only possible on non-flammable objects) Heroes Mirror (manifests as a flame around weapon) Lux Mystic Vault (Must create fire to retrieve) Mastery of Sun (not Cold)! Weapon of Fire Realm of Water (12) Astral Leap (from bodies of water within range of spell) Astral Pass (through water – can breath!) Corrupt (object slowly dissolves into liquid or crumbles to dust – caster’s choice) Control (water creatures only) Fly (Walk on water only) Fearweave (Illusion of large wave) Glories Blast (as Blast of water)` Element Control (Water only) Master of Ice (no fire) Mystic Vault (in water) Mastery of Ice (not fire) Weather Control Realm of Necromancy Curse Deathly Discourse Summoning (13) Guise Gory restoration Sorceries Sleep

Fearweave Lost Wisdom Spirit Weapon

Disease Revenant Wraith True Restoration

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10.00: Manifestations of Piety .00

In the Magonia RPG characters possessing a positive Piety rating are capable of supernatural acts through the goodwill of their gods. This chapter outlines the rules governing the various uses and definition of Piety within the game. 10.10: Some General Terms associated with the Piety attribute: Agent – a Saint who worships and serves only one God. They can only evoke spells within the sphere of their god, but gain more spells than a Pantheist; namely 1 spell for every +20 of Piety they acquire. Unlike Pantheists, agents can meddle in the plans of other gods within the pantheon without losing any spells or piety. Evil God - a god who opposes the pantheon of gods held sacred by the player’s culture. In actually most “evil” gods are not usually “evil” in the manner humans understand the term, but are merely rebellious and independently-minded. Dark Lord - an evil god representing the embodiment of negativity and unhallowed darkness. They are notorious for their cruelty, spite, tyranny and lust for power. Dark Lords are usually in a position of inferiority in relation to other deities; a situation they abhor and attempt to reverse by plotting dominion over the world. The worshippers of a Dark Lord hope - through pleasing them by extending their power – that they will become significant figures within his dominion. Saint – an individual who possesses Piety attribute higher than -10. A Saint can be good, evil or neutral and be for order, chaos or balance. In most game worlds there is likely to be a deity embodying the character’s ideals. Option – “Evil” Saints. If characters are uncomfortable with calling evil characters “Saints” the term “Adept”, “Minion” or “Emissary” may be used instead (or another term selected by the G.M). Pantheon – A collective of gods and goddesses who more or less work together for mutual benefit. Pantheist – A Saint who honours all the Gods of his culture’s pantheon and as such gains more or less total freedom in their selection of spells, of which he or she gets one for every +30 of Piety acquired. Pantheists must honour all the gods honoured by his culture (other than his culture’s “evil gods” who, while technically a part of the pantheon lie outside of it). Saints generated are assumed to be Pantheist by default unless otherwise stated. 10.11 - How Piety works: Piety based actions: In regard to a full description of the spell abilities cited below, the reader is referred to pp 121 – 134. of the Wizardry section. In regard to Saints, deem all references to Wizardry to relate to (and hence use in its stead) the Piety attribute.

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Acts based on Piety do not suffer from magical stress but - for ease - use the same Spell Stress mechanism, reflecting divine reluctance to aid characters continuously requesting assistance from their patron God/ pantheon! If G.M’s feel players are asking for divine aid too often, they are free to raise that character’s Spell Stress level up by one factor or more. Saints do not suffer any adverse effects on reaching “Black” stress level; they are simply unable to request further divine aid. However, all Spell Stress recovery times are tripled in regard to Saints! Furthermore, a request for aid can be automatically refused by the GM deems them contrary to the deities’ wishes. Requests may also be automatically refused if the character falls to observe the strictures of their faith or refuses to intervene in situations that could potentially weaken the influence of their patron god. For an act directly and markedly benefiting the characters’ patron deity the GM should grant a temporary +10 to +40 piety bonus for that particular action only! 10.20 Abilities: Characters possessing a Piety score can (in addition to having access to some spells) can perform the following three special actions: 10.21 –Augury: Both Agents and Pantheists may perform Augury. This represents a Saint using his Piety to divine the likely course of future events. As with Intervention, frivolous requests are automatically refused- and results in an additional +20 penalty which remains until the Saint atones with 1 hour of constant prayer. The act of casting and interpreting an Augury takes 4 Recounters. A WIN result indicates a “yes”/”no” or answer with a similar simplicity (fitting the syntax of the original question) A HERO result provides a more detailed answer – usually along the line of a cryptic riddle or sentence that pops into the Saint’ head. A FAIL result indicates the augury attempt is unclear and provides no insight into the issue concerned. A SORE augury casting means that the Saint misreads the answer and makes the wrong or inappropriate choice! GM note: obviously, a game mechanic allowing players to perceive the game world’s “future” is potentially difficult to handle! It is advised– wherever possible – that the answer dictates the actual flow of subsequent in-game events until the prediction is fulfilled. In some circumstances the answers will be obvious and should be guided by the GM’s desires. In other instances, it might result in the GM having to revise a portion of his or her scenario hopefully only to a minor extent! GM’s should take into account the impact of Augury when designing adventures. The G.M can also rule that very specific events essential to game integrity cannot be ascertained via Augury – attempts to do so automatically fail or require a mitigating factor involving a perilous quest... Forms of Augury: The means by which an Augury is cast is diverse – historical cultures have been associated with many methods of divination. Magonia makes the default assumption that the character casts a series of objects onto the ground (i.e. small sacred tokens/stones inscribed with runes); the pattern by which they fall indicating the likely cause of future events to those with sufficient mystical skill. G.Ms can – and maybe should - change this assumption to fit their game setting. 136

Augury Difficulty level: An attempt to use Augury involves a Saint’s matching his or her Piety against a Difficulty level calculated as follows: Simple Yes-No question A more detailed answer Specific question Utilised 3 hours previously Asking the same question 20 40 80 20 Difficulty (reduced by 5 Difficulty per hour following last use Of any Piety related ability other than Exorcism. Automatically produces same result as prior roll. Gain +20 Difficulty!

10.22 - Exorcism and Rebuking: Both Agents and Pantheists may perform Exorcism – a ritual where a Saint evokes the name of a good deity, along with various actions and short prayers to cleanse a person or place of evil spiritual influences. The game mechanics for Exorcism involves the Piety rating of a Saint being matched with the Wizardry, Piety, Composure, Intellect or Presence of a Spirit (the highest of these attributes being selected). Performing this action takes 3 Recounters. A Hero result causes the spirit to instantly depart, never to return. A Win causes the opposed essence its attributes halved for 6 hours, returning to full Strength after this time. Three Win results causes the spirit to depart! A Fail result involves has no effect – but inflicts 1 Wnd on the “exorcist”. A Sore result causes the Exorcist to become possessed by the evil spirit for 20 Recounters; after which time control must be re-exerted by the spirit (requiring a Win result or better). Three successful possession roll indicates the spirit remains in the Saint’s body (requiring an exorcism itself from another Saint…!). Some spiritually evil creatures – revenants, vampires, wraiths and similar – can be rebuked. This involves the Saint producing a holy symbol and ordering the creature to depart. This is resolved as per an exorcism but takes only 1 Recounter to carry out. A HERO result causes the creature to be rebuked – i.e. to back away from the Saint and be unable to approach within 10 feet of them her for 10 Recounters. The evil creature also takes Wnds equal to the Piety level of the rebuking Saint/25. A WIN causes the creature to be rebuked, as above. A FAIL indicates the rebuking attempt had no effect on the creature. Any further attempts suffer a extra 20 Difficulty. A SORE result indicates the Saint character cannot rebuke this particular evil entity. Revenants and Skeletons cannot be rebuked; while unpleasant and distasteful to most people they are not spiritually evil in themselves. Finally, the use of Exorcism does not affect any other Piety based skills and doesn’t result in an increase in base Difficulty. 10.23 – Intervention: Both Agents and Pantheists may request divine intervention. This involves a Saint requesting a specific deity to deliver them from danger. Frivolous requests are automatically refused and result in an additional +30 penalty which remains until the Saint atones with 1 hour of constant prayer. Intervention can be requested while the Saint performs other actions and – if successful - occurs within several Recounters after the request is made (GM’s fait). If a request for divine intervention is answered (requiring a Win result or better), the answering deity removes the characters from danger – or at least those characters whose behaviour the 137

deity approves of; the GM is free to leave some characters in peril! If the result was a Win result, the intervention will be fairly mild and not involve overt magical or supernatural aspects. A HERO result indicates the deity intervenes in an overtly supernatural way. By way of example, suppose the characters are trapped by a charging horde of monsters. Intervention relating to a WIN result involves one of the characters noticing a hidden trap door covering a tunnel that could lead the party to safety. A HERO result - on the other hand - indicates that the deity teleports them away to safety in an instant. A FAIL result indicates that the deity does not answer this particular request for aid. A SORE result equates to not only a refusal for aid, but a -10 reduction in the Saint’s Piety (or 20 in instances where the intervention request is deemed frivolous by the G.M). Piety can be lowered to no less than 5 by these means – if indeed this low and a SORE result is rolled, the GM should instead rule that the character’s next skill or attribute roll is an automatic FAIL (or the next two rolls in relation to frivolous request for aid). Divine Intervention involves pitting the Saint’s Piety vs. a Difficulty of 10 plus the additional modifiers: Extent of Request : Minor Notable Major Earthshaking

+20 +50 +100 +200

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

10.2 10.20: Saints and Spells:
In addition to the above abilities, Saints are also granted a limited number of spells by their patron god (or pantheon), the quantity being based on the Saint’s Piety score. Bespoke casting is not permitted for Saint characters; the spells chosen being iconic representations of a Deities’ power. While Agents gain more spells their selection is limited to the sphere covered by their particular deity. Pantheists can select any spell from their culture’s pantheon; this being (by default) all the “Gods” listed below other than those from an “evil” god/goddess. When a Pantheist chooses a spell they must state from which particular God/Goddess they have requested the spell from. If that particular deity is subsequently angered by the character’s actions they can retaliate by withdrawing that spell until some degree of atonement has been made. Specific Gods are associated with a Gift; a bonus towards an attribute or skill associated with their sphere of influence. Pantheists may choose one such gift from any god within their pantheon, while an Agent gets double the cited Gift bonus. Pantheists gain 1 spell for every 50 of piety they acquire, while Agents get 1 spell for every 25 Piety they accumulate. These spells become immediately available to the Saint following being successfully granted it by the Deity (i.e. the GM decides, based on the character’s past actions if they are worthy and then immediately grants (or withholds) the spell. Withheld spells may be subsequently granted once the character has demonstrated sufficient respect for the god in question in future games. Spell casting ability equals the Saint’s Piety score. Each evocation of a spell or a Piety-related ability increases the Difficulty of any subsequent use of all these abilities by 20. This penalty is reduced by 10 per hour the character either abstains from evoking a spell or attempting to use Augury or Intervention.

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For ease of play, the writer provides below a list of generic (unnamed!) gods, along with an associated spell list reflecting their sphere of influence. The GM is recommended to give these gods specific names based on his or her game setting and make other changes to fit their fantasy universe (such as removing/amalgamating gods and spell list, etc). If this results in the character acquiring a spell they already have, the Saint is free to select another spell – providing it does not conflict with the god’s “aspect”. Option - Monotheism In some game worlds only one true god exists (or, rather, is culturally acknowledged). To depict such settings, allow Saints to have potential access to the spells encompassed by the Agriculture/Nature/Earth God, Artificer God, Bardic God, Healing God, Ruler God, Sea God and Storm God. In many Monotheist cultures the One God is usually opposed by a powerful Evil figure (not always a God in the strictest sense of the world, but effectively so). Saints who choose to follow that evil figure instead may access spells from Evil God lists: Dark Lord, Disease God (evil), Moon Goddess, Necromancy God and Thieves’ God. Option: Divine “Hallmark”: The players of “Monotheistic” Saints may choose one spell as being among the most representational of their Deity; resulting in a +5 bonus for each 2 points of Growth (and 1 week of game time) allocated to a particular power. Adeptness may be raised up to a rating of +300. Option - Ancient Saints: Some game settings feature deified past Saints are virtually worshipped as gods in their own right. If so, a Saint character may become the Agent for one specific Ancient Saint – who must not be at odds with the character’s patron god(s)! For promoting the Ancient Saint’s interests and concerns, the character Saint is allowed two extra spells; one when reaching Piety 50-150, another when attaining Piety 151+. The spells must reflect the nature and disposition of that particular Ancient Saint. These spells become no longer available if the character somehow transgresses the good nature of their divine patron. The Ancient Saints rule works particularly well with the Monotheism option. 10. 70 - Relics: A Relic is an item containing the preserved essence of one divine spell or ability. Relics are often formed from the remains of dead Saints – the ability being a residual effect of their divine favour. The Piety rating of such an item equals half that of the Saint who originated it Relics can also be created by living Saints. It involves 1 day of intensive prayer ending up with an appeal for divine favour. Roll the Saints Piety vs. a Difficulty level of 120. Sore: Fail: Divine powers are displeased with your hubris! Permanently reduce character’s Piety by 40. The artefact is empowered – but will only work once, at a time best suiting the gods – after which it crumbles to dust. Select ability as per a Win result l the Saint permanently loses 30 Piety. Win: The artefact is empowered equal to a Piety half that of the Saint involved in making it This device can be used to cast one spell, evoke an Augury Exorcism or Intervention the Saint’s player choosing one of these options. Saint permanently loses 20 Piety. Hero: The artefact is empowered! It can be used to cast either 1 spell, evoke an augury, exorcism or summon divine intervention! Furthermore, the Saint also only permanently loses 10 Piety. Relics represent a tool by which the gods can aid mankind (or to perform work for their own devices…) As such they cannot be directly used to block their aims or intentions; the artefact will automatically fail to work in such instances - or give a false result to fool its possessors if that better serves the God’s needs.

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11. 80 - List of Generic Gods: Agriculture/Nature/Earth God: Gift: Heal 1 wnd per 12 hours. Astral Shift, Ban Evil, Beast Control, Blessing, Break Curse, Cloak, Control or Dream Vision, Element Control (Earth), Fix, Heal, Lost Wisdom, Petrify, True Restoration, Truthsayer, Smite, Swiftfeet, Superaction, View Aura, Weather Control. Artificer God: Gift: +20 to attempts to make any object. Astral Shift, Blessing, Element Control (all), Fix, Fly, Guise, Glories Arm, Lost Wisdom, Lux, Magic Staff, Mindspeech, Spirit Weapon, Smite, Superaction, Throw, Truthsayer, True Restoration, View Aura, Weapon of Fire or Cold. Bardic God: Gift: +20 to Performance and Play Instrument Avaelon Mist, Ban good/evil, Beast Control, Break Curse, Be gone!, Blessing, Cloak, Control, Dream Vision, Farsenses, Fearweave, Guise, Heal, Retribution, Illusion, Lost Wisdom, Mindspeech, Superaction, Truthsayer. Dark Lord (evil): Gift: +20 to influence others Ban good, Be Gone!, Curse, Cloak, Control, Corrupt, Disease, Dream Vision, Eclipse, Element Control (fire and decay), Farsense, Invisibility, Iron Skin, Fearweave, Fly, Fireseed or Lightning, Petrify,Guise, Glories Arm, Illusion, Mindspeech, Spirit Weapon, Smite, Superaction, Throw, Wraith, Weapon of Fire and Cold, Weather Control. N.B: Using any spell acquired from a Dark Lord results in the loss of 1 point of Composure; on reaching 0 Composure the Dark Lord attempts to dominate the character via a Control Spell (cast with a Piety level of 600)!, at a time to suit the Dark Lord’s purpose! Death/Underworld God (usually evil): Gift: +20 bonus to cast necromancy spells Avaelon Mist, Ban good/evil, Curse, Break Curse, Cloak, Control, Dream Vision, Eclipse, Fearweave, Illusion, Lost Wisdom, Mindspeech, Petrify, Spirit Weapon, Truthsayer. Necromantic: Deathly Discourse, Gory Restoration, Wraith, Summon. Disease God (evil): Gift: +20 bonus to resist disease Avaelon Mist, Beast Control (rats and other vermin only), Curse, Cloak, Corrupt, Control, Disease, Far Vision, Invisibility, Fearweave, Guise, Illusion, Mindspeech, Open/Lock, Throw. Healing God: Gift: +20 to Healing skill Astral Shift, Ban evil, Be Gone!, Beast Control, Break Curse, Blessing, Cloak, Farsense, Fearweave, Iron Skin, Fix, Heal, Lux, Magic Staff (stores only Fix, Heal and True Restoration spells) Mindspeech, Superaction, Truthsayer, True Restoration, View Aura. Love God: Gift +20 bonus for seduction attempts Break Curse, Be Gone, Blessing, Control, Dream Vision or Farsenses, Invisibility, Fix, Guise, Glories Arm, Heal, Illusion, Lost Wisdom, Mindspeech, Open/Lock, Swiftfeet, Superaction, Truthsayer, True Restoration, Moon (usually a) Goddess: Gift: +20 C, M, I or P (when the moon is visible!) Astral Shift, Avaelon Mist, Be Gone!, Blessing, Cloak, Control, Dream Vision, Eclipse, Invisibility, Fearweave, Fly, Guise, Illusion, Lost Wisdom, Lux, Petrify, Mindspeech, Retribution, View Aura, Weapon of Cold Necromancy God (evil): Gift: automatically resurrected when slain as per True Restoration – once only. Break Curse, Curse, Disease, Deathly Discourse, Gory restoration, Revenant, Wraith, Astral Shift, Avaelon Mist, Cloak, Corrupt, Disease, Eclipse, Element Control (Fire, Earth and Decay), Farsenses, Invisibility, Fearweave, Fly, Guise, Illusion, Lost Wisdom, Mindspeek, Spirit Weapon, Smite, Throw, Truthsayer. N.B: Using any spell acquired from a Necromancy God results in the loss of 1 attribute point; should any attribute fall to -5 by these means character sickens and dies the next day – and rises as a Wraith on midnight! Ruler God: Gift: +20 to any influence based skill. Ban good/evil, Beast Control, Be Gone!, Break Curse, Blessing, Control, Dream Vision, Element Control (all), Glories Arm, Farsense, Lightning, Iron Skin, Fearweave, Fix, Fly, Lost Wisdom, Mindspeech, Open/Lock, Retribution, Superaction, Smite, Summon Goodly Servitor, Throw, Truthsayer.

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Sea God: Gift: +20 to use any form of boat and for Active skill when swimming Astral Leap, Astral Shift, Beast Control (sea creatures only), Blessing, Cloak, Control, Element Control (Water), Farsenses, Fearweave, Fly, Illusion, Lost Wisdom, Mindspeech, Swiftfeet (in water only), Smite (manifests as a wave), Superaction, Summon Goodly Servitor, Truthsayer, Weather Control. Sky God: Gift: +20 to Climb skill Astral Leap, Astral Shift, Avaelon Mist, Break Curse, Blessing, Cloak, Dream Vision, Eclipse, Element Control (air), Glories Arm, Farsenses, Fly, Illusion, Lightning or Fireseed, Lost Wisdom, Lux, Mindspeech, Summon Goodly Servitor, Superaction, Throw, View Aura. Sun God: Gift: +20 M or I (daylight hours only!) Astral Leap, Astral Shift, Ban Evil, Blessing, Element Control (Fire), Farsense, Fly, Fireseed, Heal, Lost Wisdom, Lux, Mindspeech, Open/Lock, Superaction, Summon Goodly Servitor, Truthsayer, View Aura, Weapon of Fire. Storm God: Gift: +20 to Active skill Astral Leap, Avaelon Mist, Blessing, Control, Eclipse, Element Control (Air and Fire), Farsenses, Fearweave, Fix, Fly, Fireseed or Lightning, Lux, Smite, Summon Goodly Servitor, Superaction, Throw, View Aura, Weapon of Fire/Cold, Weather Control. Thieves’ God: Gift: +20 to any thieving related skill Astral Leap, Astral Shift, Avaelon Mist, Be Gone!, Blessing, Cloak, Eclipse, Farsense, Invisibility, Fly, Guise, Glories Arm, Illusion, Lost Wisdom, Lux, Open/Lock, Swiftfeet, Superaction, Truthsayer ,View Aura, Trader God: Gift +20 to any commerce related skills. Astral Shift, Blessing, Cloak, Control, Farsenses, Invisibility, Fix, Fly, Guise, Glories Arm, Illusion, Lost Wisdom, Lux, Mindspeech, Open/Lock, Retribution, Swiftfeet, Superaction, Truthsayer, View Aura, War God: Gift: +20 to Melee skill and know +1 Weapon type Avaelon Mist, Be Gone!, Blessing, Break Curse, Cloak, Dream Vision, Farsenses, Invisibility, Iron Skin, Fearweave, Fix, Heal, Spirit Weapon, Smite, Swiftfeet, Summon or Summon Goodly Servitor, Superaction, Throw, Weapon of Fire or Cold. Aspect Gods: Aspect Gods are deities who stand for a fundamental human principle (Law, Order, Chaos, etc), in addition to controlling one sphere of influence. This option is only available to Agents. To create an Aspect God select one sphere of influence (as detailed above) and add the relevant abilities detailed reflecting the God’s aspect. If this results in the deity “acquiring” a spell it already has, the Agent-Saint is free to select another spell – providing it does not conflict with the god’s aspect. God of Balance: Any one sphere plus: God of Chaos: Any one sphere plus: God of Evil: Any one sphere plus: God of Good: Any one sphere plus: God of Law: Any one sphere plus:

Ban good and evil, Break Curse, Truthsayer.

Curse, Illusion, Ban Law, Guise.

Curse, Ban good, Control, Fearweave.

Ban evil, Be Gone!, Break Curse, Heal

Far Vision, Ban Chaos, Lost Wisdom, Truthsayer

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LATENCY 11.00 LATENCY
11.10 Description:
Latency may be utilised in a number of ways – from acting as a “holding” attribute through to representing “psychic powers”. Hence, a G.M can rule that Latency equates to one of the following; Option 1: Latency does not exist: As a consequence, no points may be allocated to Latency and no abilities or options described in this chapter are valid! Option 2: Latency only equals Latent Ability: In some games Wizardry or Piety could be deemed a rare gift, with prospective Wizards or Saints having to embark on a quest to discover a teacher. Once a teacher has been found, the character’s Latency points can be distributed to Wizardry or Piety by spending two gamemonths at a place the GM deems suitable for acquiring either ability. Earthers may start play possessing this particular class of Latency. Option 3: Latents are “Cunning Ones”: The G.M may treat Latents as representing “Cunning Ones” – practitioners of so-called “low magic”. Cunning ones start with one of the following abilities: Augury, Blessing, Break Curse, Beast Control, Charms, Channelling, Dream-Vision, Locate, Retribution, Magic Circle, Summon, Summon Goodly Servitor and View Aura. The character may learn an additional ability for each additional 30 points of Latency acquired over their initial rating of 20 Latency. Augury is as per the Piety ability (but uses Latency instead of Piety). Locate is a variation of Augury, but can only be used to find objects and people rather than foretelling the future. Magic Circle, Summon and Summon Goodly Servitor are identical to the Wizardry spells described in the Wizardry section; but summoned entities have a +40 bonus to resist attempts by Cunning Ones to dominate them. Charms give a Cunning One the ability to brew one of the following Elixirs without requiring the usual Alchemy prerequisites, or create a charm or fetish with the same effects/limitations: Banish Demons, Witch Bottle, Ghost Bottle, Beauty Elixir, Love Potion, Panacea, Poison Cure and Death Elixir. The potion, charm or fetish takes two days to make (costing 2d10 Schillings in materials); the Cunning One may charge what they wish! The above elixirs/charms must be learned via the Point Familiarity Option rules; they only start play with knowledge of one or more of these if they are pre-selected. The remaining abilities are as described in the list of Latency Talents cited in this section. Earthers may start play possessing this class of Latency! Option 4: Latents are “psychics”: Alternatively, the G.M may treat Latency as representing a character’s psychic ability. Under this option, the character gains access to one psychic talent (as described below) for each 25 points of Latency they possess. “Psychic” Latency (along with the abilities of Cunning Ones) possibly represents the earliest form of magic; seemingly confirmed by the fact that Latency abilities (hereafter termed “talents”) closely resemble Wizardry spells. Characters therefore cannot have active Latency in addition to Wizardry. In most respects talents follow the same rules and have the same limitations as magic; although the character’s Latency trait is used in place of Wizardry. Latency Talents have several significant differences to Wizard spells. The first is that the 142

evoked Scale of Latency powers cannot exceed twice the character’s Latency attribute. Secondly, they cannot be made permanent and (other than the limited potions/charms of the Cunning Ones) cannot be incorporated into magic items. There are also fewer Latency talents, which are also significantly weaker than their Wizardry (and Piety) based counterparts. Furthermore, most Latency talents only affect the Latent who possess them. Unlike Wizardry or Piety, Earthers can start play with Psionic Latency but may only initially have Channelling, Control, Corrupt, Dream Vision, Glories Arm, Fearweave, Lost Wisdom, Smite, Superaction, View Aura and Truthsayer. While Latency doesn’t usually involve “magic items”, the G.M should decide whether Wizardry Stores and Stress Dumps also work for Latents, whether they require different varieties oriented towards Latency (that traditionally take the forms of exotic “crystals”) or decree that Latency cannot be boosted by this means. Another important difference is that all Latency powers are fixed; NO bespoke evoking of Latency based powers is possible. All desired abilities must be pre-selected! Latency Power options. Latency may be powered as follows: 1: Latency use generates “Spell Stress”, all as per the Wizardry rules (but using Latency instead of Wizardry in all instances). 2: It works by consuming Latency; each 5 Latency provides 50 Latency ability points. Each 100 Latency points evoked results in one level of Spell Stress. These points are usually recovered at the rate of 5 Latency per recovery period (as per wizards, but using Latency instead of Wizardry) However, “burned” Latency is permanently lost on a Sore role! 3: As “2”, but focused on another aspect- such as Physical attributes (1 attribute point equals 50 Latency), Fortune (1F equals 50 Latency) or Wnds (1 Wnd equalling 100 Latency). These points are usually returned at the rate of 1 point (attributes and F) or 1 wnd per recovery period. A “burned” factor (or 1 Wnd point) is permanently lost on a Sore role! 4: Latency use causes metabolic aging: 1 week of precipitated aging generating 50 Latency. This aging cannot be reversed, even by magical means. - Other options may be introduced by the GM as and when he or she conceives them! Latency “Stress stores” may exist (identical in form to those detailed in the Wizardry section, but representing Latency. In most instances Latency has a range equal to the character’s Latency in yards (unless otherwise stated). In most cases, duration is usually characters’ Latency in minutes – although the Talent manifestation can be dismissed at will. Latency & “Adeptness”: A player may opt for their character to become an Adept in a “psychic” Latent ability. This results a +2 bonus for each 1 point of Growth (and 2 weeks of game time) in that particular ability. Adeptness may be honed up to a rating of +200. However, such a character may only possess 6 Latent abilities; one Adept-blessed, two at normal Latency and two more manifesting at half Latency!

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11.20 - Latency talents:
Astral Leap Travel great distances in a heartbeat without physical motion. Base Difficulty is 30 (to travel Latency x10 yards) increased by a further 10 per 500 yards travelled. The person shifted by this Talent appears in the desired location on the next Recounter’s first time snatch. Astral reach. This Talent allows a target to pass (or pass their arm) through solid matter. Base Difficulty equals 10 + substances’ thickness in inches. The target may pass through this thickness of matter for 1 Recounter. The recipient cannot manipulate objects while in this “shifted” state. If the object is too thick to allow passage the attempt to pass through the barrier automatically fails! Beast Control X Controls the reactions of a specific beast. This may be any creature providing it has some degree of consciousness. Base Difficulty equals the animals I score; negative scores equalling a tripling of Difficulty. Suggestions must consist of basic, two to four word commands and uttered within their range of hearing. Each time a target performs an action against their will, the GM rolls to resist performing the action vs. the target’s Presence skill. Blessing This Talent attempts to bend fate in order to boost a specific endeavour. A Blessing is initiated by the Latent focusing on a likely future situation (such as a meeting) which they would like to favourably alter; while also focusing on a person likely to be one of its protagonists. The Blessing is then attempted – the caster’s Latency less a Difficulty of 40 to 80 (G.M’s judgement based on the situation itself). If successfully cast, the individual representing the Blessing’s focus gains double the bonus from F expenditure (once only), may spend 2 F points to induce a favourable serendipitous event or gain a +40 bonus for three actions relating to the situation. If the event never comes about in the first place (or the person who was the focus of the blessing never attends it), this particular Blessing immediately dissipates. Binding Invisible SX Summons a strong force capable of holding people or objects (such as doors) in a rigid grip. Each +10 difficulty summons a binding strength equal to 20M. Anyone attempting to break away (or open) an object or person bound with Binding Invisible must make an M roll vs the M rating of the binding, once per Recounter. This spell can be made permanent on inanimate objects only (such as door) – it is voided by the Binding being overcome or by the object being destroyed (Binding Invisible granting no special protective bonuses). Break Curse This talent is used to disrupt any curse inflicted on a character. The Talent’s Difficulty level equals half that of the curse (default value the characters I or C score). If the casting is a failure, the Latent may attempt to break the curse again after 24 hours has elapsed. If successful, the Latent gains +2 attribute points (+5 on a Hero result). A Sore result indicates the curse has passed from the original recipient onto the person attempting to break the talent! Channelling Temporarily channels the spiritual essence of a dead person. This ability has a base Difficulty equals 30 plus 5 per 100 years the person has been dead for. The spirit speaks through the Latent evoking this ability. The spiritessence is raised for a period equal to 30 seconds minute per 10 points of Latency possessed by the evoking Latent. The dead person will usually complain over being raised from the dead in this manner, but will answer all questions put to it, within the limits of the dead person’s original knowledge base. The raised spirits of evil people often respond with lies! Alternatively, a Latent may wish to open their mind to any spirit-essence wishing to speak to them; base difficultly equals 20 in this instance – but the G.M has full control over what manifests through the Latent! This ability is only possible in worlds where some form of “afterlife” occurs (which could of course be technomagical in nature!).

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Control Allows a Latent to control the actions (but not the thoughts) of a sentient being; Difficulty level of talent equals ½ the target’s Composure or Intellect, whatever is highest. A +10 bonus to control costs an extra 20 Difficulty. Each attempt to influence the enchanted character by the Latent requires a roll on the TUOR table. The talent lasts until control is broken or 10 minutes has elapsed; the talent has no effect at all if the Latent cannot talk the target’s language! Corrupt X This talent rapidly ages an inanimate object to the extent that it becomes brittle and useless. Difficulty level to corrupt an object depends on its material and condition: State: Composition: Freshly made 50 Soft Organic 10 Used, but intact 40 Hard Organic 20 Worn 20 Pottery/Ceramic 30 Chipped with some flaws 10 Soft metal/mineral 40 Hard metal/mineral 50 Very hard metal/mineral 80 Aim – to break on first use = base Difficulty. Or = to crumble to dust following casting = extra 40 Difficulty. Halve Difficulty if the Latent only wishes to bend the object (although the object must be composed of an object that could be bent, such as a metal spoon….). Using this talent does not result in the loss of Latency. Dream-Vision This talent is evoked prior to the Latent retiring to bed and has a base Difficulty of 40. During sleep the Latent focuses on a problem; in response various images and fragmentary words will be experienced by the Latent – the extent of which depends totally on the G.M! Nonetheless, whatever the content, it should be generally related to the Latent’s original request! A Latent needs at least 4 hours sleep for this talent to have any chance of success. Fearweave The evoker choosing to evoke this ability selects a Difficulty level for this Talent – which (if the ability is successfully activated) is subsequently pitted against the C score of all characters within a 2 ft radius of the Latent. Radius of effect can be extended by a further 2 ft for an extra 20 Difficulty. Any character who fails the C roll moves away from character at running speed (or cowers in a corner) for 1 minute – duration can be extended by a further minute for an extra 20 Difficulty. Fix XS This ability is capable of repairing broken objects when successfully evoked. Difficulty level to fix a broken object depends on material and condition of object:
Intact (for fusing objects) Fixing and fusing objects Cracked/discoloured surface Fractured (but not broken into bits): Broken into two or more bits Broken into more than three bits Shattered: Burnt to a crisp 40 +40 10 20 30 50 80 120 Soft Organic Hard Organic Pottery/Ceramic Soft metal/mineral Hard metal/mineral Very hard metal/mineral 10 20 30 40 50 80

The above factors are accumulative whenever it would be logical for them to be so. If successfully cast the mend is permanent and returns the object fully to its original condition with no weak “fracture” points. Using this talent does not result in the loss of Latency. This spell may also be used to permanently fuse or link two intact inanimate objects together, using the above modifiers. Fly This talent allows a character to fly at x3 normal movement speed (which also equals the latent’s climbing/descent speed per Recounter). Difficulty level equals 20% character’s weight in pounds (default value of 60), plus 25% of the mass of all items carried by character. It can also be cast upon another character upto 20 feet away from the evoker, for an extra 10 Difficulty. For half the above values, the character can move (at walking pace) along a normally impassable surface, such as a swamp, sinking sand, a narrow ledge or water – with no danger of sinking, falling or comparable hazard – or, alternatively, walk vertically up and down a wall!

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Glories Arm This talent allows a Latent to move and manipulate objects from a distance. For a base Difficulty of 30, it creates an invisible phantom limb with a reach of 10 feet, M of 10 and D of 10. Each of these factors can be increased by 20 for an additional Difficulty of 20 Glories Blast This talent enables its evoker to remotely repel objects and people. For a base difficulty of 10, it creates a smiting force with an M of 20 and a reach of 5 feet. Each of these factors can be increased by 10 for an additional Difficulty of 10. No fine manipulation of objects is possible with this spell - the caster using their D score to hit targets. Heal This spell - when successfully cast - instantly cures a quantity of wnds equal to Scale/40 Curing a Uncon result Effect requires a 40 Scale spell, while an Injur Effect requires a 80 Scale spell. Curing a Severe Effect injury requires a 120 Scale spell. Restoring a limb lost via a very recent “Sever” Effect Class injury requires an 160 Scale spell. Rasing someone very recently slain via this spell requires a 200 Scale spell, with an additional 20 Difficulty per 5 minutes the person has been dead for; +50 if death involved a notable degree of mutilation. Invisibility Target is rendered invisible for 10 minutes. Base Difficulty is 30. Sound and other incidental effects (such as feetprints) cannot be suppressed. A variation of this ability can also reveal any invisible entity near the Latent. Base Difficulty is 20 plus an additional 30 Difficulty per 5 feet diameter of range. Formally invisible targets within the range of the talent thereafter appear as distinctive Lost Wisdom Requiring a base Difficulty of 20, this provides the Latent with a general knowledge if its history, manufacture and the significant events it has been involved in. Each specific facet of knowledge takes 1 Recounter to absorb (i.e. 1 Recounter for its history, another for its manufacture and a third Recounter for its “life story”). Other factors that may be ascertained include the items precise weight and general composition (each additional factor taking 1 Recounter). Casting this talent over a document written in a foreign language allows the Latent to read it as if it were written in their native tongue; this requires a Difficulty of 10 per page of document to be “translated”. Mindspeech The Latent can communicate with 1 person upto 25 miles away per 10 Difficulty for 1 minute; extendable by a further 1 minute for an additional 10 Difficulty. The recipient can reply to questions by the Evoker. Mindspeech transcends all language barriers, but animals only respond by transmitting back emotions and sensations – the quality depending on their I score. Attempts to communicate with animals should be limited to simple 2-3 word instructions, or less if the creature has only basic awareness. Mindspeech is only possible between living beings with a brain – it will not work on the unliving, plants or similar lifeforms. Retribution: Retribution has a Difficulty level equal to half the victim’s I or S score (the victim choosing the higher of these two attributes). It also involves the caster permanently sacrificing 5 attribute points or 2 F points. The victim suffers a -80 penalty to three actions and any associated occurrences associated with a TUOR table roll - after which time the Retribution is dispelled. Retribution may be broken by Break Curse or by appealing to the character’s guardian deity; the latter involving 1 week’s stay at one of the deities’ temples and a contribution of 20 crowns, the latter which may be waived by the temple priests. Smite The Smite talent increase WF by +10 per +5 Difficulty – the effect endures for a number of strikes equal to Latency/20. Swiftfeet The Latents’s base speed is increased by a factor equal to half this talent’s evoked Difficulty. Superaction Each 10 Difficulty provides a +20 bonus to any ability or skill. This talent covers three attempts at any action, after which time it expires.

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Throw Propels an object at a target with a damage rating equal to +10/+5 per 10 Difficulty and range of 5, with the chance to hit based on the Latent’s shoot skill. Truthsayer This talent taps into the Latent’s superconsiousness to provide an answer to a single question. Base Difficulty is 50. The answer to such a question only imparts the most basic of answers; usually to the extent of “right way” or “wrong way”, “trapped” or “safe” or “yes” or “no”. View Aura: The View Aura talent is generally as per Wizardry spell, but can only discern whether someone is a “mundane”, possesses an active etheric ability, is innately magical or is unliving. The Latency Aura ability can however detect emotional states; “calm” if happy and content, stormy if upset, writhing with “snakes” if lying, flashing with “lightning bolts “if contemplating violence or highly discordant for insane individuals. Base difficulty is +20 per person “scanned”. Clarity of an aura scan is indicated by TUOR result quality – A HERO roll providing insight, a Sore result indicating a misleading reading! Weather Control. This talent induces alterations in (very) local weather conditions, as selected by the Latent. Talent Difficulty varies depending on the extent of weather alteration required, compared with the current (in game!) weather conditions/environment: Example Effects: Difficulty Extreme seasonal/regional weather = 20 Focusing sunlight in one area to make a blinding ray of light from direction of sun = 40 -40 vision penalty to those facing sun at time. Summoning cloud on a clear sunny day = 60 Rain during a drought (or in a desert) = 80 Clear sky during the rainy season = 40 Dissipating rain during the rainy season = 40 Evoking a tempest = 80 Coverage: 10 Difficulty per 20 feet diameter area as measured from the Latent’s position. 10 Difficulty per 5 minutes of desired weather

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LCHEMY: 12.00 – ALCHEMY:
Alchemy is the art of accessing the innate magic within matter through chemical means. It requires the Alchemy skill to use, modest degrees of Latency and/or Wizardry plus special equipment costing 100 crowns plus 500 crowns worth of various rare herbs and minerals. A Formulary is also required – namely a book containing the instructions for one (ideally more) of the effects listed below. Unlike spells, Alchemical formulas are available for purchase in larger towns and cities; although they can be very expensive to acquire by these means! Adventuring may uncover such formula for free. Learning a new formula costs 5 *Growth and takes 30 days – I (minimum 2 days). Wizardry or Piety is not required to practice Alchemy, although this skill greatly complements the magical arts and is hence popular with both Wizards and Saints. Unless otherwise stated, alchemical products - usually termed elixirs – come in the form of a clear liquid, in a quantity sufficient for one dose for an average-sized human. No dice roll is required by the drinker to access the elixir’s stated effect, unless it’s a poison or similar harmful substance. Additionally, a few alchemical processes involve various acts of demimechanical construction, which are described separately below. A few of these processes require a perquisite understanding of related formulas and artefact construction before they can be utilised. Attempts to make the alchemical formulas listed below have the following outcomes: Sore: The elixir explodes; inflicting a +100 attack within a 10 ft area (-10 per 10ft from explosion epicentre – usually the alchemist!). Alchemical workroom is wrecked, requiring 1000C to replace broken items and repair room. All experiments and elixirs within room are lost. Characters within explosion area may mitigate damage to a 4 point Wnd by spending 3F or permanently losing 1F. Fail: The elixir formulation process appears to have succeeded but just produces an inert potion with no effect. Win: A functional dose of the desired elixir is made. Hero: The alchemist may choose the following beneficial effect.
1: Two doses are created. 2: The elixir has double the effect and duration 3: An unknown elixir is formulated; alchemist may incidentally learn a new formula as per the learning rules.

Black Powder, Base to Gold, Death Elixir or Magic Fire cannot be accidentally discovered via option 3! Alchemical formulas have three general statistics, just below the formulas’ name; its commercial cost, time required to create one dose and the cost of its constituents. The latter two may sometimes vary if certain ingredients are in short supply.

12.20 - Formulas
Acid Key Formula Cost 200C 2 days 5C Pouring this acid into a lock gives a permanent 100 bonus to open it; but its usage is obvious (Difficulty of -20) 148

Attribute Empowerment Formula Cost 200C 1 day 5C This elixir adds +40 to one specific attribute for 1 hour. Alkahest Formula Cost 5,000C 2 weeks 500C Prerequisites – Acid Key, Make Wizard Gem. This fabled formula creates a liquid that can dissolve any substance – other than a specially prepared vessel formed from a Wizard gem. One dose burns a 10x10x10 inch hole in any substance (other than a Wizard Gem) within 1 Recounter. If splashed on a living person (Range 1) it inflicts the equivalent of 1d10 Wnds within 1 Recounter. Attempts to resurrect an Alkahest exposure victim suffer an additional 60 Difficulty. Beauty Elixir Formula Cost 400C 1 week 20C The Beauty Elixir increases P by +80 for 1 day Banish Demons. Formula Cost 100C 1 day 1C Allows drinker to make a further C roll with a bonus of +100 to shake off possession by a spirit or demon (this “dispossession” being opposed by the demon/spirit’s C score). Unlike Exorcism the first Win or Hero attempt drives the demon or spirit from the character’s body. A Sore result has no special effect in this instance. Black Powder Formula Cost Special 1 day 1C This formula creates a small keg worth of gunpowder (suitable for 50 Gunne or Pistole shots). Alternatively, it can be used to create a significant +500 WF explosion within a 20 foot area, less -40 per 1 ft from blast epicentre. This formula may be a state secret, unavailable at any price – or costing 500C to 1000 C if actually available. It is usually available in Late Medieval setting, costing anything from 1– 100C. Breathe Water Formula Cost 200C 1 day 5C Allows the drinker to breathe unhindered when submerged in water for upto 1 day. Breathe Earth Formula Cost 300C 1 day 8C Allows the drinker to continue breathing when immersed in soil for upto 1 day. Physical, Mental or Soul enhancement Formula Cost 300 C 3 day 5C This Elixir adds a +40 to all skills falling within either the Physical, Mental or Soul groups, for 1 hour. Each group requires its own specific formula. Claws of the Tiger Formula Cost 500 C 1 days 20C Causes the drinker to grow large, prominent claws, suitable for hand-to-hand fighting, with weapon statistic equating to 30/20 Claws remain/ for one day (reducing D for purposes of manual dexterity by -40). 149

Death Elixir Formula Cost 200C 1 day 10C Creates a very potent magical poison with the following attributes: Strength Factor +100 (triple Wnd loss) Onset 10 Recounters Period 1 attack every Recounter; 4 attacks in total. Effects A Sore result indicates death within 4 minutes (counter with healing skill or Poison elixir vs 80 Difficulty) Empower Wizard Gem Formula Cost 400C 1 day 5C, plus cost of gem. An optional formula, which some G.Ms may require as the means by which suitably rare gems are transformed into Wizard Gems, at the cost of 5C per 10 wizardry it can store. Hate Potion Formula Cost 200C 1 day 5C The drinker requires a roll of C vs. Difficulty 100 to resist despising the first person they see. Lasts for 1 month. Healing Potion Formula Cost 500C 1 day 3C This Elixir instantly heals 5 Wnds or one Effect class injury. Heroes Elixir Formula Cost Special 1 week 20C Adds +50 to M, +20 to D and +50 to the drinker’s Melee skill for three hours. Love Potion Formula Cost 200C 1 day 10C Requires a roll of C vs. Difficulty 100 to avoid the drinker falling in love with the first person they see of the sex they prefer as sexual partners; lasts for 1 month. Magical Renewal Formula Cost 500C 2 days 2C This Elixir instantly purges upto 60 Spell Stress when drunk. Magic Fire Formula Cost = special 4 days 3C Creates a ferociously burning liquid gel that inflicts 60 dmg per Recounter; burns for 10 minutes, even in water. This elixir is usually a state secret, unavailable at any price. Make Wizardry Store Formula Cost 1000C 3 weeks 200C This preparation transforms an otherwise inert substance into a Wizardry Store Takes 1 day and 50C in various rare substances to acquire the capacity to store 10 Wizardry. If only a single use item cost is only 5C per 10 Wizardry

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Panacea Formula Cost 200C 2 days 1C This Elixir gives a +120 S bonus to resist and recover from any sickness; lasts for 1 week. Poison Cure Elixir Formula Cost 400C 1 day 15C This Elixir boosts S by +120 in regard to resisting poison. Lasts for three hours. Sharpen Senses Formula Cost 500C 2 days 1C Provides a bonus of 80 for any roll associated with hearing and vision, or 40 in regard to smell and taste. Sleeping Elixir Formula Cost 100C 1 day 2C Drinker must roll S vrs 100 or fall into a coma-like sleep, from which they cannot be awoken for 8 hours. Spade Claws Formula Cost 500C 1 day 10C The individual who drinks this potion grows thick badger like claws (useful for digging through soil). Claws remain for one day (reducing D for purposes of manual dexterity by 20). Their combat statistics equate to 20/10 Spell Reagent Formula Cost 400C 3 days 100C Provides an elixir medium for wizards to cast suitable spells in, at base spell casting cost. Reagent (and spell) keeps indefinitely if stored in a sealed jar. The elixir must either be drunk or smashed onto the floor to activate the spell. Withstand Cold or Heat Formula Cost 100C 1 day 1C Allows the drinker to totally ignore the effects of extreme heat or cold for 1 day; to them the temperature is akin to that of a mild summer’s day! Withstand Fire Formula cost 200C 1 day 1C Totally protects the drinker (but not his worn possessions!) from the affects of flame for 30 minutes. Does not provide oxygen – vital in some fiery environments. Youth Elixir Formula Cost 1000C 1 day 100C This elixir, once drunk decreases the drinker’s biological age to 30. But once taken, however, new doses must be taken each month else the user returns to their chronological age plus 2 years for every six months they have been taking the Youth Elixir . If this results in the drinker exceeding their species’ maximum lifespan, the user dies - the elixir user crumbles to dust if the rapid aging equals a total of 100 years of more!

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12.30 - MAGICAL ARTIFACING: The following special items can also be created via the Alchemy skill: Base to Gold Formula cost 50,000C+ 1 week, 1C This process transforms 1 lb of any base substance (optionally only certain metals such as lead) into gold with a value of 4C. Most formulas create gold that only lasts a week or month before crumbling to powder. But a few are rumoured to actually work… This formula is often a highly prized secret, unavailable for any price. Build Artificial Eye or Ear Formula cost 2000C 2 weeks, 5000C Creates a functional replacement for a lost eye or ear. Slightly inferior to the real thing; -10 to sense rolls associated with the organ replaced by this device. Any damage to the eye or ear requires repair by a knowledgeable alchemist, costing 20% to 100% cost of the original limb. This takes 1 full day of work to evaluate damage and repair. Build Athanor. Formula cost 20,000C 1 month 20,000C The Athanor is a special mini-furnace capable of magically producing a variable, constant heat (along with other, more subtle properties). This device is highly treasured by Alchemists as it can either halve the required ingredient costs for formulas or the time required to brew an elixir - the Alchemist deciding which on commencing the manufacturing process . Build Superior Artificial Eye or Ear Formula cost 20,000C 3 weeks, 50,000C Prerequisite: Build Artificial Eye or Ear Creates a superior artificial eye or ear. An Eye has +40 vision bonus, while an ear has a +50 hearing bonus. Any damage to the eye or ear requires repair by a knowledgeable alchemist, costing 50% to 200% cost of the original limb. This takes 1 full day of work to evaluate damage and repair. Build Artificial Limb Formula cost 5000C 1 month: 10,000C for a leg or arm, 8000C for a hand, 5000C for a feet. Creates a functional replacement for a lost arm, leg, hand or feet. Arms and Legs have a -10 D penalty apiece, but artificial arms have +10 M, while two legs triple running speed. Any incidental damage to an artificial limb can only be repaired by an alchemist, costing 20% to 100% cost of the original limb. This requires 1 full day of work to evaluate damage and repair. Build Truthseeker/Oracle Formula cost 50,000C 6 months: The Truthseeker/Oracle takes the form of a large book-sized device capable of answering questions relating to the present tense - albeit in a cryptic fashion. The user may ask the device one question every six hours; the answer indicated by a dial pointing to one of 24 symbols enscribed upon it. The user may attempt to decipher the subsequent answer with an I roll; or seek out a specialised Soul skill – the Truthseeker Reader; an ability which is exceedingly rare and should only be acquired through play. Build Goluu Formula cost 20,000C 1-3 months Cost: Special. This formula provides the instructions to build a Goluu, an artificial human servitor. The initial process – taking 1 month and costing 10,000C - creates a Goluu with the following attributes: M:0 D:-20 S:0 I:-40 C:-80 P:-100 Each attribute point over these initial values cost 1C and adds 1 hour to construction time. Skills may also be added, costing 1C and 1 hour per +2 bonus. Once the builder is happy with the Goluu, they may activate it with an alchemy roll, vrs a Difficulty of 100. The following outcomes are possible: Sore: The Goluu appears to work as designed, but is possessed by an evil spirit who cannot be controlled by the builder! Fail: Fails to come to life. Goluu must be rebuilt from scratch! Win: Comes alive and functions as designed. Hero: Comes alive and functions as designed - but add an extra 60 points to attributes. It is also sentient (with at least an I score of 0) but is fortunately well-disposed towards its builder.

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Build Wise Head Formula cost 20,000C 1-2 months Cost: Special. This formula provides the instructions to build a “Wise Head”, an artificial oracle. The initial process – taking 1 month and costing 10,000C - creates a Wise Head the following initial attributes: I:-20 C:-20 P:-60 Each attribute point over these initial values cost 1C and adds 1 hour to construction time. Skills may also be added, costing 1C and 1 hour per +2 bonus. Once the builder is happy with their Wise Head, they may activate it with an alchemy roll, vs. a Difficulty of 80. The following outcomes are possible: Sore: The head appears to work as designed, but is possessed by an evil spirit who cannot be controlled by the builder! Fail: Fails to come to life. The Wise Head must be rebuilt from scratch! Win: Comes alive and functions as designed. Hero: Comes alive and functions as designed - but add an extra 50 points to attributes and +20 to two skills It is also sentient (with at least an I score of +10) but is fortunately well disposed towards its builder. Ghost Bottle. Formula Cost 10C 1 day 5C Banish Ghosts takes the form of a glass bottle filled with various mystical elements. Any ghost within 200 metres of a ghost bottle is subject to a Exorcism (pp 137 ) equal to half the maker’s Alchemy skill. A HERO roll traps the ghost within the bottle; a Win stops the ghost from manifesting that day! Heal scarring Formula cost 5000C 1 week +1 day 2000C This particular elixir is capable of healing any degree of scarring. The process involves the character being totally immersed for a day within the elixir (a process which also renders the character unconscious for 30 hours. At the end of the process, all scarring is removed, reducing any negative reaction modifiers associated with this disfigurement to 0. Witch Bottle. Formula Cost 50C 1 day 10C Banish Witches takes the form of a glass bottle filled with specially coated bent needles. It forces anyone with the Wizardry attribute to make a roll of Wizardry vs a Difficulty equal to half the maker’s Alchemy skill. A SORE roll indicates the Wizard must stay upto 100 metres away from the bottle; 20 metres in the case of a FAIL result. The wizard may make one roll per game hour to overcome this ban. Philosophers Stone Formula cost = Special 1 Month 20, 000C Perquisites - Base To Gold, Wizard Gem. The Philosophers Stone is a highly specialised form of Wizard Gem capable of transforming any base metal it touches into gold. The magical stone created by this process weighs about 2lbs and has the ability to transform a quantity of base metal into an equal quantity of gold. Unlike the by-product of most Base to Gold formulas, the gold created by a Philosophers Stone retains its transmuted state permanently. Other types of Philosophers Stones are capable of transforming steel into “Elite” or “Starmetal” objects. The method of a creating Philosophers Stone is a closely-guarded secret, known only to a few (very wealthy!) individuals and is usually not for sale at any price…. Unicorn Horn Formula Cost 600C 1 month 1000C Perquisites - Panacea. A Unicorn horn (usual value around 500C-1000C when bough commercially), is – after being steeped in an infusion of rare minerals for 1 month – is capable of totally neutralising any poison it is exposed upto 20d times. The neutralising effect can be renewed thereafter by an alchemist, a process which takes 3 days and costs 20C. A final note on Alchemy. The above formulas reflect only the most common elixirs and artifice formularies available. G.M’s should feel free to create additional elixirs to suit the need of their game.

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13.00 Rules of Magic:
While magic is a supernatural force, it has distinctive attributes and possesses significant restrictions. Hence, in Magonia, a GM selects a number of special in-game “limitations” relating to Wizardry – here termed “rules of magic”. The GM decides how many such rules his or her setting is associated with, reflecting the status of magic within it. In general, a setting featuring powerful magic has fewer limitations than one with “weaker” magic. It should be noted, however, that not all of these “rules” limit the scope of magic to any significant degree. In general, a limitation level of 4-8 is recommended for most settings. The value for each “rule” is shown in brackets to the right of the limitations’ name. Options marked with a hash symbol are also relevant to Saints. “Aging” wizardry (2) # Character biologically ages 1 day per 50 Scale evoked. Banned Wizardry (2) #

The practice of Wizardry is illegal, often punishable by death or other means. Saints and miracles – connected with the dominating pantheon or God – are permitted. Saints evoking deities outside the “official” pantheon are treated the same way as Wizards. If a “legal” Saint’s power is used to cause harm, they may have to legally justify their actions, and are in danger of being executed if they cannot!

Bespoke Magic only (1) Formal spells do not exist in this setting – only bespoke casting is possible. Banned Religion (2) # Religion (or at least Divine magic) has been banned by the State – Saints caught evoking such abilities may be indefinitely imprisoned, mutilated or executed. Banned Psionics (2) The use of Psionics has been banned by the State – Latents/Talents caught evoking psionic abilities may be indefinitely imprisoned, mutilated or executed. Component wizardry (1) Spells require a wizard to hold specific substances and elements in their hand while casting; which are magically consumed whether the spell is a failure or a success. This should be of reasonable cost and availability. Chaos! (1) Base Scale rating for spells alters randomly every hour! Each game hour roll a 1d10 and adjust as follows; 1-2: x3, 3-4: x2, 4-7:Base 8-9: divide by 2, 10: divide by 4 . Confounded Component wizardry (1) # - Magical actions require the sacrificing of a rare and expensive element (anything from 10 Schilings to 10 Crowns per spell/effect)!

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Corrupting Magic (2) # Every 400 Scale of magic evoked causes the character to lose -1 Purity. This only happens to Saints if they worship evil gods! Difficult Wizardry (2) All spells have an additional Difficulty of 20 to 100 (as determined by G.M) in addition to the usual factors. Earth Magic (1) # Magic in this setting does work on Earth – it represents a lost or secret art, hence it’s apparent non-existence. Earthed Magic (2) # While magic can be directed towards Earth from the game setting (under certain circumstances) spells do not work when actually cast in our world! Evil Source (4) # Wizards must take the Fight Good bane (and ideally an evil patron deity) to evoke effects. Character has a Purity level of 0. In some instances the character’s patron deity – whether selected by the player or not - may cause an automatic spell failure when spells are used to enable a good act. Fetish Based (1) # A spell casting character can only evoke effects with the aid of an enchanted object. In the case of Wizards this is often a staff (created by the Create Magic Staff spell). Saints require a relic - which must either be found or requested from a temple. High Magic Setting (1) # This setting is highly magical. Wizardry starts at a default value of -10 and Scale factors for all spells are halved. Spell Stress only occurs on a double number roll. But, add +2% to the cited chance for a Sore result; while magic is powerful it is also harder to control! Holy Source (1) # A spell casting character must take the Do No Evil advantages (and ideally a good patron deity) to evoke magical/divine effects. Add +10 to Purity. The character’s patron deity – whether selected by the player or not - may cause an automatic spell failure when spells are used to enable an evil act. If it harms none….. (2) # Magic can only be used for tasks deemed beneficial to society. Any spell which causes harm is deemed “Sorcery” and banned. The use of such spells may be punished in accordance to the harm they have caused – or be automatically punished by death! It is also equally illegal for Wizards to teach or learn harming spells. Item based wizardry only (2) Spells can only be cast through enchanted items (made as per the standard rules). Alchemy may also exist - the GM may wish to remove formulas that could unbalance the setting.

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Ley Lines (1) # Mystical lines of force traverse the landscape, linking areas of magical and/or religious significance. These sites are in alignment with other similar areas – making them easy to find. Anyone disrupting the flow of a Ley Line is struck with a 200 power Retribution spell. The “Hubs” of this Ley Line network are usually “Places of Power”… Mark of the Gifted: (1) # Those capable of evoking magical effects have a distinctive physical mark which becomes more prominent when a spell is cast. Metal Affects Wizardry (1) Every 2lbs of metal carried by the character adds +10 Difficulty to Spell evocation attempts. No Magical Alchemy (2) The Alchemy skill can only produce the following elixirs: Acid Key, Black Powder, Death Elixir, Healing Potion (heals only 1 Wnd/day), Heroes Elixir (giving only 1/2 its cited bonus), Magic Fire, and Anti-Poison Elixir and Panacea (which only gives only 1/3rd its cited bonus). Alchemists are also unable to build any technomagical artefacts. “No Wizards in this world...” (3) # There is no active Wizardry attribute – only Saints may evoke spells via Piety. No Wizardry Stores (1) Wizardry Stores do not exist in this particular setting. Latency equals Potential Wizardry or Piety (1) Latency, while useless on its own can be “trained” and become the basis for either Wizardry or Piety. In this instance ignore the Psionic Latency rules given in Section 11.00. Latency equals Psychic Powers (2) Latency represents the character’s “magical” potential. It can either be “trained” and become the basis for Wizardry as per the rules or maintained as a separate ability associated with various psychic powers, as described in the Latency section. Wizardry Stores may exist in the form of mystic crystals – useable only in Latency but are otherwise unaltered in function. Alchemy also exists as described in section 12.00. Places of Power (1) # Some areas within the game setting are innately magical (and/or sacred to the Gods). In such areas the Scale associated with Wizardry actions are halved and Spell Stress is purged at double the normal rate. Sacred sites provide a +10 to +60 bonus to Augury, Divine Intervention and Exorcisms and to spell evoking in general. The environment and structures associated with such areas must be treated with respect; anyone profaning them being subject to a 10-100 power Retribution spell, depending on their actions - or even be attacked by a (Lesser) Guardian Servitor if severe enough (who - if slain – is reborn on the next sunrise and may continue to hound the transgressor if he or she is still present). Realms of Magic (1) Spells/magic effects are grouped in “Realms” of related spells.

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Realms of Magic dominate (3) Characters may learn General Magic and choose from only one Elemental realm of magic. Other realms subsequently introduced into the game may or may not be learned as decreed by the G.M. As a general rule, the G.M could allow the characters to learn an additional subsequent Realm – providing it doesn’t contradict the character’s choice of Element. Characters are also “aspected” based on the element they have chosen – this often shows up as a mystical “hallmark” when the character is being scanned by any magical effect. Realms of Magic - some limitations (2) Realms of magic exist but wizards may learn spells from any of them. However, the G.M may rule that Wizards must learn 6 spells from each Realm before being able to move onto the next one! He may also rule that wizards may only bespoke cast and/or gain spell Adeptness from tone Realm of choice only! Realms of Magic actual but not significant (1) Realms of magic exist but wizards may learn spells from any of them. Realms of Magic don’t exist (1) Magical effects have no mystical relation to each other - hence no distinctive “Realms of Magic” exist in the setting. Obvious signature (1) Spells produce flashes of light and noises when cast. #

Ordeal! (1) # Those accused of being Wizards are tested by a procedure whose nature is virtually guaranteed to demonstrate “guilt”! Furthermore, this is done in a manner that rules out the character using magic to circumvent the ordeal. Sacrifice! (3) # Magic use requires blood sacrifices to function. New Wizards and Saints start play at Black Spell Stress level (ignoring all other cited effects); reduced by 1 per +50 attribute points possessed by a sacrificed animal, divided among all those conducting the sacrifice. Sacrificing a human reduces Spell Stress levels of those attending by 6, plus an additional -1 Spell Stress level per +10 additional attributes above “0” the victim possessed. Add +6 if a virgin of either sex! Again, divide these points among those conducting the sacrifice, reducing their Spell Stress levels accordingly. If over the value required to decrease Spell Stress value to Indigo, characters may indefinitely keep these points to counteract future accumulation of Spell Stress – after which they are expended. Once expended, no further magical abilities are possible until further sacrifices are made! Magical practitioners who utilise sacrifice are widely feared and hated! Sore Loser: (2) FAIL results also generate Spell Stress; acquire +1 Stress level when spells fail to manifest! Sleeping Sorcerers: (1) Spell Stress can only be purged through sleep.

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Sleeping Sorcerers Extreme (1), (2), (3), (4) Spell Stress can only be purged through sleep – but purges one Stress Level per 3 hours(1), per day(2), per week(3), or per month(4). If a long period the Wizard is capable of entering into a state of suspended animation- and may awake and reenter that state at will. Slow Spells (1) Spells take double the cited time to cast. #

Spell based wizardry only (1) No magical item or artefacts can be constructed in this setting Spells only (1) No bespoke casting is possible in this setting. Spells and Bespoking (1) Both spells and bespoke casting is possible (the Magonia default option) Special activation: (1) # To evoke them successfully, magical effects must be exclaimed loudly along with series of ritualised motions. “Spacetime stress” wizardry (2) Spells cannot be cast within 100 metres of a previous spell without adverse effect. Add +10 difficulty per +50 scale of the previous spell evoked within this zone of effect. This is accumulative! This effect dissipates at the rate of -10 Difficulty per 6 hours. Stigmata (1) All Saints are occasionally inflicted with minor wounds that erupt spontaneously once a month. Their pattern is consistent with the martyrdom of a significant religious figure within the game setting. This injury cause only minor inconvenience to the character (no wnds, but 20 extra Difficulty to any manual task) and heals within 2 days. Add +10 to character’s REC; they also provide – when active - a means by which Saints can be identified by most causal observers (I vs. 20 Difficulty). Optionally, the G.M may allow the player of Saint characters to buy off this Rule with 1 Gift Point. Psionics and Piety Only (2) Psionics and Piety represents the only forms of magic existing within this particular gamesetting; psionics functions as described in the Psionic Latency rules (pp 140-147). Psionics Only (3) Psionics represents the only form of magic existing within this particular game-setting; which functions all as described in the Psionic Latency rules. Unique Beings (2) # Only characters who choose the Seraph species can be Saints/Wizards - the GM may further rule that only one such character can exist within a single group of player characters.

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Weak wizardry: (2) # Only the following spells/effects may be cast: Break Curse, Ban good/evil, Be Gone!, Beast Control, Blessing, Cloak, Control, Disease, Farsenses, Fearweave, Guise, Heal, Heroes Mirror, Iron Skin, Lost Wisdom, Magic Circle, Mindspeech, Open/Lock, Retribution, Spirit Weapon, Smite, Summon goodly Servitor, Swiftfeet, Superaction, Truthsayer and View Aura. As an option, other spells may be utilised by creating items and artefacts with those abilities (as per the Wizardry section rules). Necromancy spells may be cast but follow the Evil Source rule and are Corrupting! Wounding wizardry: (4), (2) Casting a spell at 50 (4) or 100 (2) Scale or greater inflicts 1 wnd; a double number roll inflicts 2 wnds; a SORE result 3 wnds! “Your Gods are Dead!” (3) # There are no active gods within the game setting. Only the Wizardry attribute (and Latency) are capable of casting spells. Variable Spells (1) The Difficulty of evoking magical events varies with (for example) lunar phase: +20 bonus on full moon days, 0 on a ¾ moon , 20 Difficulty crescent moon, 40 Difficulty on a New Moon; 80 when no Moon is present in the sky!

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Items: 14.0 - Hallowed Items:
Many works of mythology and modern fantasy feature powerful magical objects with an innate power beyond mortal ability or artifice. Many are made by gods, but a few are incidentally empowered by a heroic individual of legendary status. Their powers make them the most desired objects in the world or era they exist in – and are hence especially prized by those venerating the entity who originated them. Due to their origin and status such notable objects are defined as Hallowed items. While often the focus or consequence of an epic quest, Hallows are not “Maguffins - they will have a major effect on any setting; even their destruction or removal likely to change a world’s destiny! Creating a Hallowed item: Hallowed items are usually created by a deity placing a spark of his or her god-essence within an object. Their essence is sufficiently powerful as to warp the fabric of reality itself. Given such items are empowered by the essence of a God - an act that reduces them to a minor but significant degree - the numbers of such items in existence are very limited. Hallowed items may also be created in other ways. An object associated with a hero may become Hallowed as an act of gratitude by a character’s patron god –directly or indirectly - following the completion of an epic quest or enactment of heroic deeds. The abilities given to the object should reflect the hero’s nature and/or aspects of the quest that brought about its creation. An object owned by a renowned hero may also become Hallowed by his life-force and good deeds - or Tainted if they died a traumatic death while on their person. The power(s) incidentally acquired by the object reflects the hero’s disposition, favoured skills and maybe the manner of their death. Such cherished heirlooms are often owned by countless generations of heroes, who may further increase the object’s power in the same manner when the character exceeds the ability of its past owners. The power of a Hallowed object is measured by its Hallowed point Level (or “HL”). One personally made by a God has a rating of anything from 6 to 20 HL. A mortal-wrought object endowed with blessings arising from a hero’s past deeds usually has a HL rating of 1 to 12, with a Taint or two if its welder died a violent death while using it. Whatever its point cost, a Hallowed item can only be destroyed by another Hallowed object usable as a weapon or by other extraordinary means. Any spell-like power can be used by the user regardless of whether they have active Wizardry attribute and does not contribute to their welder’s Spell Stress factor by using it. A 1 HL blessing equates to either one of the following (which can be stacked): • Provides a +40 bonus to one specific skill or ability. • Increase Weapon rating by +50. • Increase armour value by +50 vs. all attacks • Provides one supernatural power – usually comparable to that of a spell - at level 0. • Raises an innate supernatural ability (i.e. an innate spell) up to a power of +100. • The weapon is deemed a Spirit Weapon in regards to attacks vs. the Unliving. • Boosts the holder’s Piety by 50. • Boosts the holder’s Wizardry by 50. • Burns the hand of anyone who welds it, other than the owner (40/0 per Recounter). 160

A 2 HL blessing equates to: • If a weapon, injuries from this hallowed item cannot be mitigated by F points • The owner ceases to age. • The owner is immune to all disease • The owner is immune to all poisons • The object can sustain the welder without the need for food or drink. • The weapon doubles its WF vs. a specific foe (Dragons, Urrks, etc). • Blood-drinker; 1 wnd inflicted by this weapon provides the equivalent of one meal (with drink); excess over this total eliminates the welder’s need to eat by the equivalent number of meal-times • If a missile weapon, double range • Increases Effect injuries by 1 factor vs. “V” grade opponents. • Edged weapons can be thrust into otherwise unyielding objects (such as stone). - they can be released only by the weapon’s owner or other chosen individual. A 4 HL blessing equates to: • Influences the outcome of an event once every 6 hours by subtly influencing the thoughts and impulses of mortals within 20 miles of the object. • Beneficent conditions affect the welder’s realm while in their possession. The weather is always fair and one random but significant helpful event shall happen every week • Soul-Drinker: Anyone suffering from an Effect class injury in excess of an “INJ” from this weapon is instantly slain – through the weapon absorbing the target’s soul! This provides the equivalent of +10M and +10S for 4 hours per person slain. The need to eat and drink during this time is also voided for 6 hours per person slain. C and P grade characters may ignore this effect by expending 5 F when hit! • Increases Effect injury by 1 factor vs. “V” and “I” grade opponents. • Increases Effect injury by 1 factor vs. one specific class of creature. • An object designed to be thrown will return to its possessor on command. A 10 HL blessing equates to: • Influences the reactions of all people within 100 miles of the hallowed item by -/+40 (welders choice). • The possessor becomes immune to all harm – being only susceptible to injury from another Hallowed object • Increases Effect injury by 2 factors vs. “V” grade adversaries, +1 factor vs. all others. • Increases Effect injury by 2 factors vs. one specific class of creature. • The wealth and power of the possessors realm never weakens or become corrupted by time. - Other blessings can be added by the GM as desired. Taints: The act of creating a Hallowed object often results in the item being Tainted with at least one significant drawback (a chance equal to item’s HL point value or less, on a 2d10-4 roll ). A bane reduces the item’s HL cost by -4. Taints are useful for controlling an item’s impact on the game.

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Object corrupts its owner – each specific use of a power consumes one attribute point Ill fortune: once per week an HERO skill or attribute roll is amended to a SORE result The object draws energy from its surroundings. This results in a -20 reaction modifier from sentient creatures and -40 from animals within 20 feet of the Hallowed item While the owner never dies, their physical form eventually corrupts and fades – eventually becoming an unliving creature (G.M’s choice). The Hallowed item has a reason for existing within the game setting. Once this reason has been satisfied the Hallowed item vanishes. Any associated Spell-like ability can only be used once every 6 hours. The welder is innately Doomed – to be activated when desired by the G.M. This can be broken by no mortal. The Hallowed item will attempt to destroy its welder (or try to pass itself to another more suitable welder) should he or she work against the Hallowed item’s agenda. The ownership of a hallowed item confers high status on the welder – should the item be lost the person’s status and authority is as well. The item becomes greatly loved by its owner – to surrender it to another takes a roll C vs. a Difficulty of 100. Attempts to “steal” this object will be met with extreme violence. An example Hallowed object Given their nature, all hallowed objects should have a history and be associated with various legendary characters through its existence. Presented below is both an example of the type of Hallowed object that can be easily made with the rules and a reasonable “back story” for same: The Spear of Flame ( 5 HL) This weapon resembles a spear of ancient design with a broad, fearsomely pointed head. The Spear of Flame has seemingly existed since the earliest ages of man. It is thought to have been made for a now forgotten Solar God, who brought it into the world as a gift for his half mortal son. Following the latter’s tragic death due to a former friend who betrayed him to his enemies (an act which Tainted the object with a powerful Doom), a long succession of heroes have held this item. Each person who came to weld The Spear of Flame eventually came to a tragic, albeit dramatically heroic, end. Sometimes, the owner’s doom has resulted in the Spear of Flame vanishing from the sight of man for many centuries, but it eventually resurfaces at a time of great crisis. The Spear of Flame is a lethal, far-ranging weapon whose edges glow with fire when used in anger. It is also famed for its uncanny arcane ability to return to its thrower on successfully hitting and wounding a target. All these things are true.... The Spear of Flame +100 WF (2 HL) Only owners may weld it safely (1HL) Triple range (2 HL) Returns when thrown after hitting and wounding target (2 HL) Double WF Unliving entities (2 HL) Taint: welder is doomed (-4HL)

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15.0: Equipment .0:
15.10- Default Economic system (and assumptions): Magonia assumes that most game worlds have an economy comparable to that of the historical Middle Ages; namely one where money has high purchasing power and basic goods and services are cheap. Specialist items (on the other hand) are more expensive. This situation eases somewhat for technomagical settings. Magonia also assumes the existence of a moneybased economy. Hence, for convenience, Magonia uses the following generic currency: The Penne is a small copper coin. It represents the most common coin in circulation, used for everyday transactions. The Schiling is a small silver coin. It is the most common large denomination coin in circulation. The Crown is a larger gold coin, rarely seen by everyday folk. It is mostly used for very large transactions by the wealthy. The Noble is the rarest coin type of all – it may not even exist in some worlds. If it does exist it takes the form of a flat, fist sized gold coin, or a smaller one made of a precious metal rarer than gold. The above coin types have the following exchange rare.

10 Pennies = 20 Schillings = 10 Crowns =

1 Schilling 1 Crown 1 Noble

For barter-based economies – or settings where it’s customary to haggle for goods- the item is worth as much as the holder desires! Use item’s base cost, adjust for circumstance and need and exchange that value in goods. If desired make Trader vs. Trader roll: A Sore result equals “no sale!”, “Fail” increases price by x5 actual value, while an Hero result halves the base price (alternately, the holder may give the item in return for a comparable favour or service). The remainder of this chapter provides an overview of goods and services available in most fantasy worlds:

15.20 – Services:
Meals and Board: While most common folk eat food produced by themselves (and the rich have it produced effectively for nothing), travellers are usually forced to stay at inns. However, in some situations it is sometimes possible - or necessary - to camp under the stars and obtain their own food via hunting, gathering and fishing. Inn Meals: Poor meal: Average meal: Excellent meal: Inn board: Poor

1 Penne 2-5 Pennes 4 Pennes – 1 Crown 1 Pennes 163

Average Good

2 Pennes 1 Crown.

Other Lodging Options: It is sometimes possible for travellers to stay at a house they encounter by chance during their wanderings. The cost for this is variable – anything from nothing, to several hours labour from each person staying at the house, up to 1 Penne to 1 Schiling per person. This mode of accommodation can be risky – some households robbing or murdering guests as they sleep! Nobles in good standing can stay with other “friendly” nobles for at least one night (any other companions given accommodation commiserate with their social status). This is usually free – but the noble has to return the favour if his/her former host subsequently turns up at their abode, whatever the circumstances! Saints can stay in lodgings associated with a temple of any gods they worship, but probably have to perform a minor service for its priests. Wizards may or may not be willing to accommodate another notable wizard, depending on attitude! Servants: These are available in all cultures with Neolithic technology or better. A variety of servants are available for hire by the player characters, depending on need. Artisan Courtesan Harlot Lackey Mercenary Messenger Scribe 1 Schilling a day. 2 Crowns (all night – singer, entertainer and courtly discourse). 2 Pennes - 1 Crown. 1 Schilling a week, plus food and board (can be “poor”). 1-4 Schillings a day, plus rights of booty. 5 Pennes a message, per day required for message to reach destination. 1 Schilling per significant document – several hours to draft.

15.30 - Equipment: A list of the most common equipment used in adventures is listed below. While divided by the technology period, the majority of items are generally available in cultures with a Bronze Age technology level or better. Descriptions are given in instances where an item takes a variety of forms (the most commonplace item being described): Stone Age+ Firestarter usually free. Consists of flint and tinder; Survival +20 chance to start a fire (roll per 10 minutes). Lodestone 5 Schillings Always points in direction of magnetic pole (may not necessarily be north-oriented) Small pouch 1 Penne Securely holds upto several lbs worth of objects Large pouch 2 Pennes Securely holds upto 20 lb worth of objects Rope 1 Penne per feet, capable of bearing upto 500 lbs. Travel Rations 6 Pennes Preserved food, per day, per person. Can be made by someone with the Survival skill for free, given sufficient materials Neolithic/Bronze Age+
Standard livestock and livestock by-product prices (all periods):

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Pig Cow Average broken Horse Good broken Horse Broken Donkey Warhorse Trained Hawk Trained Hound Cow hide Sheep’s fleece Other items: Basic cooking equipment Capable of boiling and roasting Bedroll Clothes Poor Average Rich Hat Horse Reins Ink Knife Parchment Treated animal hide used for writing, Pen Pipeweed Lasts 5-20 minutes. Map Medical instruments +5 bonus to Healing Skill Saddle Scroll Shoes Sword belt Tent Holds upto 4 people in a pinch – or two very comfortably. Waterproof. Writing medium, erasable Writing Medium, permanent 1 gallon Waterskin Waterproof Overcoat Bow-drill fire starter Survival+50 bonus to start a fire Hammer Nails Open lamp Burns for 1 hour. Torch Flint and iron

2 Crowns 5 Crowns 5 Crowns 1 Noble. 5 Crowns 10 Nobles 3 Crowns 2 Crowns 2 Schillings 1 Schilling.

2 Schillings 5 Pennes – 1 Schilling

1 Schiling (ragged clothes 5 Pennes, or sometimes free) 4 Schillings+ 1 Crown – 1 Noble 4 Pennes to 1 crown+ 1 Crown 4 Pennes – sufficient for 30 pages. 1 Schilling 1 Schilling a sheet 2 Pennes 1 Penne a pipeful 1 Crown+ 1 Crown 4 Crowns 6-12 Crowns+; actual cost depends on size of work and richness of its decoration 1 Schilling 1 Schilling 2 Schillings

2 Pennes 5 Pennes a page; made from various materials from fired clay, leaves, silvers of wood, papyrus etc. 2 Pennes 1 Schilling to 1 Crown Iron Age+ 1 Schiling, 1 Schilling 1 Penne a nail 5 Pennes +1 Penne fuel 1 Penne per torch 4 Pennes

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Survival+70 bonus to start a fire Book Medieval + 6-12 Crowns+; actual cost depends on size of work and richness of its decoration 2 Schillings +1 penne for a fill of oil. 2 Penne a piction

Oil Lantern Pictons Provides a +20 climb bonus. Paper 5 Pennes a sheet Rag-fabric based – not available in all cultures.

Technomagical + G.M’s may rule that production methods improve sufficiently within technomagical cultures for the value of all previously-cited objects to be halved, while the increased wealth this generates results in both the doubling of wages and any cited money allocations. Book Printed. 4 Schillings to 2 Crowns+, depending on size of work and richness of decoration Glowgem 1 Schilling A torch using a magical source of power. Lasts six hours (luminates a 20 ft diameter area) Compass 1 Crown An improved form of lodestone, reducing the Difficulty of navigation-related tasks by 20. Chronometer 1 Noble A fist-sized mechanical device capable of determining time, accurate to 1 minute a day. Improved rope 3 Pennes per feet. Capable of bearing a strain of upto 1 tonne. Lighter 1 Schilling – 1 Crown (depending on material) +20 bonus to start a fire. Lucifers 1 Penne per 10 One use lighters; +100 bonus to start a fire. Medical kit +20 bonus to Healing rolls 1 Crown Moving Picture A picture that displays a limited (and repeated) range of motion (such as an active battle scene) 1-10+ Nobles, depending on complexity. Oil Lantern 2 Schillings +1 Penne for a fill of oil. Burns for 2 hours. Printing Press 50 Crowns Allows multiple copies of a page to be reproduced in large numbers. Non portable –weighs about 1 ton with all necessary equipment. Results in cheaper and more abundant books – and the need for wider literacy! Sextant 1 Crown +20 to Navigation skill Steam Engine 100 Nobles+ (where available). Capable of powering upto 8 large machines. Consumes 100 lb of wood (or 50 lb of coal) per day. Weight 5 tons. Telescope 5 Crowns +20 bonus to vision rolls

All these items bar the Steam Engine may also be available in worlds with medieval levels of technology, especially where magic is commonplace.

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15.40- Vehicles:
A wide variety of vehicles exist even in the pre-technological cultures featured in Magonia; thus only a sample can be given here. Vehicles can only be damaged by WB, CH and HCH attacks: Road Vehicles:

Chariot

Period: Bronze Age – Iron Age Built as light as possible to maximise speed for racing or warfare, the chariot is the possession - or passion - of the rich. Armour +10 HD/MPs: 60/3 Crew: 1 Passengers: 1 Propulsion: 2 horses. Endurance: 30 minutes at maximum speed (4 hours at 25 Mv) Mass: 120 lbs Cargo: 400 lbs Speed - Maximum 160 Mv (21 mph) Cost: 10,000 crowns
Waggon Period: Neolithic+ Pulled by horses or oxen, mainly designed to transport goods.

Armour +10 HD/MP: 120/5 Crew: 1 Propulsion: 1 horse. Endurance: 4 hours Mass: 400 lbs Cargo: 1000 lbs Speed - Maximum 30 Mv ( 4 mph) Cost: 2,000 crowns

Passengers: 1+

Carriage Period: High Medieval+ A sturdy, well-suspended vehicle mainly designed to transport people.

Armour +20 HD/MPs: 200/20 Crew: 2 Propulsion: 4 horse. Endurance: 4 hours Mass: 800 lbs Cargo: 800 lbs Speed - Maximum 120 Mv ( 4 mph) Cost: 10,000 crowns+ River and sea vehicles:

Passengers: 10

Small Boat Neolithic+ The small boat is often carried on larger vessels for use in shallow water areas such as beaches and coves. Armour +10 HD/MPs: 80/4 Crew: 2 Passengers: 4 Propulsion: oars Endurance: rowers. Mass: 400 lbs Cargo: 2000 lbs Speed - 20-60 (upto 9 knots). Cost: 2,000 crowns

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Galley Bronze Age + The Galley is used for short duration “coast-hopping” voyages or warfare. Armour +20 HD/MPs:500/50 Crew: 50 oarsmen, 8 sailors +20 marines Passengers: variable. Propulsion: Mostly oars, but supplemented by a single square sail. Endurance: variable (wind and oars). Speed:20-60 (upto 9 knots). Mass:30 tons Cargo: 10 tons Cost: 60,000 crowns
Longship Early Medieval to High Medieval Era.

The Longship has an elongated, narrow profile and is constructed of overlapping (or “clinker”) timbers. Ideal for short duration trips and area of shallow water it can also be used for longer voyages; albeit under appalling conditions. Armour +20 HD/MPs:400/40 Crew: 20 Passengers: variable. Crew 20 oarsmen, 10 sailors. Passengers: variable. Endurance: variable (wind and oars). Propulsion: Mostly oars, but supplemented by a single square sail. Mass:20 tons Cargo:20-60 tons Speed - 20-80 (upto 11 knots) Cost: 50,000 crowns
Cog Early Medieval to Late Medieval Era

An early wind-propelled cargo ship; while sturdy it is not really suited to transoceanic travel Most cogs are fairly flat-bottomed and can be used in shallow waters Armour +20 HD/MPs: 600/60 Crew: 20 Passengers: variable. Propulsion: Wind (1 square sail) Endurance: n/a (propulsion depends on prevailing winds) Mass:50 tons Cargo:60 -80 tons Speed - 20-70 (upto 8 knots) Cost: 100,000 crowns Carrack Late Medieval Era
The Carrack is a 3 masted sailing ship with an impressive cargo capacity and capable of transoceanic voyages.

Armour +40 HD/MPs:800/80 Crew: 40 Passengers: 40 Propulsion: Wind (3 sails) Endurance: n/a (propulsion depends on prevailing winds) Mass:150 tons Cargo:200 tons Speed - 20-70 (upto 10 knots) Cost: 200,000 crowns

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15.50 - Default Weapon Tables:
Melee combat!
Weapon Human bite Human punch Human kick/headbutt Human chop Dagger Club Short Sword Warsword Hero Warsword King’s Warsword Falchion Axe BattleAxe Mace Hammer Quarterstaff 2 Spear 2 WarFlail Bastard Sword 1/2 WF -30 -50 -40 -20 20[30] 30 30[50] 50 60 70 60 40 70/80(-10E) 50 40 20/40 60 70 70/80 90 (+10E) 110 (+10E) 60 50 70 M/D -10/-10 -10/-10 -10/-10 0/0 -10/0 0/0 0/0 20/10 Rng 0 0 0 0 0 1 0 1 Type ch ch ch ch wb[sp] ch wb[sp] wb/sp C X X X X 5C 0 15C 25C

30/20 30/10
10/10 10/10 20/15 10/10 20/10 0/10 0/10 20/10 10/10

1 1
1 1 2 1 1 1 2 2 2

wb/sp wb/sp
wb/sp Hwb Hwb/sp Hch Hch ch/ch metalled sp sp or ch wb/sp

250C 1000C
22C 10C 12C 8C 10C 0/1C 1C 9C 30C

s s

Tuck Warhammer
War Maul Pole Arm: GreatSword Great Axe War Maul Long Spear 1u/ Lance 1u/2

2
2 2 2 2 2 2

15/15 20/10
20/20 20/0 20/20 20/20 20/10 10/0 20/20

2 1
3 3 3 3 3 3 3

sp sp
Hch ch sp

30C 20C
12C 12C 40C 15C 12C 3C 2C C 2S 6C

50
100 90 70 80 100/200

wb
wb/sp Hwb Hch sp/sp- Charge sp/sp- Charge

RANGED WEAPONS:

Weapon AM WF ACC M/D Rng Type S ROF Dart 20 -50 10/10 8 sp 1 AS Knife 30 -60 0/10 4 sp 1 AS Throwing Star 30 -40 10/5 6 sp 1 AS Hatchet 40 -50 15/15 8 wb 1 AS Charkram 50 -40 10/10 8 wb 1 AS Hatchet 40 -50 15/15 8 wb 1 AS Spear 50 -40 10/0 10 sp 1 AS Sling 70 -60 10/15 100 sp 1 1/1 Shortbow 60 -60 10/10 50 sp 1 AS Longbow 80 -50 15/20 70 sp 1 AS Yewbow 100 -40 20/30 80 sp 1 ! Elfbow 110 -20 10/10 100 sp 1 AS Crossbow: 20 120 -20 10/10 80 sp 1 1/3 Arquebus 40 150 -80 10/10 100 wb 1 1/6 Repeating Crossbow 10 60 -50 0/0 35 sp 6 AS Handgunne 30 100 -100 10/20 20 wb 1 1/8 Arquebus 40 130 -80 10/10 100 wb 1 1/6 Composite bows: +20 rng, +20 WF and double cost. Yewbows cannot be so enhanced

4S 10C 3C
10C 1C 2C 6C 12C 16C ? 20C 30C 12C 20C 30C

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descriptions: 15.60 Weapon descriptions:
Axe A flat, curved one-sided blade mounted on a stout wooden pole; weapon often 2 lb in weight and 4-5 feet long. Battle Axe: A larger, heavier and longer version of the Axe, made exclusively for war! Barbarian Sword: A weapon much akin to a Warsword, but capable of only inflicting slashing injuries. Many are made from weak iron and have a tendency to bend, although some are forged from steel! Bastard Sword A 3 lb sword capable of being used with either 1 or 2 hands, with a length of around 50 inches. Treat as a Warsword in regard to damage when welded one-handed. Club A heavy, dense piece of wood around 1.5 lbs in mass used as bludgeon. Dagger A short bladed weapon around 0.5 lbs in weight and 12-15 inches in length, usually used for close quarters fighting for finishing off critically injured friends and foes. Falchion A one handed sword usually just under 3 lbs in weight and around 30-40 inches long, with one edge bulging from the tip to halfway along its blade in order to improve its effectiveness as a cutting weapon. Favoured by foresters and Urruks! Great Axe A 40-50 inch long and heavy 3lb axe-like weapon, often used in executions. Great Sword This formidable weapon reassembles a massive Warsword, designed to be used with two hands. A great Sword weighs about 6lbs and is around 60-70 inches long Hero’s Sword: A weapon much akin to a Warsword, but made heavier (7 lbs or more) in order to inflict more severe injuries. Usually unavailable for general purchase, being form-fitted for its owner. Anyone else halves their Melee skill when using it and may suffer serious arm and shoulder strain on a Sore result! King’s Sword This class of Warsword is made especially to compliment strong, wealthy fighters (usually a King or a renowned hero) – such weapons are often considered legendary swords that “no other man but its user can weld”. In actuality, while such swords are notably heavy, much of exclusiveness results from them being painstakingly form-fitted to its user. As a consequence anyone else other than its user halves their Melee combat skill, unless learning its use as if it was a distinctive class of weapons. These swords weigh about 6 lbs and are 50-60 inches in length. Mace A 20-25 inch long weapon consisting of a thick wooden pole terminating in a bulbous weighted crushing head; the edges of either being flanged or flat. This weapon usually weighs around 2-3lbs. Quarterstaff A stout, dense 5-6 feet long pole used as an agile crushing weapon. Weight about 1.5 lbs. Pole Arm: A 70-90 inch long weapon taking the form of an elaborate axe-head mounted on a sturdy pole, weighing around 4 lbs.

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Rapier This Medieval/Technomagical era weapon takes the form of a long, thin blade made mainly for civilian use. A cruder version appears in the Bronze Age. Rapiers usually weigh about 2.5 lbs and are about 40-60+ inches long. While very agile, Rapiers are not particularly suited for war, having a tendency to break when striking hard surfaces; shattering on any Sore attack roll). Short Sword Primarily a stabbing weapon but also capable of slashing, the double-edged short swords is 2 lbs and around 15 inches Spear A long 6 feet long wooden pole with a large pointed head mounted on the end, usually just under 2 lb in weight. Spear, Long A weapon identical to the standard spear but with a length of 8 to 9 feet. It requires a strong user to utilise effectively. Tuck (or Estoc) A Late Medieval two handed sword designed to penetrate mail. Due to its specialised design a Tuck (or Estoc) is only capable of inflicting modest stabbing injuries. War Dagger A long, pointed blade weapon around 8 inches long and 1 lb in weight. Often used to dispatch the critically-injured on the battlefield. WarFlail Similar to a Mace, but comprising of 1-4 weighted crushing heads attached to a chain; usually weighs about 2.5 lbs Warsword A long bladed , double edged balanced and pointed-edge sword typically weighing 3 lbs and about 40-50 inches in length. One of the most versatile weapons available. Warhammer A heavy 2-handed thick-handled hammer around 25 inches long; one end is flat (for crushing), the other spiked - good for penetrating armour albeit at reduced wounding power. War Lance A thickened 5-8ft long, 2-3 lbs variation of the spear used by mounted warriors to attack targets while at full gallop (double WF in this situation). While devastating, the impact usually shatters the lance – the weapon only remaining intact on a double numbered roll result. War Maul A large hammer-like weapon used by very strong fighters, weighing about 5 lbs.

15.62

Weapons: Ranged Weapons:

Arquebus This Late Medieval firearm features two notable innovations – the inclusion of a trigger mechanism (or “serpentine”) and a stock. Ignition can be via slow-burning match or via a “Snaphaunce” or “flint-lock”; the latter increasing the weapon’s cost by x3. Both, in combination with a better understanding of black powder and guns in general result in this weapon becoming a significant threat on the battlefield. Any significant rain or moisture will cause the weapon to automatically misfire unless a flint-lock; “only” occurring on a roll equal to half the shooter’s chance of a “win” result or less. Assume a mass of around 12 lbs and a length of 25-50 inches. It can be safely used as a club with a reach of “1”.

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Composite Bows: Any bow can be built with the composite option, but not all cultures have access to the processes underlying their construction, which may be discovered as far back as the Iron Age. Created by gluing layers of wood and bone under tension it has an extra +20 rng and +20 WF. Cost is doubled. Crossbows: This feared weapon consists of a small (but very strong) bow attached to a wooden stock, pulled back by a rack and pinion system. Repeating Crossbows also exist in some cultures while having a faster rate of fire and equipped with a magazine holding 6 bolts it is notably more weaker. Repeating crossbows cost tripe the price of conventional ones. Charkram A hollow throwing disc with a bladed edge, weighing about 1.2-1.5 lbs and 8-12 inches in diameter. Some myths claim an exceptional hit can behead a target. Dart A small hand-thrown weighted arrow weighing about 0.2 - 0.5 lbs. Elfbow An Elf weapon comparable to a longbow in appearance, size and power, but requiring much less strength to use. The method of their construction is an elvish secret; these highly valued bows are never sold, but are sometimes given as a token of great friendship. Handgunne Appearing late in the High Medieval era, the handgunne represents one of the earliest black powder weapons available; consisting of a small metal barrel attached to a metal or wooden stock around 10 to 20 lbs in weight and around 30-50 inches long. The powder is ignited by placing a heated wire or slow burning fuse to a touchhole. This weapon is notoriously difficult to aim and prone to misfiring – the G.M should consider halving the character’s shoot skill if firing this weapon unbraced, or an additional -20 if firing it from the firer’s shoulder. It bursts on a Sore result - inflicting a +40 to hit /WF 80 damage to all within 3 feet (attack on firer doubles these values)! This weapon is inferior than most on the battlefield, but the noise from these weapons induce a -20 reaction penalty to those on the receiving end! Longbow and Yewbow. A tall bow made from specially selected and treated wood, to optimise its tensile strength. A Yewbow is an advanced form of longbow created from the inner and outer portions of a yewtree – resulting in a natural form of composite bow capable of generating a massive “pull” – requiring a very strong archer to use effectively. Musket A Post Medieval weapon, created in response to combatants wearing thicker armour to counter the greater preponderance of firearms on the battlefield. Weighing around 20 lbs and 5 feet in length; its significant bulk is supported by a forked pole. The weapon is also built to be used as a club – treat as a 30/20 wounding War maul with a Reach of 1. Any significant rain or moisture will cause the weapon to automatically misfire. Pistole This weapon represents a generic (fairly) Late Medieval era pistol. Designed to be hung from a belt or concealed by a cloak, the best incorporate flint –lock ignition, although most are matchlocks. Misfires occur on a roll equal to half the shooter’s chance of a “win” result or less if used in wet or damp conditions. Weight is around 4 lbs, length around 12-15 inches; like all early firearms it can be safely be used as a club (treat as a club with a reach of 0). Sling A sling consists of a leather strap attached to a hollow, hemispherical-shaped holder for small stone pebbles or similar. A loaded sling - when swung through the air and released - can be a surprisingly effective weapon. 172

Shortbow A fairly small bow with a modest pull, usable by almost anyone. Weapon Variations: Weapons can vary by around +40/- 60% in terms of WF, P, Acc and AM, and +20%/- 80% in terms of range. Less effective weapons tend to be cheaper, while more effective examples are more expensive (in the latter case as much as the market will bear!).

15. 63 - Tools of War - Armour:
The following armour is considered to protect the body and limbs – unless otherwise stated. For head protection see “helms”, below. Buff coat: A thick leather coat favoured by post medieval feet soldiers; while only offering modest protection against melee weapons (and virtually nothing against firearms) it is much lighter than the metal armour of this era, which is gradually losing popularity due to its weight. Breastplate; A double-sided piece of metal armour only offering protection to the chest or torso weighing around 15 lbs. Chain; A full body suit consisting of fine interlocking metal rings, weighing around 20-30 lbs. It should be worn with a Leather armour undergarment to minimise chaffing and impact injuries. Chain Shirt: A delicately-made mail shirt made to be worn under clothing, for discreet protection in civilized areas. Another layer of clothes has to be worn underneath it to avoid chaffing; succeeding in a Creep roll vs. a difficulty of 40 spots its presence ! Cloth Armour; A suit of heavy padded cloth – just about better than nothing! Full Dragoon Armour; A very heavy form of field plate, introduced in the Late Medieval+ era as a response to the appearance of firearms on the battlefield. Totally encasing the body, this weapon can resist pistol fire (and also fairly distant musket fire). The main disadvantage is its weight usually in the order of 70-80 lbs. It is also very expensive! A “Lobster” style Great Helm is included in the weight allowance (and purchase). Due to its weight it is really only practical for soldiers mounted on horseback, hence its name. Dragoon Armour; A Late Medieval+ partial form of Field Plate, only covering the torso and head - created as a response to the appearance of improved firearms on the battlefield. Weight around 50 lbs. The weight is just about bearable for feet soldiers, although it is still hot and fatiguing to wear. Great Helm; A metal helmet with a visor. Covers most of head; weight 5 lbs. Helmet; As the Great Helm, but covering only the upper part of head. Used by wealthy common soldiers. Weighs 3 lbs. Field plate; A full body suit comprising totally of well-articulated metal plates, weighing 5070 lbs 173

Leather; A full-body suit of cured leather (or comparable material), weighing about 3 lbs. Limb Armour (Bronze/Iron Age); Limb protection in the form of metal plates, weighs 8-12 bs per limb. This form of armour is often unpopular with fighting men – often discarded in favour of greater mobility. Metalled; This armour, weighing around 15-20 lbs, consists of metal plates (either in the form of flat plates or “scales”) fitted onto thick leather and possibly covered by the same material. Platemail; A 40-50 lb full body suit mostly consisting of thin metal plates but with some areas protected with leather-backed chainmail. Ringed/boiled; As above, but with the leather either pre-boiled in oil or reinforced with metal rings.Weight around 5 lbs Ringed and boiled; As above, but using pre-boiled leather subsequently reinforced with metal rings. Weighs about 10 lbs. Metal Limb Armour (per limb) For platemail and field plate suits; 8 lbs and 50C per limb. Armour Variations: Armour can vary by around +40/- 60% in terms of Hardness, D.M and weight. As with weapons, less effective armour tends to be cheaper, while more effective examples are much, much more expensive....! Round up all defensive values to the nearest 10.

15.64 Tools of war - Shields
The following shields are available from any culture with a Neolithic or better technological base. For each 5 M below the shield’s cited Min M, subtract -20 from user’s Shield skill. Metal shields - while tougher - acquire a -20 use penalty for each double numbered Shield skill roll made defending against metal melee weapons heavier than a dagger. The shield may be repaired to remove damage penalty, if desired (use Armoury skill to fix). Buckler While this tiny shield is too small to effectively block missile attacks, a buckler may be used to defend against melee hits, albeit at a penalty of -20 to Shield skill. Wooden bucklers shatter on the first SORE Shield skill rolled by its user, when defending against any metal or bladed melee weapon heavier than a dagger, but are lighter and cheaper than metal ones -which are effectively immune from breaking (if not from damage). Medium A round, square or teardrop shaped shield covering upper portion of the users body. Unlike the buckler, it can be used to block missile attacks. It breaks on the third SORE shield Skill result rolled by its user when defending against any metal or bladed melee weapon heavier than a dagger. Round Shield While this shield is roughly the same size (and provides the same protection) as the Medium shield it is much thicker and provides a defensive bonus of +10. Due to its thickness it only

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breaks on the sixth SORE Shield Skill result rolled by its user when defending against any metal or bladed melee weapon heavier than a dagger. Kite Shield A large, teardrop shaped shield protecting most of the user’s body. A kite shield can be used to block missile attacks and provides a +20 Shield bonus vs. both melee and missile attacks. It breaks on the fourth SORE Shield Skill result rolled by its user when defending against any metal or bladed melee weapon heavier than a dagger. Tower Shield A large heavy rectangular shield providing superior body coverage. Can be used to block missile attacks, providing a +50 shield bonus vs. melee and projectile weapons. This bonus is doubled for frontal attacks if 4 or more fighters’ bunch together to form a protective “tortoise”. It breaks on the fourth SORE Shield Skill result rolled its user when defending against any metal or bladed melee weapon heavier than a dagger Type Bonus Mass Min M Cost Period Bucklers Wooden -20 3lbs M 0+ 5 Crowns Neolithic+ Metal -20 5lbs M 5+ 10 Crowns Bronze Age+ Medium shield 0 5 lbs M 10+ 10 Crowns Bronze Age+ Round shield 0 7 lbs M 15+ 15 Crowns Bronze Age+ Kite Shield +20 7 lbs M 20+ 20 Crowns Early Medieval+ Tower shield +50 20 lbs M 25+ 30 Crowns Bronze Age+ Option: Metal Rims: Any of the above shields (other than the metal Buckler) can be fitted with a metal rim. This increases the shields cost by 30% and increases its breaking tolerance by two.
Description of weapon aspects: AM: Number used in lue of user’s B-physical modifier. D-Add: Optional bonus to target’s defence roll WF: Measure of weapon’s effectiveness in combat, M: Minimum M required to handle weapon. If lower, subtract triple the difference from WF and Melee and Shooting combat rolls! Otherwise add B-Physical score to WF D: Minimum D required to handle weapon. If lower, subtract triple the difference from Melee and Shooting combat rolls! /Charge Increase in WF when used on a charging mount. R: Reach factor of weapon (Melee weapons only). Rng: Range factor of Weapon (Shoot weapons only) Shots: Ammunition capacity of weapon (usually 1) ROF: Rate of Fire. Either “AS” (= “as per rules”), or in number of Recounters to ready. C: Cost of weapons (usually in “Crowns”). s: Made from Superior metal; will not break if used against a weapon composed of normal or Best steel. 1 Can be used with 1 hand 1u: Can be used with 1 hand if couched, and if the user is mounted and using stirrups. 2: Weapon requires use of two hands. h: A ranged weapon which only requires 1 hand to use. Sp: Stabbing Point Ch: Crushing head Wb: Wide blade H: Weapon can be used as a smashing tool without being damaged. (+n E) Add this total to all Effect rolls – simulates weapons with excellent penetration but lower “damaging” capacity. “Kill” hits remain as originally rolled.

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15. 65 - Tools of War - Helms
Note: Helms are an optional rule. G.Ms can rule the armour types discussed previously include helmets and ignore the rules cited below regarding aimed blows to the head. Anyone entering combat should seriously consider buying a helm...! Leather Cap Stone Age+ 5 Crowns 1 lb Better than nothing; reduces Head Hit bonus by -10 Reinforced Leather Neolithic+ 10 Crowns 2 lbs A head covering made from leather and reinforced with harder material; reduces Head Hit bonus by -20 Pot helm Bronze Age+ 15 Crowns 3 lbs A metal helm only covering the wearer’s skull. Reduces Head Hit bonus by -30 Partial face helmet Bronze Age+ 30 Crowns 4 lbs This type of helm covers the skull, eye sockets and sides of face. Reduces Head Hit bonus by -40 Flat Great helm Medieval+ 50 Crowns 5 lbs This early class of great helm so termed due to its distinctive “flat top” profile (reassembling a small metal bin with eyeslits) completely covers the wearers’ head and reduces Head Hit bonus by -50. However, blows aimed at the helm’s “crown” (which may be attempted at the cost of an extra -30 Difficulty to a melee attack) reduces this to only -20 ! Additionally, any skill roll associated with vision is halved for anyone wearing this helm. Flat great helms generally do not have visors and hence must be removed to mitigate this penalty. Advanced Great Helm High medieval+ 60 Crowns 6lbs An Advanced Great Helm completely covers the wearers’ head; Reduces Head Hit bonus by -60. Its improved rounded, form-fitting construction results in this particular helm not being vulnerable to downward blows! Any skill roll associated with vision is halved while wearing this class of helm; this may be mitigated by raising the visor - which in this case reduces Head Hit protection value to -40. Lobster Helm Post medieval+ 60 Crowns 8lbs A Post Medieval Great Helm mostly covering the wearers’ head and neck, reducing Head Hit bonus by -70. It has an open faced front and hence doesn’t induce any vision penalties; however, it only protects at -10 against narrow bladed stabbing object (such as a sword) or missile weapons 14.66 -Enhancements for Metal Armour, Weapons, Shields and Leather-based armour: The following enhancements may be available for metal and hide-based armours; metal enhancements are only potentially available from cultures with an Iron Age or better technological base! Metal weapons gain the appropriate cited bonus added to its base WF value, while metal armours add the cited “Armour” rating of the material selected to its base Protection Value. Weapon Variations: Weapons can vary by around +40/- 60% in terms of W, P, Acc and AM, and +20%/- 80% in terms of range. Less effective weapons tend to be cheaper, while more effective examples are more expensive (in the latter case as much as the market will bear!).

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Material WF Best human steel +10 “Superior” Metal +20 (or best “realistic” meteoric steel) “Elite” Metal +30 “ Starmetal” +40

Armour +10 +20 +40 +60

Additional Cost x3 cost x10 cost x100 cost x1000 cost

Hides: (for Leather and Reinforced Leather armours): The following exotic hides may be available; note some are taken from sentients; which results in the wearing acquiring a reaction penalty from that particular species. Material Urrkhide Giant Lizard hide Cataleopas hide Drakka hide Trullskin Dragonhide Armour/Shield +10/0 +20/+5 +30/+10 +20/+10 +20/+10 +60/+30 Cost Reaction modifer: x2 cost -10 reaction from Urrks x4 cost +10 bonus x5 cost +10 bonus x10 cost -40 reaction from Drakkar x100 cost -10 reaction from Trulls x1000 cost -80 reaction from Dragons +20 bonus by almost all others.

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15.67 Arms and the Earthers…. While it is strongly recommended that modern Earther weapons and similar objects should remain on Earth - for the purpose of preserving genre, atmosphere and balance - it is always possible they may be transported with the characters to the crossover world. There should, however, be no way to find additional ammo, other than by building a munitions factory from scratch … time to learn a bit of swordplay, maybe? Some example modern and futuristic Earther weapons are given below:

Weapon
Pistol SMG Shotgun 5.56mm Assault Rifle 7.62mm Battle Rifle Portable ATG E! Hand grenade E! Blooper Grenade E 4mm M2 Assault Rifle

ACC WF
-60 -40 +10 -20 -40 -50 n/a -60 -20 +80 +100 +40x3 +100 +120 +600 +100x3 +50x2 +110(2)

M/D
+5/+10 +10/+10 +15/-10 +5/0 +20/+10 +10/0 +10/0 +5/0 +5/0

Rng
50 70 15 160 200 1500/5^^ 15/^ 140/2^ 200

S
12 30 8/2 40 20 1 1 1 60

ROF
AS x3 AS x3 AS 1/3 1 1 x4

C
NA N NA NA NA NA NA NA NA

Future Gun Rng = n/n ! X(number) ^ ^^ E

0

+140

0/0

500

100

x6

NA

NA (2)

= Second figure equals weapon’s blast radius. = Weapon is destroyed when used. = Weapon results in = Reduce WF by -20 per feet. = Reduce WF by -10 per feet = Explosive cannot be used in a confined space (User takes a full WF hit from weapon if so utilised. All characters within the weapon’s blast radius are subject to an attack. Attack factor is doubled for purposes of knockback. Weapon’s damage not reduced by range (other than in terms of its blast radius area). = Depending on setting, weapon is either priceless or only scrap metal value! = Halve defensive value of any Kevlar or archaic armour worn by target.

The “M2 assault rifle” is intended to represent the next generation of combat firearms, using improved ballistics, electro-thermal assist, binary gas reaction, etc. The “Future Gun” represents any weapon utilising principles more advanced than conventional firearms; such as a railgun, laser or particle-beam weapon. x2 WF for Railguns, Lasers have double cited range and WF but add +10 to wound table results and can be deflected by mirrored armour ( 5 lbs +20 (+200 vs. lasers) ); particle beam weapons inflict an extra +100 WF.

NB:

Some example modern armours: +80 (+40) = Kelvar - quarter value vrs melee weapons +100 (+50) = Improved Kelvar - halve value vrs melee weapons +180 (+80) = Kelvar with inserts +180 (+90) = "Draco" class body armour (formed from interlinking composite rings/scales) Futuristic Armours: +20 (+150) Anti Laser Armour +120 (+60) Synthetic Spider-silk armour (can be worn unnoticed under clothing). +400 (+200) Assault Armour . +600 (+300) Robotic Battlesuit (for comparison purposes only!) Shotguns halve wound factor vs. all classes of armour.

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16.00 SIMULATING HEROIC FANTASY GENRES
This section aims to fulfil two objectives. The first is to present various pre-defined game settings in Magonia terms, for those G.M’s wishing to simulate a specific fantasy genre. However, while many players and G.M’s are initially keen to set games in an archetypical backdrop, this enthusiasm often cools once a setting’s limitations gradually become apparent! Therefore, Magonia also provides a method by which G.M’s can create bespoke settings, by mixing elements from various fantasy genres. This is achieved by the prospective world builder choosing a series of keyword elements defining specific fantasy tropes. But what are we actually trying to simulate in the first place…..? 16.10 - What is Fantasy - and who are the “heroes”? While a valid definition of “fantasy” would be “any type of make-believe”, Magonia is designed to simulate so-called “heroic fantasy” fiction. These stories involve a protagonist involved in an extraordinary struggle or “test of strength and will” (the heroic constituent) within a setting associated with – from our perspective – mythical and/or improbable aspects (the fantasy element). The latter may relate to monsters, strange peoples, functioning magic and/or divine intervention. Unlike science fiction, which is based on speculative extrapolations of technology and scientific knowledge, fantasy uses the ideals and dreams of pre-technological peoples; presented as an alternative reality where such concepts are valid. The setting can be anything from a fanciful version of the historical past, a mythic “dawn age” or even another world. While most iconic fantasy occurs in fictitious versions of the distant “prehistoric” past, other stories occur in an alternative “magical” universe, other worlds isolated from our own or even future versions of Earth where exotic applications of advanced science resembles “magic”. In most settings the ability to weld magic is a rare and innate gift– a convention reflected by the default Magonia character generation rules. But - less often - some fantasy “worlds” work on the assumption that virtually everyone can work magic, given a degree of experience and/or training; another approach which Magonia also allows. But what of the characters? Magonia assumes all player characters are “heroes”; extraordinary individuals capable of extraordinary deeds. Characters start play with a small pool of Fortune points, significantly higher-than-normal attributes, skills and special abilities (if desired). While they are heroes, they are only heroes in respect of the deeds they can perform. They can be amoral and even carry out bad or evil acts through design or accident. Even morally good characters probably do things or adopt attitudes many modern people would find distinctly uncomfortable. These individuals in all likelihood hold a pre-industrial mindset where it’s normal to hunt and kill animals for food, where a stable monarchy and class system defines “the natural order” and where it’s deemed correct to enslave or kill enemies, non-believers and “monsters”. They probably also exist in a culture where acts we would consider “barbaric” or a gross abuse of (in?)human rights are the norm; such as public executions, collecting the heads/hands of enemies as trophies and destroying the land-holds of subsidence farmers. Many historical cultures often deemed women as effectively the property of their father or husband –often punished more harshly than men when caught in extra-marital sex or adultery. On the other hand, they probably uphold and display chivalric values in regard to their own people; defending them against enemies, respecting the virtue of their women and ensuring wrongdoers are punished. But even in this respect, some modern fantasy stories take ironic pleasure in turning the traditional tropes of “Chivalric 179

fantasy” on its head, showing the class system from the perspective of the powerless. In such tales, nobles and knights are depicted as callous, bullying, unjust and rapacious while the commoners are presented as the setting’s actual heroes - mostly concerned with retaining whatever they can. A hero, then, is merely a person capable of performing extraordinary deeds, whose lifestyle often places them in extreme situations. In both mythology and fantasy role-gaming the predominant motif is one of growth. Heroic characters grow in terms of improving their attributes and skills through experience, along with accumulating wealth and renown - or notoriety. Their lives also progress through them coming to terms with grim past deeds, personality flaws and general shortcomings - simulated in Magonia through the in-game ability of buying off any Banes they may have acquired via Growth points. 15.20 Choosing A Fantasy Sub-Genre. Magonia G.Ms have three general choices in regard to choosing a game-setting. The first (and easiest) option is to not create any at all(!) - every adventure occurring in an ill-defined realm with a technology level equal to Earth’s medieval era. Virtually every option mentioned in the rules is available. Technomagical devices should usually be omitted, but the various suggestions cited within the “Rules of Magic” section are utilised. Whatever options are used, the G.M can disallow Gifts or Banes requiring interaction with - and therefore the creation of - a detailed culture. Adventures in such settings will conveniently be centred on the “exploration” of distant ruins and underground caverns isolated from the game-world’s culture. This is a very good option for new players and G.Ms – but there may well come a time when everyone wants just a little bit more... This leads us to the second choice; to base the game in a pre-defined setting. This could be derived from a literally source or a historical/mythical era featuring functioning magic, exotic peoples and monsters. In this instance the G.M should study any existent source material. Whatever the case, the G.M should make special note of the following 1: What sub-genre of fantasy does the game setting depict? Reading the genre summaries given later in this chapter will be useful in this regards. 2: If magic is featured, does it have any special rules or limitations? Use the “Rules of Magic” to help quantify these specific elements. For example, Worlds where magic exists but is rare are best defined using the “Aging Wizardry”, “Weak Wizardry” “Fatiguing Wizardry” and “Item/artefact based Wizardry” – whatever best fits that world. A setting where magic corrupts or is the fait of the Gods is best handled by using the “Corrupting Wizardry” and the “no Wizardry” rules, respectively. Some sub-genres tend to feature specific forms of Wizardry and Piety, as explained below. 3: What is the base technology level of the world in question? If you are unsure at this stage read Chapter 17 and - based on what appears in the source - choose the option that best fits. 4: What significant monsters, creatures, species or (comparable) Variants are featured? Many literary settings only feature humans and the occasional monster, while others feature a few specific monsters/species. In some instances it can be unclear what actually exists and 180

what is mythical within the setting! Therefore, the designer may wish to take an interpretive approach, allowing anything the source doesn’t specifically rule out! Alternatively, they may adopt a conservative viewpoint and exclude all species, monsters and creatures not explicitly mentioned by the source material. One easy way is to ascertain how close to Earth in terms of reality the source world is – erring towards the latter view for those with a distinctively “terrestrial” ambiance. Another (more fun) approach is to depict that particular world as if certain monsters or species do actually exist there - although some purists may object to this! 5: The GM should also decide how closely the game sticks to any source material’s associated plot. Will the campaign act out each scene – but with an ending influenced by the outcome of events? Will the G.M let the plot develop as depicted, replace certain elements or feature the original storyline in a different order? In regard to such adaptations, never forget a writer can directly control the actions of their protagonists – G.M’s do not have this luxury! Furthermore, while Magonia is better than other RPGs in simulating “the luck of heroes” the dice can still be very cruel – possibly equating to a major “rewrite” even for a “by the book” version! 6: Lastly, will the source’s original characters be used? Many literary protagonists tend to be powerful and fairly well-developed in terms of skills and attributes – character advancement thus probably being sidelined for epic adventure in this instance! In this regard see the character generation rules in relation to creating Experienced and Veteran characters. Ensure skills and attributes emphasized in the source material are among the characters’ highest - or the lowest if they are depicted as incompetent in certain areas! One option in regard to “5” and “6” is to use the setting’s geological, geographical and cultural elements but omit the featured plot and replace the original protagonists with the player characters! The G.M is advised to skim through the remainder of this chapter even if he or she is using a pre-defined setting, as it provides some useful hints. Literally sources obviously omit some elements as being of no relevance to the tale concerned; hence, it is useful to determine these details should they subsequently become relevant in play. The second choice is to use the guidelines given in these rules, to create a backdrop of their own invention. For those wanting a little “kick-start”, use one of the pre-defined subgenres presented in sections “16.31 through “16.42” and build the setting based on the assumptions of that particular fantasy trope. To aid the G.M in this particular task, the remainder of this chapter is devoted to presenting a design system aimed at facilitating this creative process, which lists the meanings of the abstracted descriptions given in the genre summaries. A list of the most typical fantasy sub-genres now follows, represented in Magonia terms:

16.31 16.31 - “Swords and Sorcery” :
Swords and Sorcery settings tend to feature harsh, savage worlds - usually an imagined Earth thousands of years prior to recorded history. Swords and Sorcery landscapes tend to be expansive prehistoric creature/monster-haunted wildernesses occupied by barbarian societies, with the occasional feudal city state or small empire. Population density tends to be fairly low and widely dispersed. Gods tend to be mostly abstract concepts which people 181

nonetheless still strive and even willingly die for. While magic (usually) exists, it usually takes the form of corrupting sorcery –difficult to learn, difficult to control and spiritually polluting. Despite their powers, wizards can still be defeated by a resolute and strong sword-arm, possibly explaining the subsequent demise of this art! Regardless of the era supposedly depicted, most Swords and Sorcery settings have a pseudo-medieval technological basis, albeit with a veneer of savagery; think of a world designed by heavy metal record label designers! Objects tend to have an angular, brutal aspect, with weapons adorned with spikes, horns, fierce animals and/or death-related imagery. People often speak brashly and in a brazen manner, liberally uttering oaths. Swords and Sorcery heroes tend to be physically strong individualistic “outsiders” enjoying an almost unique degree of social freedom; although this may cause them difficulty (and Difficulty!) when interacting with others. Protagonists tend to be self-motivated "anti-heroes" with an amoral lust for life, wealth and adventure. In a reality typified by silent gods, their lives represent a spirited, driven effort to find meaning and purpose, a motivation that spurs them to acquire regard and (maybe) status through their amazing deeds. Keyword elements: Most Swords and Sorcery usually have a Pseudo Medieval technological basis with most characters starting as Low Status Freebooters, who attain social Mobility via Deeds if sufficiently heroic (and lucky). Sword and Sorcery settings are Darwinian in aspect. As a consequence characters are often Stoic. They are also passionate and thus such settings Features Sensuality; sometimes indirectly expressed in some older sources, due to the censorship laws that they had to accommodate! Society is usually Socially Stratified, often Corrupt, indifferent or Uncivilized with many Uncivilized Areas and a widely Scattered population base. Despite this, Woman Warriors Exist! Monsters are Rare and tend to be fantasy versions of Prehistoric Life. There are usually No Non-human Races – although Variants are Commonplace. Magic is Rare and Corrupting. Generally the gods Never Intervene and Saints usually Don’t Exist in archetypical Swords and Sorcery fiction – but if present they only have access to Base powers (Augury, Exorcism and Intervention) along with other social or intellectual advantages. Any Divine Intervention that does occur manifests in a mundane way; highest possible result is a WIN. Dawn Age Anachronism: Use the General Weapon Table (ignoring all references to firearms), as a guide to what weapons are available to player characters regardless of the game’s apparent technological base. The best metals available are Steel or Starmetal; other types usually don’t exist! Dawn Epoch Armour Shortage: Armour tends to be rare in Swords and Sorcery; metal armour is deemed to be x2 more expensive than the cited default value. This is balanced by all player characters getting a free +20 bonus in Skinclad; the archetypal Sword and Sorcery heroes rarely fighting in full armour (at least in fantasy art…). “Blod un Thundar”: Combat in Swords and Sorcery fiction tends to be notably gory. Hence, the G.M can rule that any Effect Injury above “Injur” is deemed to be an automatic instant kill in regard to V grade characters! The G.M should ascribe their sudden demise as resulting from cloven skulls, bloody decapitations, eviscerated bellies and similar traumatic fatal injuries!

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Saintly Solace: To balance their relative weakness in this setting, give Saints an extra pool of F points equal to their Piety/10 at the beginning of each game session (representing divine favour). These bonus F points are consumed and not replaced until the next game session.

16.32 16.32 – Chivalric Fantasy :
The game is set in a feudal kingdom with a medieval technological base and social organisation. The heroes are usually knights or similar noble warriors living by a distinctive ethos, such as Japanese Samurai. The kingdom is ruled by a powerful (and usually) just king whose realm is threatened by various hostile forces, within and without. Characters follow or try to follow - a cultural ideal, usually the chivalric code. Chivalric worlds feature mighty castles, mysterious beautiful women clad in white silk, mysterious forests and epic quests. While the setting is often supposedly historical, it represents a predominantly mythical interpretation of the era in question, representing the ideals and common beliefs of that time rather than the actuality! Keyword elements: Chivalric games are generally typified by Low Social Mobility – but characters are usually High Status only (usually +1 or more) who Serve Their Lord. There is, nonetheless, Mobility via Deeds for the less fortunate. The kingdom and most of its characters are Ethical and Highly motivated, or at least believe themselves to be. Most setting are Pseudo Medieval, usually including field plate but omitting firearms and cannons. Characters usually Follow Chivalry and Chivalric games Features Sensuality. Magic exists but is usually Rare; furthermore the Magic as Sorcery Rule is often adopted, along with the Only by Seraphs option; wizardry only accessible to demon or Faerie crossbreeds. On the other hand, Standard Saints exist– games based in Western European type settings usually employing the Monotheism option in regard to available powers. Asian style type settings should consider featuring Martial Arts and Wuxia Feats. The world is precariously Balanced between Good and Evil, with the fate of the kingdom often determining which way the scales actually tip. Epic Quests are often commonplace and usually focus on recovering powerful Hallowed objects or Relics. Specific Factors: What is Chivalry? The nature of the Chivalric code is obviously pivotal to a Chivalric campaign. For a setting akin to Western Europe, the following strictures are likely to apply: 1: Always be loyal and obey the will of your lord– unless contrary to decent behaviour. 2: Do not kill without good cause, be charitable and do not steal or pillage. 3: Never break your word and do not bear false witness against anyone, even enemies. 4: Be gentle and respectful to women. 5: Treat your social inferiors with respect. 6: Always treat Saints, priests and your religion with relevance and respect. 7: Be brave and never display cowardice before your foes. 8: Fight fairly and never exploit any advantage, other than your skill. 183

9: Husbands and wives must never be unfaithful, but love affairs without any physical aspects are tolerated if conducted discretely. The characters in games with Asian style settings usually follow 1, 2, 3, 6 and 7, with the latter being considered the most important aspect of their social code. Warrior nobles are even expected to willingly give up their lives to preserve personal honour. Social inferiors are effectively deemed non-entities who exist only to support their lord; any expression of perceived disrespect being punishable by instant death! Women (even of noble birth) are historically subordinate to men, but can train to be warriors. Stricture 9 – when involving nobles - would probably result in a duel to the death if discovered, but was nonetheless a part of some Asian cultures (the so-called “lovers in smoke…” of feudal Japan). Weapon Restrictions: Commoners are forbidden to bear “noble” weapons or armour – often on pain of death. Because of this some weapons - most notably swords and bows - only exist in highly decorated and excellently crafted forms, costing x5 their default value. Treat swords as being effectively made from Superior Metal and inflicting an extra +20 WF and bows having +20 accuracy and possessing a +10 WF bonus. Saints and Martial Arts: In Asian style games, all Saints should ideally select the Open Hand Adept or Yogi options Warriors should also take great pains to acquire advanced Unarmed skills! Romance: Many Chivalric settings feature strong romantic elements; games should therefore allow characters to adopt sensual Gifts and Banes. Romantic rejection can result in madness while Monsters often have a strange fixation for maidens. Ghosts are often the spirits of men and women who have “died of a broken heart”. While love should generally conquer all, romance fantasy has its dark side- as reflected by the legend of Lancelot and Guinevere!

16.33 Fantasy: 16.33 – Historical Fantasy:
Capsule definition The game-setting is based on a specific country or state that once existed in the past. In such games the biggest issue is how closely the setting will be based on the historic reality! Will events occur as they did historically, or can player action alter their course? How extensive are the fantasy elements?? Do monsters, variants and other species exist??? And what of Magic and Piety???? Some default suggestions are presented below; world builders should feel free to amend. The biggest advantage is that there is a substantial wealth of background information, especially on aspects often overlooked by fantasy writers such as detailed languages, folklore and sociological data. Historical events relating to the period in question will also provide a wealth of plot hooks…. Setting Switches: Historical games can have any technological basis – with fantasy versions of the Renaissance even featuring Technomagical devices! Most historical cultures had Low Social Mobility – thus characters should ideally be free (rank “0”) or - better still - noble (rank +1 or greater). unless the game is Low Fantasy. The world is generally Cruel and Harsh - especially to those of Low Status. Women are Usually Oppressed – although this can be ignored, given the game is fantasy! Another option is represented by the long tradition of women disguising 184

themselves as men. Monsters are Rare but can taken any form. Other species may exist but will be Rare and are usually in retreat from human encroachment. Any approach can be taken in regard to the Unliving – although the G.M can rule only Ghosts, Faeries and possibly the odd Vampire (or two) exist. Magic and Piety can take any form – settings attempting to closely emulating history featuring Rare Magic and Saints with Base Powers only – although Saints have significant social or intellectual advantages. Alchemy can also exist, given it was widely accepted in many pre-technological cultures. In terms of economic factors, much of history has been Money Rare – although money has also been commonplace in some ancient cultures such early China and the Classical world.

16.34 16.34 - Mythic Fantasy:
A mythic fantasy game, while set on Earth, is perceived as occurring before recorded history. Unlike Swords and Sorcery, however, this setting tends to be more refined and charged with a greater degree of mysticism. It represents an epoch where magic and fantastical monsters were real and Gods walked with mortals. Mythic fantasy setting can either be inspired by legends or composed solely from the imagination. While Earth’s place in the solar system is (probably) unaltered to that of today, the arrangement of its continents are often radically different. In any event, it should contain at least some familiar fantasy elements – representing the era when such things actually existed. If based on the myths of a historical people, the originating society’s folkways can be used to define the setting’s technological and cultural base (the latter often being Pseudo Medieval but omitting firearms). Setting Switches: Mythic fantasy features Standard Saints, who will be opposed by Evil Gods or a Dark Lord. The Standard Magic system is also used. Mythic settings – by definition - tend to have Black and White morality. Characters may be from any background, but are usually Ethical and highly motivated. Monsters are commonplace, with at least A few species and Some Variants (usually the most iconic fantasy ones) existing. Human society is either Scattered or existing in Tiny Pockets. The world is Innately good but In Peril.

16.35 16.35 - “Alternative World” Fantasy:
Some fantasy stories are set in worlds totally unrelated to Earth. Hence, as setting can also represent a planet or reality existing in a previous or future universe to that of our own; or one located in the distant future, another dimension or alternative reality. Such a setting provides a total blank slate for world builders! The world builder should always remember the setting isn’t Earth and thus should include a few differences – but not to the extent that the game becomes “Science Fiction”! Setting Switches: Any desired. The fantasy elements featured are determined by the degree the setting is separated from our reality. A world where “fantasy stuff happens in the future” probably have gods that Never intervene or Might well not exist. However, powerful hostile aliens who have transcended the limitations of matter could well take the place of ancient Evil Dark Gods. The magic equals Psionics option is also likely, while Alchemy exists as per the standard rules. The magic rules could be used to represent manipulation of matter via exotic energy processes. Artefact magic only is also a possibility for the same reason. Any monster, species or race or Variant could be used by the setting; humans may have even created 185

lifeforms in the shape of Earth mythical creatures many centuries earlier! Its technological base could be Medieval, Pseudo Medieval, Post Medieval or Technomagical. Society can take any form, while adventures tend to be Episodic, Episodic but character focused or Episodic with Story Arc; with one important motivation for Admixture Characters is to Go Home.

16.36 16.36 - “High” Fantasy
“High” Fantasy is as much attitude as setting. A high fantasy adventure can occur in any subgenre - but the scale of adventures, rewards and the characters who partake of them share a series of common attributes. Characters tend to be an integral part of their culture (one that’s generally deemed worth saving) and thus attempt to preserve it from harm. Characters tend to be motivated by noble ideals and willingly suffer discomfort and even death to aid their mission. Adventures tend to be epic in scale, involving the characters travelling great distances and enduring many hardships. Powerful hallowed objects are often a significant element of most quests. Buildings and structures are tall, colourful, majestic and graceful; their architecture often representing Elvish or similar influences. Rewards tend to be equally grand; the world enters a new more peaceful epoch and characters become kings or attain high wealth and veneration. High Fantasy often equates to Mythic Fantasy in literature, so both genre tropes can easily be combined. Setting Switches: The Gods usually exist and intervene in some form, along with Dark Lords to oppose their will. Wizardry also exists (often as a neutral force) but tends to be used fairly sparingly due to Excess corruption style effects! A diversity of Variants, species and monsters usually exist but Humans tend to be Dominant. This setting tends to have a Black and White morality, with characters tending to be Ethical and highly motivated. High Fantasy worlds tend to be Expansive and Pseudo Medieval in technological development. High Fantasy is reasonably egalitarian. The world is innately good but has been partially Corrupted with evil and is In Peril. Adventures tend to focus on a Single Quest.

16.37 16.37 - Low Fantasy”:
“Low” Fantasy emphasise the lack of social mobility commonplace in pre-technological cultures. As with high fantasy, Low Fantasy can take place in any setting - but the focus is more personal and the rewards available are not as earth-shaking. Characters tend be of low status (or are social outsiders) who are mainly concerned with their own survival in a world indifferent to their concerns. In a Low Fantasy adventure, an ample reward is a budging sack of coins and a dry bed to sleep in! Magic tends to be a corrupting force while the gods usually pay no heed to the groans of the oppressed. Setting Switches: In Low Fantasy the gods often Never intervene or Might well not exist. It often features Standard Magic usually with notable limitations; most notably Wizardry equals Sorcery. Characters are Low status Freebooters and/or Social Outsiders. Usually only Standard Humans (with maybe Some Variants) are available as player characters. The setting is either Scattered or Urban. Often, Monsters are rare and at least Some Unliving creatures exist. Society tends to be Medieval, Corrupt, Darwinian, Socially Stratified, Self interested and heartless with a vindictive justice system. Little surprising, then, that such setting 186

Features Sensuality! Adventures tend to be Episodic but character focused. “Blod un Thundar”: the Sequel: Low Fantasy worlds are tough and unforgiving. To simulate this, use the “Blod Un Thundar rule as given in the Swords and Sorcery section.

16.38 16.38 - “Planetary Fantasy”:
This particular game-setting option is considered to represent another planet existing elsewhere in our universe, often within the same time-frame as modern Earth. This world features markedly different land-masses, weather systems, environment and cosmology; such as having no or more moons than Earth, or a gravity or atmosphere whose composition slightly hinders or aids the characters. While a planetary fantasy offers great scope for creativity, it can be difficult to retain a fantasy atmosphere and avoid accidentally slipping into “science fiction mode”. It can also be difficult to explain why ancient alien civilizations are always less advanced than humanity and account for the absence of more technologically advanced species from other worlds! Setting Switches: Planetary Fantasy worlds can have any social and/or technological basis – but usually possess a Late medieval technology base. This is, however, in association with various technological devices and concoctions comparable to alchemical elixirs and/or artefacts. Advanced ranged weapons, are, however, conspicuously absent. A significant number of planets often have sickly ecologies – making them Cruel and Harsh and/or Darwinian places to live. Monsters are commonplace but tend to be more alien - often “insectoid” - in aspect; double attacks, add +20 to armour value and increase personal damage by +20/+10. Variants are common, as are other species (also double melee attacks, add +10 to armour value and increase personal damage by +10/+10 – subtracting a further 3 positive Trait points). Manimals are also commonplace, albeit with a marked emphasis on “predator” species. Unliving beings – with the possible exception of “Vampires” accounted for by pseudoscience - do not exist. Saints or Wizards do not exist; use Latency based PSI, combined with “Psychic Crystals”. Alchemy functions as per the standard rules. One good approach is to flesh this setting outline through combining it with another sub-genre, treating references to magic as PSI-based Latency. Although the G.M could ignore all references to Saints and Piety, some “gods” could actually be very powerful aliens or creatures from another reality who grant seemingly “arcane” knowledge and abilities!

16.39 16.39 – Future Fantasy:
Earth in the distant future also represents a viable setting for heroic fantasy. After millions (even billions) of years, continents have shifted and altered form - with even our solar system having experienced radical change! Numerous civilizations, even species, have risen, thrived and then fallen into shadow - not always peacefully - leaving the landscape dotted with ruins. In the far future, Humanity will have probably evolved or altered itself; providing an explanation for Variants and Psychic Latency. It is equally possible Humanity no longer exists, allowing other Species or Variants to take centre stage. Monster and even prehistoric life forms (re)created through long-forgotten techniques now roam our world. It is also possible humans created creatures modelled on mythical beasts as pets or for novelty value, although the “joke” has since worn a little thin. Functioning “magic” represents a bi-product 187

of understanding and harnessing of exotic physical processes, such as zero-point energy or “dark matter”, etc. Settings based in a less remote time may have been incepted by a terrible accident with exotic technology that radically changed the Earth- (maybe even physical laws) - incidentally creating a world suitable for heroic fantasy! “Wizards” and “Latents” could result from genetic manipulation induced by self-replicating nanomachines exploiting the DNA of certain compatible genome types. Alchemy represents similar advanced “invisible” technology that appear seemingly magical to the casual observer. Transcended artificial intelligences might have access to similar technology – effectively becoming the setting’s “gods”. “Saints” could represent another group of mutated individuals who serve these new “gods”. While some “old time” technology still exists, the world is pronominally technomagical, or pseudo-medieval with the occasional “magical” device. Many G.M’s will wish to ensure that the setting avoids becoming too contaminated with conventional “Science Fiction” elements. One approach is to assume the “old machines” were universally superseded by more convenient “technomagical” devices; their underlying processes somehow causing the “Elder Age Artefacts” to stop working! Setting Switches: Future fantasy worlds usually have a Pseudo Medieval, 0 Tech or Technomagical Future basis. In any event, technomagical devices will generally be more commonplace than elsewhere. The magic equals Psionics option is also likely, while Alchemy exists as per the standard rules. Artefact magic only is also a good sub genre choice. While it’s tempting to decree that the Gods Never intervene or Might well not exist and that Magic doesn’t exist, a far future world could also accommodate standard Saints and Wizards as described! Any Monster, Species or Variant could be used if justifiable by the setting. While the Unliving seem unlikely, zombies and vampires could exist, with “ghosts” representing “psychic” impressions, with ancient ascended A.I’s manifesting as Faerie like entities. Society can take any form; but is often Anarchic, Amoral, Decaying, Egalitarian or Pseudo-Modern.

16. 16.40 - Horror Fantasy:
In some fantasy worlds the forces of good seemingly sleep while evil gains ever more power. Characters have only their bravery and resourcefulness to fall back on, as magic is usually the darkest of dark sorcery - emotionally or spiritually costly in many ways. The Unliving play a major part in setting and all monsters are agents of evil. Sensual banes and gifts may also play a part, in ways that either inspire or corrupt. In Horror Fantasy atmosphere is everything. Buildings are always dark and brooding, the sky overcast and stormy and the darkness haunted by innumerable terrors sensed but (usually) never clearly seen. Society is often as cruel, harsh and dirty as the cruellest visions of Earth’s real medieval era – possibly reflecting a subtle corruption gnawing away at humanity. Setting Switches: In Horror Fantasy the good gods Might as well not exist or Saints only have base powers. Good Saints are usually monotheistic. In regard to evil gods, two possibilities exist. The first is that ancient Evil Dark Gods exist but are Presently Dormant and hence Never intervene. Their followers are usually working at Restoring the Old Gods. The second option is that there is a Dark Lord – their followers also usually Only have base powers. To supplement their powers, the servants of evil usually supplement their activities with enchantment – as Magic (usually) equals Sorcery in Horror Fantasy. Only standard humans are available to player characters as most non human creatures tend to be evil. Some human Variants exist 188

but may have resulted from corruption by dark powers. Humanity is Scattered or located in Tiny Pockets as they are often threatened by Encroaching Monsters. The Unliving Exist in one form or another – the extent and types featured effectively defining this setting. All are Evil Monsters - servants of various malefic gods. Human culture is either at a Medieval or Post Medieval level although a 0 technology future is possible. Due to the spiritual pressures undermining humanity, civilization tends to be Feudal, Corrupt, Self interested and Heartless and Has a vindictive justice system. It is either Corrupted with evil or In Peril Nature in general tends to Indifferent to humanity as the good gods have seemingly fallen silent... “Blod un Thundar” III: Horror Fantasy worlds are tough and unforgiving. To simulate this, use the “Blod Un Thundar rule as given in the Swords and Sorcery section above.

16.41 16.41 – “Christian” Based Fantasy: .4
Western countries have an extensive heritage of Christian based “saints tales” and social parables influenced by centuries of Christian faith. Over the past century, a number of fantasy writers have drawn upon this material, creating historical or alternative fantasy worlds embodying a distinctive Christian ethos. Despite claims of the “corrupting” influence of fantasy fiction made by some evangelical preachers, several notable fantasy writers within this genre– most notably C.S Lewis, J.R.R Tolkien and J.K. Rowling have authored stories reflecting elements of this sub-genre. Even Gary Gygax and Dave Arneson (the inventors of the first pen and paper role-playing game) were committed Christians to their dying day! Christian fantasy settings feature diametrically opposed forces of darkness and light. Although the deities and demons concerned may have different names and forms, they are recognisably figures featuring in the Christian world view, albeit set in another social context and reality. Monsters tend to be irredeemably evil although not actually “demonic” in the true sense of that term; bring entities of living flesh somehow irredeemably corrupted by baleful influences. Magic also tends to be deemphasised, either depicted as an “offstage” act or manifesting in a low key fashion comparable to other forces of nature. Overt magic is often represented as either innately evil or corrupting for mortals to casually employ. Human characters only tend to have access to Piety or Latency as a consequence. The spiritual purity of people’s souls is also an important aspect in this type of setting. Virginity, chastity and firm moral values are venerated, while forms of off-centre sensuality are often rejected as “bad” or even “evil”. Hence most sensual gifts and banes are not available to player characters - and may even be deemed as “hallmark” traits of evil adversaries! Of course, the extent to which sensual banes and gifts are disallowed depends on the player group concerned and their interpretation of morality. Several writers (most notably Philip Pullman) have also employed this genre to make philosophical comments regarding aspects of Christianity which they feel are open to criticism. Setting Switches: Christian Fantasy tends to be based in either Historical or Alternative Worlds. The setting and its associated adventures will often be inspired by chapters of The Holy Bible and Christian ethos in general. Characters tend to be Highly Ethical, often Follow Chivalry and whose Morals are Black and White. Standard Saints are available but Saints must be monotheistic (although the ancient Saints option is available). The Saints and Priests as Intellectuals option is commonplace. Enemies are usually Dark Lords (or are in the employ 189

of them) and games are set in a moral framework based on Dualism; although Ancient Evil Dark Gods (often very powerful demons) may also exist. The use of magic often results in Corruption as, more often than not, Wizardry equals Sorcery. Well-intentioned Psychics, Cunning Ones and Alchemist are usually exempt from this, their craft often deemed to be fairly harmless – even sometimes useful - “white magic”. In general Monsters Are Evil, although “manimals” and some other species - often Centaurs, Elves and Dwarves - are often exempt from this rule. G.M’s may wish to add a “twist” or several to this world view to ensure their setting is not too morally rigid …. or to question the genre’s assumptions! Off Stage Magic: Magic has no outward manifestation – spells evoked by basic words and simple gestures causing the spell to come invisibly into effect. Evil Magic: All Evil spells and Necromancy are Black magic – and are hence associated with evil powers. Wizards lose 5 Purity points learning an Evil spell and 2 Purity when casting one. Fires and Darkness of Hell: G.M’s may also rule that any spell overtly associated with fire or darkness is also an evil spell. If so, add the following spells to the evil spell list: Fireseed, Element Control (Fire), Eclipse. Likewise, Evil spell-casters cannot cast Blessing, Lightning, or Element Control (Air)

16.42 antasy: 16.42 - Gamers Fantasy: .4
The past 30 years for fantasy role-gaming have defined a type of extreme version of fantasy composed of a mishmash of various sub-genres. However, this style of play has distinct limitations – most notably that character options and even game worlds are often defined by rigid role-playing conventions such as “levels” and “character classes”; involving restrictions on weapons and skills rarely justified within a game setting. While originally based on early attempts at “balance” they nonetheless remain, if only as entrenched gaming shibboleths. Setting Switches: Gamers Fantasy worlds are exclusively Pseudo Medieval in nature and possess various elements liberally taken from all the previously described fantasy sub-genres. Monsters are commonplace (traditionally to an ecologically unsustainable degree), with numerous Variants and species also existing. Characters have Mixed Classes and motivations but tend to be Ethical and highly motivated. Castes provide an ideal means to represent most traditional fantasy character “classes” in a more consistent fashion. Standard Alchemy, Standard Magic and Saints with full powers are also prominently featured. Much “gaming fantasy” features causal instances of divine intervention within the lives of even fairly minor adventurers! Black and White Morality is the norm; human villains, monsters, and most species other than Dwarves, Elves or similar are often redeemably evil and hence can be guiltlessly slain. Society is scattered but is reasonably egalitarian but in danger of being corrupted by evil.

16.43 16.43 - Admixture Fantasy: .4
Heroic Fantasy tales sometimes involve “modern” characters somehow being transported into archaic heroic fantasy settings; a sub-genre Magonia terms Admixture Fantasy. In most instances the “Earthers” have been transported to the setting-world for a purpose. Hence 190

(in keeping with this genre), the GM should consider giving each character one powerful enemy and one significant friend existing within the “crossover” world, who they meet during the course of play. It is recommended that – in order to preserve genre– the “crossover” world and Earth remains mostly isolated from each other with no equipment being easily shared between them! Most of the action should also be set in the crossover world, the campaign ending once the characters have unlocked the reason/purpose for having gone there. As a rule magic, Piety or “conventional” magical items do not generally work on Earth – other than in certain isolated mystic areas although Hallowed objects and Latent based Psi abilities do. Setting Switches: This genre of fantasy has no distinctive Setting Switches as such – choose one of sub-genre cited above to define the actual crossover world! The only difference is that the game setting is somehow mystically linked to Earth and that people from our world can occasionally get there! “Crossing over”:
The GM should consider how the characters entered the setting; in this regard a few ideas are presented for consideration. Not all the characters need to be transported by the same method…
• • • • • They pass through or near a usually dormant magical “portal” activated by unusual astronomical and/or meteorological conditions. Or was it deliberately activated …? A character suffers from an affliction creating an “Earther” and “crossover” version of the character (the “Earther” version being comatose during his/her time in the crossover world). One of the characters comes into possession of a minor Hallowed object from the crossover world – which if held and certain words spoken permits a “crossover”. The characters simply “cross over” by swearing an oath upon the stars, planets or due to unknowingly entering/desecrating a usually dormant “place of power”. A character picks up an unusual-looking book. On reading it the character finds it to recount the story involving an exotic world of magic, heroes and monsters. When the character turns the next page he/she discovers they have suddenly been physically transported to the crossover world. Other “Earther” PCs represent previous “readers” of this Hallowed tome…. The characters are summoned by a powerful magical artefact present within the game-setting. The character is involved in a serious accident on Earth. Everything goes black… then light again, and awakens in the crossover world!

• •

Why the characters are there: The G.M should also decide WHY the Earther player characters have ended up in the crossover world; some suggestions are presented below. Some GMs may consider it silly to use the same reason for every Earther player in the game! Trueborn: The character’s ancestors originated in the crossover world – but for some reason ended up on Earth, forgotten – until now. Refugee: The character is a refugee from the crossover world who has somehow lost his/her memory. Allies or enemies turn up on earth – triggering dormant memories. Special: The character possesses some unique talent or trait useful for the purposes of a powerful entity living on the crossover world. Starcrossed: The character was born under a specific set of circumstances, unknowingly linking them with a perilous situation on the crossover world. As a result of their birth-situation they alone can only resolve this crisis… usually through a hazardous quest. Relic: The character owns a unique “crossover” object (such as an unrecognised magical sword) which has psychically bonded to them. This item is vital to the plans for one or more factions active in the crossover world – but it can only be effectively welded by this base, ignorant “Earther”!

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Ties: While one character has come to the crossover world for one of the reasons cited above, the other Earther companions are merely friends, allies and/or lovers, accompanying the “key” character” due only to their emotional ties to him/her. Expedition: The characters are part of an expedition, formed after an individual on Earth accidentally discovered how to enter the crossover world. Fate: The crossover was just a freak accident with no overt purpose.

16.44 Protagonist” 16.44– “Child Protagonist” Fantasy: .4
Many heroic fantasy tales often involve child protagonists, due to the genres’ wide appeal to pre-teens. Such tales have a wide variety of settings and elements; several of the more notable ones having been “Admixture” fantasies. A child-like worldview and a sense of wonder is useful to cultivate in this sub-genre. Hence, sensual Gifts and Banes are not available to either characters or protagonists! Furthermore, violence is de-emphasized, with acts of aggression depicted in a restrained manner. The Easy combat system is hence adequate for such game-settings. Threats and consequences of failure are often less dire than in adult fantasy – children characters often avoiding harm by finding a sympathetic person willing to help them, slipping through defences/restraints designed for adults or by instilling pity in their opponents. Lucky “breaks” are also commonplace – a factor addressed by the character generation section! Setting Switches: This option can be combined with virtually any form of heroic fantasy mentioned above, as child protagonists are a commonplace trope throughout this sub-genre. Protagonists tend to be Children (!), often with significant luck (Fortune) and other Gifts. Overtly adult themes and acts tend to be avoided and are assumed to happen “off stage”. Levels of power tend to be lower – although child adventurers often have access to some special means to equalise the overwhelming might of a fearsome adversary. Talking and Anthromorphic animals are also a notable aspect of these stories. To reflect childlike innocence, mortality tends to be Black and White, while characters are usually Innocent and associated with a setting that’s usually Innately good but either Corrupted with evil or In Peril. Admixture Characters are commonplace, often entering the game-setting through an incidentally discovered magical portal…
Restrained Violence: Under this option, only the basic combat table is used and injuries to characters do not inflict any graphic and/or enduring disabilities such as missing limbs, bleeding etc. “K” results must be confirmed by spending 1 F point. The same injuries on player characters “only” results in a disabling life-threatening injury (no movement or major actions possible), curable by items or resources close to the battlefield. Alternatively, the character is assumed to somehow cling to life until they reach a place that can heal the injury. Overtly lethal traps tend to be avoided in this particular setting. “Luck of the Lion”: A G.M may award a temporary bonus equal to 50 points less than their main adversary whenever a child protagonist becomes involved in an epic pitched battle or duel with an experienced opponent. This bonus ends once the battle or duel is concluded!

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6.50 - The Option Pick System:
This method provides a means to create bespoke fantasy genre settings. The setting builder reads through each section and picks whatever option appeals to them – providing they are reasonably consistent with each other! This process is likely to result in a “rainbow” game backdrop comprising aspects from many different sub-genres of heroic fantasy. The Gods: This defines how the concept of gods and the divine is handled in this setting: Never intervene: The Saint character option is not available (as per the “No Saints” Magic Rule). They have +1 Status, are Ordained Priests with 40 Theology skill and a Stipend but no other abilities. Might well not exist…. The gods rarely – if ever – intervene in human affairs. The “No Saints” magic rule applies, but the G.M can employ Intervention on rare occasions (with a Win maximum result). Priests are +1 Status individuals with 40 Theology skill and a Stipend but no other abilities. Base Saints powers Only While Saints exist they have no access to spells – but have the Augury, Intervention and Exorcism base power. Standard Saints. Saints are as described in the default rules and have access to all faith options. Standard Gods. Gods are as described in the default rules and Saints have access to all cited options. Saints must be monotheistic To have access to the powers cited above, a Saint must belong to the culture’s dominant monotheistic religion. All other faiths are false. Monotheism Saints only have access to the Monotheism option. Dark Lord An active powerful god or demigod personifies evil within the setting and is expanding its power. Dualism As above, but Saints can choose either Monotheism or opt to follow a Dark Lord; although the latter choice automatically makes them an Enemy of Good. No Monotheism Saints do not have access to the Monotheism option. Ancient Evil Dark Gods The setting features a race of evil, but vanquished evil gods – but some of their worshippers are attempting to bring them back into existence. Saints and Priests are Intellectuals Saints and Priests must enter play with Education and one knowledge skill rated at 20+. Wizardry This defines how the concept magic is handled in this setting: No magic: Wizards do not exist in this game setting.

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Rare Magic Only one player within the group can choose to be a wizard. Excess corruption Excessive use of magic results in personal corruption (use Corrupting Wizardry) to represent this. Psychics Wizardry follows the “Psionics” Rule of Magic Cunning Ones “Cunning Ones” exist. Base Psionics only Wizardry follows the “Limited Psionics” Rule of Magic Dual powers Magic and Psionics jointly exist Low Magic Wizardry follows the “Low Magic” Rule of Magic Artefact magic only Wizardry follows the “Artefact only” Rule of Magic Standard Magic Wizardry functions as described in the default rules. Alchemy exists Alchemy functions as described in the default rules. Limited Alchemy Only Alchemy follows the Limited Alchemy Rule of Magic Wizardry equals Sorcery . Wizardry follows the “Magic as Sorcery” Rule of Magic Wizards are intellectuals. Wizards must enter play with Education and one knowledge skill rated at 20 or more. Characters start play as: This defines the characters social” backdrop”: High Status only (Status +1 or more) The characters are noble-born, with all other lower social orders tied to the land or towns. Admixture Characters. The characters are from contemporary Earth but have somehow ended up in this setting. No Admixture characters The setting does not feature characters from contemporary Earth. Freebooters. The characters only seek fame, fortune and thrills and are only really “out for themselves” Low status All player characters are from Low Status backgrounds (Status 0 or less). Social Outsiders The characters originate from an isolated region with little or no contact with other parts of the game-world. The characters have no initial social contacts or knowledge of customs of the region they initially find themselves in (start with a Low/High Social skill of -10, regardless of their degree of experience.

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Mixed classes and motivations. The character can choose any social class and any motivation (Magonia’s default assumption). Ethical and highly motivated The characters are adventures for noble and self-sacrificing purposes. Serve Their Lord The characters work to further the aims of a powerful leader. Want to Go Home The prime motivation for Admixture Characters is to return to their originating era and place. Available Race-types: This defines what races and species are available in this setting: Only standard humans All characters are human - players may not select any other species or Variant option. Some Variants A few Variants exist, derived from surrounding types of environment. Many Variants Most (if not all) Variants are available as character options. A few species A few selected species are available as character options. Many species Most (if not all) species are available as character options. Many Variants and species. Both Variants and Species are available as character options. Anthromorphic animals All Characters are Manimals by default Anthromorphic animals exist The “Manimal” option is available as a character option. The resulting creature resembles a bipedal and anthromorphised version of a real mundane creature. Humans tend to be dominant. While other species exist, humans are the most populous race in the game-setting. Population Nomadic All the peoples within game setting are nomadic wanderers Pockets Only a few small settled areas exist. Scattered The setting comprises of minor kingdoms with large expanses of wilderness Normal Settlement density is normal in comparison with the setting’s technological base. Crowded Settlement has spread to all areas where people can reasonably sustain themselves. Dense The setting is densely populated or is a long-settled and developed urban area. 195

Monsters This defines what monsters and creatures are available in this setting: Only normal animals Only normal animals (i.e. those who have existed within the last 10,000 years of Earth’s history) game-setting exist. Normal & prehistoric animals All animals which either exist or once existed on earth are present in the game-setting. Prehistoric creatures only Only prehistoric creatures and monsters exist– only the untamed, precursor forms of domesticated creatures possibly exist. Prehistoric animals. Monsters which could represent evolved versions of Prehistoric creatures exist. Monsters as “outsiders” Monsters originate from another reality but sometimes also dwell in the game setting. Monsters once existed. Monsters used to exist, but they were wiped out (or seemingly so…). One type of monster One type of monster (such dragons) exists – the rest are mythical. Some exist: Some monsters exist, the others are mythical. One type of Unliving Only one type of Unliving creature (such as Dragr or Vampires) exist. Only Ghosts and Faeries. All other Unliving other than Ghosts and Faeries don’t actually exist! Some Unliving. Some Unliving exist, the others are mythical. All Unliving All cited types of unliving exist. All Monsters. All monsters described within this rulebook exist. Monsters are rare While monsters exist, they are fairly rare. Monsters are commonplace Many monsters roam the game-setting’s unoccupied areas. Encroaching Monsters Monsters are so numerous they threaten to wipe out humanity and all other species! Monsters Are Evil All monsters are minions of evil – effectively demons in mortal forms! Period This defines the setting’s general degree of technological development (a factor expanded in more detail in pp 183-194): Prehistoric The setting’s cultural basis ranges from Stone Age to Neolithic.

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Early Civilization The setting’s cultural basis ranges from Stone Age to Iron Age. Medieval The setting has a medieval cultural and technological base Pseudo Medieval The setting features – whatever the actual era depicted - Late Medieval armour and weapons, but with no firearms. While medieval in social outlook, the culture may incorporate notions actually foreign to that era – emancipated women, religious tolerance, general acceptance of magic, etc. Many fantasy settings adopt this option! Post Medieval The setting is post medieval in nature. Firearms and viable “technomagical” devices such as steam power are available. Notions such as female emancipation, democracy with unlimited suffrage and religious tolerance are also gaining popularity. 0 Tech future The setting depicts earth in the distant future, where viable magic has ousted technology. The culture and technological basis is identical to that encompassed by the “Pseudo Medieval” option. Sufficient time has lapsed for all the old technological devices to become totally non-functional and its underlying principles to be forgotten. Technomagical Future The only technologies presently available are those described in the Technomagical section and Alchemy. No old technology works anymore and no-one remembers how to replace it. Morales… This defines the setting’s degree of social advancement; several of these may be chosen: Anarchic People accept no authority other than their own and do as they please. There is no government – decisions are made (if at all….) as a collective. Amoral People have little concern with the needs of others and do what they please and often have a nihilistic mindset. Black and White: Protagonists are totally and irredeemably evil and heroes are pure and noble in motivation. This must be reflected by both in-game player actions and the type of Banes selected for their characters! Corrupt Society works mainly through receiving kickbacks by those desiring advantage (or to avoid something detrimental happening to them). Darwinian While civilized, human society echoes the natural one, where only the strong survive and thrive and the weak die or become enslaved to the powerful. Stoic The world is generally deemed to be hard, cruel place – but such adversity is deemed to be a strengthening influence, testing everyone and making those who overcome it stronger. Innocent The concepts of evil, pride, greed and social differences haven’t come to this world - yet. Indifferent Good and evil acts happen in equal measure and fairly randomly, although goodness is usually revered as a virtue. 197

Socially Stratified. Characters have defined roles based on the occupation of their father (or mother) – although coming into money can result in elevated status. Sometimes specific styles of dress are reserved for given social groups, so they can be easily identified –as was the case with the medieval sumptuary laws. Feudal Society is organised like a pyramid, with the King or Queen being master of all (with only the gods above them). Each “step” of this “pyramid” is defined by a lesser lord, who is direct master or mistress to those directly below them. They serve the Lord above them in return for land – on the promise they give service when required. Land usually reverts to the owner’s eldest male child (or closest eligible relative) on the Lord’s death – but can be removed by their superiors for acts of disloyalty. Venal & heartless People look after their own interests and ignore any suffering they see around them. Vindictive justice The legal system cruelly punishes any crime with mutilation, enslavement or death and only has interest in due process rather than determining true guilt and innocence. True medieval Class divisions, the concept of an absolute monarchy and the repression of women are deemed social norms. Enemies and unbelievers are slain without pity. Money Rare While coins exist, their circulation is limited. Most transactions are via barter or “in kind”. Variant Medieval The society is generally medieval in social outlook, but with some differences - women are deemed as free and women warriors exist and/or there is notable degree of social mobility. Taboo Driven Certain acts are deemed “right”, “wrong”, “clean” or “unclean” in uneven and unique ways – which widely differ even between groups in the same area. Even within the same society social values may chance on a seasonal or circumstantial basis. Pseudo-Modern Regardless of its technological base, this setting features democracy with a wide suffrage, a respect for women’s rights and the ethical treatment of enemies. Decaying While one of the above is upheld as a social ideal, the setting’s culture is actually disintegrating – banditry is rife and life is reverting to a Darwinian “survival of the fittest”. Reasonably egalitarian Apart from naturally occurring differences in fortune and wealth, society is fair and reasonably just. All citizens have basic rights which are respected by the state. Given good fortune it is possible for commoners to acquire nobility, although this doesn’t happen often! Egalitarian The culture is democratically based with people rising in status due to their own abilities. The right of citizens are given priority by the state. Trials are fair and aimed at determining true guilt or innocence – the guilty usually punished by heavy fine, enforced labour, exile or imprisonment. The death penalty is rarely utilised, and then only as a last resort. Innately good The world is more good that evil in its nature. Corrupted with evil 198

The world is stained with various dark deeds that well up everywhere without warning. In Peril The world was once at peace, but the power of evil appears to be growing. Features Sensuality Sensual Gifts and Banes play a significant part in this setting. Superficially Pleasant While a common world view of charity and goodwill to all is promoted by society, the support for such ideals in reality is fairly shaky and hypocrisy reigns supreme. Mobility via Deeds People of low social status can rise in importance through goods deeds and hard work. Follow Chivalry Characters follow (or try to follow) the rules of chivalry. Adventures are: Episodic A given adventure usually lasts for only one game session or so and has no real connection to prior or future ones. Episodic but character focused. The games focus is more on the characters than the circumstances they find themselves in. An important aim of games is to focus on the character’s personal issues. Episodic with Story Arc While adventures usually last for only one game session or so, they often share related elements that lead to an explosive climax. Single Quest Games are dominated by a single objective and common elements although subsidiary adventures do occasionally occur. The conclusion often has important implications for the game setting. Mixed. Games can be Episodic, share common elements and involve occasional quests lasting for several game sessions or more.

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Creation: 17.0 – World Creation:
The following text describes a method to create the general details of a detailed “bespoke” heroic fantasy environment, covering aspects beyond the genre labels discussed in the previous section. As with the genre system, the setting builder reads through each group of choices and picks whatever appeals to them – or best fits the setting they have in mind. Some choices will be dictated by the selected fantasy sub-genre. The G.M is advised to skim through the remainder of this chapter even if they are using a pre-defined setting, as some elements may allude to aspects not specifically described within the original source material. To facilitate this process Appendix Six provides a Backdrop Option Checklist which can be printed out and filled in as desired. 17.10 - Cosmology: Cosmology is a factor often overlooked in many game settings, but is useful to determine at an early stage in order to define the game’s mythic nature. The G.M decides which of the following is true for his game-setting; more than one of which may be valid, although some options rule out other possibilities: The Stars and space Nul = There is no Sun, Moon or Stars – the world illumined by a magical radiance. Stargods = The stars are supernatural beings. Planetgods = Visible planets are gods, elemental realms or god-realms. Pinpricks = The stars are lamps or pinpricks within a “celestial sphere”. Suns= The stars are merely other, more distant suns. Recounters = The game world has experienced many Eras of creation – some of which followed different physical laws than the present game setting! Mageflight = Other worlds can be reached via using magical “flying ships” within a few hours, day or months at the most. Ether = Outer Space is not a vacuum – it is full of breathable ether. Ethersails = Space-Ships and Star-Ships (see below) can travel through space on sails harnessing “ether wind” or sunlight. Void = Other worlds don’t exist – the game world exists in isolation. Isolated = Other worlds exist, but they don’t interact. The World: This section details the geological aspect of the game-world: • • • • • • • • Eras = The setting’s continents have suddenly changed form, resulting in distinctive “eras” of existence. Ages = The present game universe was preceded by earlier one – remnants of which may still retain an objective (or spectral) existence. Others! = Other worlds exist and can be reached via magic “gates” or “portals”. Earthers = Visitors from our world can reach the game setting via magic “portals” Flat = The game world is flat. Endless = The game world is a vast flat dimension ending in seas of mist (or woods) – that may lead to other places. Hollow = The world is a hollow sphere with both inner and outer regions inhabited. Sphere = The setting is a globular world much like our own. 200

• • • • • • • • • • •

The Gods: The Gods of this setting are…. • Immortals = Supernatural entities existing independently of the game world. • Transcended = Mortals existing at the very dawn of creation, who subsequently became divine through heroic deeds. • Not immortal = Gods (very slowly) age and die over thousands of years – to be replaced by mortals who ascend to godhood through amazing deeds. • A Myth! = The Gods do not actually exist – There is no Piety attributes (and hence no Saints) and only wizardry can evoke magical effects! • Vulnerable = Can die in wars with other Gods and fade away if they are not sufficiently worshipped. • Emotional = The gods are jealous, capricious beings who toy and sometimes abuse specific members of the human race. • Visitors = Can visit the game world, fall in love with mortals – which can result in offspring (either unique creatures or Seraphs). • Ascended mortals = Especially heroic mortals can become Gods if specific criteria are met (usually reaching maximum potential in their best attributes and skills and succeeding in a quest requested by a deity). World Creation Myth:
The following is a checklist of possible creation myth motifs hopefully of use to G.Ms in formulating their game-setting:
The world was created/formed from void years ago. It came into being/formed naturally/from the bones of dead gods/from enemies of the gods/from tears/blood/seed of Gods/sired by a magical creature/coupling of Gods/ . The Gods, who were once men/pre-dated the Earth they found/created mankind and toyed with them /gave them civilization/ . The Humans were the first/one of the first/one of the later/one of the last species to come into existence. Nothing/ An angry god/Human wilfulness brought evil into the world. This was because humans can be both good and evil/ was jealous of man/ regarded them with contempt/wished to corrupt them/take dominion over the world/ .

17.20 – The game world environment; Age • • • • • • The game is set in a world which: New = has just been created. Young = Has only recently been created. Youthful = Has a significant but not particularly deep history. Mature = Is mature, which has seen the rise and fall of many races and cultures. Ancient = Is an ancient world with few natural resources and a dying sun. Dying = Is effectively dead, with small groups of survivors clinging to existence.

In comparison with Earth, the game world is: • Arid. • Mostly Desert. • Wetter. • Hotter. • Colder. • Rich = has more mineral resources- including metals. 201

• • • • • • •

Poorer = poorer in mineral resources – including metals. Harsh = poorer in soil nutrients (and hence less “green”). Gaia = richer in soil nutrients (and hence more “green”). Volcanic = Host to a greater degree of volcanic activity. Balanced = various temperature zones and variable distribution of resources. Uneven = The world suffers from marked and variable seasonal patterns. Fixed = The setting is dominated by one general weather pattern or season (it’s always misty, the world is locked in continual winter,etc).

Additionally (in comparison with Earth), it has: • Less Land = Has less land in proportion to its oceans. • Less Water = Has less water in proportions to its landmass. • An Ur Mass = Comprises of a single massive “super-continent”. • Mostly Islands = Has less significant land masses. • Proportion = The world has a similar distribution of land and topology. • Dramatic = Has more monumental landscape features. • A Diverse landscape =Has wide diversity of landscape features within a smaller area. • A Dominant topology = One landscape feature type predominates. • A certain monotony = The land is mostly flat with little variation in topology. • Spirit = possesses landscape features of a supernatural origin.

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17.30 - Technological basis:
Select the settings’ degree of technological development. Eight specific eras are detailed: Stone Age, Neolithic, Bronze Age, Iron Age, Early Medieval, High Medieval, Late Medieval and Technomagical. See Appendix 5 for a more detailed discussion of the various technologies mentioned below.

17.31: Age: 17.31: Stone Age: .31
This is a period of isolated, scattered human communities using tools and weapons made of stone, flint and wood, and based on hunter-gathering based economies. There are no wizards, only “Saints” best described as “Shaman” in this era. Only the following gods are recognised in this era: Nature/Earth God, Dark Lord (evil), Disease God (evil), Healing God, Moon Goddess, Necromancy God (evil) and Sky God. In this era there are no pantheons – Saints may only choose to be Agents. Available Cultures: Barbarian, Hunter, Remnant, Wanderer. Available Technologies include: Boat (canoe), Carpentry, Clothing, Flint, Religion and Saints. The following types of armour and weapons are available: Melee Weapon factors Weapon WF M/D R TYPE
Human bite -40

C
X X X X

Human punch
Human kick/headbutt Human chop

-50
-30 -20

-10/-10 -10/-10 -10/-10 0/0

0 0 0 0

ch ch ch ch

Stone Dagger (or handaxe) Club Hafted Axe Stone Spear Quarterstaff

20 30 40 30 20

10/0 10/10 15/20 10/0 10/10

0 1 1 2 1

wb ch wb sp ch

1C! 0 2C! 10S! 0

!: Can be made with Carpenter and Knapping skills. Stone “bladed” weapons break if user rolls a “Break”, double Error roll or Impale result. Reduce WF by -5 every 4 Recounters of combat. They automatically break if used on metal armour with a value +40 value or more. Increase AM of metal armour values vs. this class of weapon by +20 . Ranged Weapons Weapon WF Rng ACC M/D TYPE C Early Spear 40 7 -60 10/10 sp 10S! Sling 30 100 -80 5/20 ch 10S! Shortbow: 50 25 -70 10/10 sp 2C! All Weapons: ROF =AR (sling 1/1) Shots = 1 Armour: Armour Hardness bonus: Action Penalty: Cost: Leather +20 (+10) -5 3C Type Medium shield Mass Min M 5 lbs M 5+ Cost 10 Crowns 203

The following skills are available in this period: Physical: Active, Climb, Creep, Open, Survive (Temperate, Tropical, Desert, Ice wastes, Sea), Sailing/Pilot (water, flying), Shoot (point familiarity option), Melee (point familiarity option), Shield, Skinclad, Track, Unarmed Combat. Mental: Gaming (point familiarity option), Healer, Folklore, Workskill (Butcher, Carpenter, Knapping Cook, Leatherworker, Painting). Soul: Arcane, Act, Compose, Décor, Instrument (point familiarity option).

17.32 Neolithic: 17.32 - Neolithic:
This era is typified with the appearances of the first small empires and sizable settlement aggregation, most significantly within the region’s administrative centre. Neolithic economies are based on agriculture and herding. Weapons and tools are still based on flint, stone and wood, but civilization has now learned to work a few soft metals. The first wizards appear in this era. The range of gods remain the same but the spirit world is unifying in this era – Saints can now choose to be either agents or pantheists. The following cultures are available in this era: Aesthetic, Barbarian, Hunter, Idyllic, Imperial, Spartan, Trader, Revier and Wanderer. Available Innovations: Agriculture, Cities, Herding, Towns, Empires, Soft Metals, Sailing (Barge), Stone Buildings (pillar) and Wizardry. May also have mounts, mathematics and writing but some Neolithic cultures do not discover (or require) them. Available weaponry is virtually identical to the Stone Age, but with the following additions: Melee Weapon factors Weapon WF M/D R Type C Matchali 50 10/10 1 wb 5C! Mace 50 10/10 0 ch 2C! Copper Axe 40 5/5 1 wb 20C A copper axe and Matchali can be used against metal armour without immediately being damaged – but reduce WF by 5 every 5 Recounters used in combat. They automatically break if used on metal armour with a value +40 value or more. Increase AM of metal armour values vs. this class of weapon by +20. Ranged Weapons Weapon WF Rng ACC M/D Sling 30 100 -70 5/20 Spear 40 7 -50 10/10 Shortbow 50 30 -60 10/10 Longbow 70 40 -50 15/15 All Weapons: ROF =AR Shots = 1

Type ch sp sp sp

C 10S! 10S! 5C 10C!

The following skills are available in this period: Physical: Active(Active Games) Climb, Creep, Open, Ride (Horse,Great Wulf, Riding Lizard, Flying Mount), Survive (Temperate, Desert, Ice wastes,Sea), Sailing/Pilot (water), Shoot (point familiarity option), Melee (point familiarity option), Shield, Skinclad, Track, Unarmed Combat Mental: Battlecraft, Gaming (point familiarity option), Healer, History, Language, Law, Nature, Present, Region,Theology, Trader. Workskill (Butcher, Builder, Cold Metal Worker, Carpenter, Cook, Farming, Jeweller, Knapper, Leatherworker, Lovecraft, Perfumer, Mason, Painting, Sapper. Soul skill: Arcane, Act, Compose, Debate, Décor, Instrument (point familiarity option)

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17.33 Age: 17.33 - Bronze Age:
By this era empires exist encompassing whole geographical regions – held together by innovations such as mounts, the wheel and sailing craft while being administered from large urban complexes (the first true cities). Society now utilises tools made from cast bronze. Wizards are commonplace. By this period the Gods have had some offspring – and as a result all those mentioned in Section 10.00 now exist. Available Cultures include: Aesthetic, Barbarian, Decadent, Helot, Hunter, Idyllic, Imperial, Spartan, Trader, Revier, Remnant and Wanderer. Available Technologies: Agriculture, Bronze, Cities, Empires, Glass (paste), Herding, Mathematics, Mounts, Sailing (Galleys), Soft Metals, Stone Buildings (pillar) Towns, Writing, Wheel and wizardry. The following armour and weapons are available in this period: Melee Weapon factors Weapon WF M/D R Type Dagger 20[30] -10/0 0 wb(sp) Club 30 0/0 1 ch Short Sword 30[50] 0/0 1 sp Warsword 50 20/10 1 sp/wb SickleSword 60 20/20 1 wb Mace 50 10/10 1 ch Rapier 30 5/5 1 sp Axe 40 10/10 1 wb Hammer 40 20/10 1 ch Quarterstaff 2 20 0/10 1 ch Spear 2 60 0/10 2 sp WarFlail 70 20/10 2 ch Great Axe 2 80 20/20 3 wb War Maul 2 60 20/20 3 ch Long Spear 1u/ 2 60/120 10/0 3 sp/sp-charge!

C 5C 0 15C 25C 22C 8C 20C 10C 10C 0 1C 9C 15C 12C 3C

Ranged Weapons Weapon WF M/D Rng/ACC S Type ROF C Knife 20 0/10 4 -70 1 sp AS 6C Dart 10 10/10 8 -60 1 sp AS 2S Discus 40 20/20 20 -40 1 ch AS 2C Hatchet 40 15/15 6 -40 1 sp AS 10C Charkram 50 10/10 8 -30 1 wb AS 3C Spear 50 10/0 10 -50 1 sp AS 1C Javelin 60 10/10 12 -20 1 sp AS 2C Sling 50 10/20 100 -60 1 ch 1/1 2C Shortbow 60 10/10 50 -60 1 sp AS 6C Longbow 80 15/20 60 -60 1 sp AS 12C Elfbow 100 10/10 100 -40 1 sp AS ? Bronze weapons become damaged on a Break plus any double <Ghost!> Error roll and cannot be used effectively until repaired. Bronze weapons also lose their “edge” quicker than iron or steel weapons and must be resharpened after every melee - or inflict only half their

205

WF value. Bronze weapons must be recast when damaged – losing any enchantment they possessed in the process. A successful Fix spell avoids this! Armour
Armour Hardness bonus: Weight Action Penalty: Padded +10 (+5) 3lbs -20 Leather +20 (+10) 2 lbs -30 Ringed/boiled +30 (+10) 6 lbs -30 Ringed and boiled +40 (+20) 12 lbs -40 Metalled Torso Armour +50 (+20) 30 lbs -30 Bronze Breast Plate +60 (+30) 20 lbs -20 Limb Armour (per limb) +60 (+40 total) 10 lbs (per limb) -10 SHEILDS: Cost 10 Crowns 15 Crowns 30 Crowns Cost: 1C 2C 5C 12C 70C 120C 70C

Type Medium shield Round shield Tower shield

Mass Min M 5 lbs M 0+ 7 lbs M 10+ 20 lbs M 20+

The following skills are available in this period: Physical: Active(Active Games), Climb, Creep, Drive (Chariot, Wagon, Boat), Open, Ride (Horse, Great Wulf, Riding Lizard, Flying Mount), Survive (Temperate, Desert, Ice wastes, Sea),Sailing/Pilot (water, flying), Shoot (point familiarity option), Melee (point familiarity option), Shield, Skinclad, Track, Unarmed Combat, Martial Arts (Kicks, Throw, Defence, Chop). Mental: Battlecraft, Education, Gaming (point familiarity option), Healer, History, Language Law, Nature, Present, Philosophy, Region, Logos, Theology, Trader, Workskill (Armoury, Bronze Worker, Butcher, Builder, Carpenter, Chandler/Inn Keeper, Cook, Farming, Jeweller, Knapper, Lovecraft, Leatherworker, Mason, Painting, Perfumer, Sapper, Other) Soul: Alchemy (Point Familiarity Option), Arcane, Act, Compose, Debate, Décor, Instrument (point familiarity option).

17.34 Age: 17.34 - Iron Age:
Society is as much as it was in the Bronze Age – but enhanced by new innovations within architecture, farming and sailing. Most significantly of all, weapons and tools are made of a new metal – iron, a development so significant that it effectively defines this epoch. By this era empires now encompass whole geographical regions. Such empires are held together with new innovations such as riding animals, the wheel and sailing craft, administered from large urban complexes (cities). Wizards are commonplace. Available Cultures: All types. Available Technologies: Agriculture (Villa), Bronze, Cities, Empires, Glass, Herding, Iron, Mathematics, Mounts, Sailing (Galley), Soft Metals, Stone Buildings (Arch and Dome) Towns, Waterwheel, Writing and Wheel. All skills are available without restriction by this period.

206

Melee Weapon Dagger Club Short Sword Warsword Hero Warsword King’s Warsword Mace Rapier Axe Hammer Quarterstaff 2 Spear 2 WarFlail Great Axe 2 War Maul 2 Long Spear 1u/ 2

WF 20[30] 30 30[50] 50 50 60 50 30 40 40 20 60 70 80 70 60/120

Weapon factors M/D -10/0 0/0 0/0 20/10 30/20 30/10 10/10 5/5 10/10 20/10 0/10 0/10 20/10 20/20 20/20 10/0

R 0 1 1 1 1 1 1 1 1 1 1 2 2 3 3 3

TYPE wb(sp) ch sp sp/wb sp/wb sp/wb ch sp wb ch ch sp ch wb ch sp/sp-charge!

C 5C 0 15C 25C 250C 1000C 8C 20C 10C 10C 0 1C 9C 15C 12C 3C

s s

Weapon Knife Dart Throwing Star Discus

AM

Javelin
Hatchet Charkram Spear Sling Shortbow Longbow Elfbow Crossbow:
Repeating Crossbow

10 5

WP 20 30 30 40 60 30 40 50 50 60 80 10 20 50

RANGED WEAPONS: ACC M/D Rng TYPE -60 0/10 4 sp -50 10/10 8 sp -30 10/5 6 sp -40 20/20 20 ch -20 10/10 12 ch -50 15/15 8 wb -40 10/10 8 wb -40 10/0 10 sp -60 10/15 100 ch -60 10/10 50 sp -50 15/20 70 sp -20 10/10 100 sp -20 10/10 80 sp -50 0/0 35 sp

S 1 1 1 1 1 1 1 1 1 1 1 1 1 6

ROF C AS 6C AS 2S AS 4S AS 2C AS 2C AS 10C AS 3C AS 1C 1/1 2C AS 6C AS 12C AS ? 1/3 20C AS 12C

Composite bows: +20 rng, + 20 penetration and double cost.

Wide bladed weapons bend on any double <Ghost!> Error roll result. This induces an additional 40 Difficulty to hit and halves weapon’s WF until unbent (taking 1 Recounter of inaction to do so).

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Armour
Armour Hardness bonus: Weight Action Penalty: Padded +10 (+5) 3lbs -20 Leather +20 (+10) 2 lbs -30 Ringed/boiled +30 (+10) 6 lbs -30 Ringed and boiled +40 (+20) 12 lbs -40 Metalled Torso Armour +50 (+20) 30 lbs -30 Bronze Breast Plate +60 (+30) 30 lbs -30 Iron Breast Plate +70 (+40) 18lbs -20 Limb Armour (per limb) +60 (+40 total) 10 lbs (per limb) -10 SHEILDS: Cost: 1C 2C 5C 12C 70C 100C 120C 70C

SHEILDS: Type Bonus Bucklers Wooden b -20 Metal b -20 Medium shield b 0 Round shield b +10 Tower shield b +30 b = blocks frontal missile attacks

Weight 3lbs 5lbs 5 lbs 7 lbs 20 lbs

Min M M 0+ M 5+ M 10+ M 15+ M 25+

Cost 5C 10C 10C 15C 30C

17.35 Medieval: 17.35 – Early Medieval:
By this period many of the Iron Age era empires have collapsed and become more localised, although some survive to become powerhouses of wealth, exotic goods and invention. This period sees innovations in ironworking - Steel becoming commonplace for weapons by this era. New fighting methods utilising the stirrup are also very evident In some worlds Monotheism becomes the sole permitted faith, with other faiths deemed “Pagan” and consequentially reviled. Available Cultures: All types – Feudal being especially commonplace. Available technologies: Agriculture (Manorial), Bronze, Cities, Empires, Glass, Herding, Iron, Mathematics, Mounts, Sailing (Drakkar), Steel, Stirrups, Soft Metals, Stone Buildings (Arch and Dome) Towns, Writing and Wheel. Weapons and Armour: as Late Medieval but omit Warhammer, GreatSword, Crossbow, Lance, Yewbow and all Gunnes. In place of the lance, warriors use the Long Spear. All Armour and shields other than Plate mail, Field Plate and Dragoon Armour are available. Wide bladed weapons rarely get bent in combat by this era.

Medieval: 17 .36 - High Medieval:
While identical to the Early Medieval era in most respects, by this period the localised states of the Early Medieval period have grown to become successor empires, often less centralised than their precursors. Various incremental innovations further aid economic growth and warfare. Plate mail and early (crude) firearms also often appear by this era. Available Cultures: All – Feudal and Empire being especially common,

208

Available technologies: Agriculture (Manorial), Bronze, Cities, Empires, Glass, Herding, Iron, Mathematics, Mounts, Sailing (Gallons), Steel, Stained Glass, Stirrups, Soft Metals, Stone Buildings (Arch and Dome) Towns, Warhorses, Windmill, Writing and Wheel. Weapons and Armour: As “Late Medieval” but omitting Greatsword, Warhammer and all Guns. All armour and shields other than Field Plate and Dragoon Armour are available.

17.37: 17.37: Late Medieval .37
Most technologies featured in Magonia are available by this era. In some settings this epoch’s innovations pave the way for radical future development, while this marks the maximum possible degree of advancement in other worlds. Firearms often become more commonplace, but have yet to supplant older ranged weapons. Available Cultures: All types. Available technologies: Agriculture (Crop Rotation and Enclosure), Bronze, Blast Furnace, Cities, Empires, Glass, Gunpowder, Herding, Iron, Mathematics, Mounts, Sailing, Steel, Stirrups, Soft Metals, Stone Buildings (Arch and Dome) Towns, Writing and Wheel. Weapons and Armour available (Late Medieval era):

Melee combat!
Weapon Human bite Human punch Human kick/headbutt Human chop Dagger Club Short Sword Warsword Hero Warsword King’s Warsword Falchion Axe BattleAxe Mace Hammer Quarterstaff 2 Spear 2 WarFlail Bastard Sword 1/2 WF -30 -50 -40 -20 20[30] 30 30[50] 50 60 70 60 40 70/80(-10E) 50 40 20/40 60 70 70/80 90 (+10E) 110 (+10E) 60 50 70 M/D -10/-10 -10/-10 -10/-10 0/0 -10/0 0/0 0/0 20/10 Rng 0 0 0 0 0 1 0 1 Type ch ch ch ch wb[sp] ch wb[sp] wb/sp C X X X X 5C 0 15C 25C

30/20 30/10
10/10 10/10 20/15 10/10 20/10 0/10 0/10 20/10 10/10

1 1
1 1 2 1 1 1 2 2 2

wb/sp wb/sp
wb/sp Hwb Hwb/sp Hch Hch ch/ch metalled sp sp or ch wb/sp

250C 1000C
22C 10C 12C 8C 10C 0/1C 1C 9C 30C

s s

Tuck Warhammer
War Maul Pole Arm: GreatSword Great Axe War Maul Long Spear 1u/ Lance 1u/2

2
2 2 2 2 2 2

15/15 20/10
20/20 20/0 20/20 20/20 20/10 10/0 20/20

2 1
3 3 3 3 3 3 3

sp sp
Hch ch sp

30C 20C
12C 12C 40C 15C 12C 3C 2C

50
100 90 70 80/160 100/200

wb
wb/sp Hwb Hch sp/sp charge sp/sp charge

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RANGED WEAPONS:

Weapon AM WF ACC M/D Rng Type S ROF Dart 20 -50 10/10 8 sp 1 AS Knife 30 -60 0/10 4 sp 1 AS Throwing Star 30 -40 10/5 6 sp 1 AS Hatchet 40 -50 15/15 8 wb 1 AS Charkram 50 -40 10/10 8 wb 1 AS Hatchet 40 -50 15/15 8 wb 1 AS Spear 50 -40 10/0 10 sp 1 AS Sling 70 -60 10/15 100 sp 1 1/1 Shortbow 60 -60 10/10 50 sp 1 AS Longbow 80 -50 15/20 70 sp 1 AS Yewbow 100 -40 20/30 80 sp 1 ! Elfbow 110 -20 10/10 100 sp 1 AS Crossbow: 20 120 -20 10/10 80 sp 1 1/3 Arquebus 40 150 -80 10/10 100 wb 1 1/6 Repeating Crossbow 10 60 -50 0/0 35 sp 6 AS Handgunne 30 100 -100 10/20 20 wb 1 1/8 Arquebus 40 130 -80 10/10 100 wb 1 1/6 Composite bows: +20 rng, +20 WF and double cost. Yewbows cannot be so enhanced

C 2S 6C

4S 10C 3C
10C 1C 2C 6C 12C 16C ? 20C 30C 12C 20C 30C

Armour

Armour Armour Table (“Late Medieval” era): Hardness bonus: D-ADD Weight Action Penalty:
+10 +20 +30 +40 +50 +60 +80 +80 +100 0 +10 +10 +20 +20 +30 +30 +40 +50 3lbs 2 lbs 5 lbs 10 lbs 30 lbs 25 lbs 14 lbs 50 lbs 60 lbs -10 -5 -30 -10 -20 -30 -15 -30 -20

Cost:
1C 2C 5C 12C 50C 60C 100C 500C 1000C

Padded Leather Ringed/boiled Ringed and boiled Metalled Chain Breast Plate Platemail Field plate:

Option: Action penalties can be circumvented by purchasing Armour Adeptness. SHEILDS: Type Bonus Bucklers Wooden b -20 Metal b -20 Medium shield b 0 Round shield b +10 Kite Shield b +20 Tower shield b +30 b = blocks frontal missile attacks

Weight 3lbs 5lbs 5 lbs 7 lbs 7 lbs 20 lbs

Min M M 0+ M 5+ M 10+ M 15+ M 20+ M 20+

Cost 5C 10C 10C 15C 20C 30C

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Medieval: 17. 38 - Post Medieval
While similar to the late Medieval era in most respects, a number of significant technologies become notably refined during this period; resulting in significant social change. Guns – most notably the musket - dominate the battlefield, despite their drawbacks. The Yewbow still sees occasional use; but is gradually disappearing from the battlefield. Many melee weapons have dropped out of favour, mostly supplanted by daggers and swords that emphasize lightness and defense. While armour has been improved to compensate for the greater penetration of firearms, it is generally unpopular with feet soldiers due to the increase in weight necessary to achieve this. Shields are now rarely used. Understanding of medicine and technology achieve various breakthroughs, resulting in “natural science” threatening to usurp magic as the key means to heal, understand and create! Melee Weapons: Weapon Dagger Club(musket butt) Axe Hammer Main Gauche Rapier Warsword Cutlass Musket butt Pike 1u/ 2

WF 20 20 40 20 30 30 40 50 30 90

M/D -10/0 0/0 10/10 10/10 0/-10 5/5 10/10 15/10 10/10 10/0

R 0 1 1 1 0 1 1 1 1 3

Type sp ch wb ch wb/sp sp wb/sp wb/sp ch sp

C 5C 0 10C 6C 8C 20C 25C 22C (Musket) 3C

Swords may be fitted with a Basket hilt = this adds +20 bonus to parry RANGED WEAPONS: ACC M/D -40 20/30 -20 10/10 -50 10/10 -60 10/10 -40 15/10 Armour:
Armour Hardness bonus: D-ADD Padded +10 0 Leather +20 +10 Buff Coat +40 +20 Dragoon Armour: +100 +50 Full Dragoon Armour: +120 +60 Weight 3lbs 2 lbs 4lbs 60lbs 80lbs Action Penalty: -10 -5 -20 -30 -40 Cost: 1C 2C 10C 400C 800C

Weapon Yewbow Elfbow Pistole Arquebus Musket

Type AM sp sp wb 20 wb 30 wb 40

WF 100 110 80 130 160

Rng 80 100 30 100 200

S 1 1 1 1 1

ROF C ! 16C AS ? 1/6 40C 1/6 30C 1/5 40C

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17.39 Era: 17.39 - Technomagical Era: .3
In some worlds magic and technology merge to create amazing new devices impossible in historical eras. This results in a Late/Post Medieval like culture with flying vehicles, occasional exotic weapon and (optionally) a greater availability of magical items. Social Organisation: As per Late Medieval, although more cultures veer towards Democracies, Republics and Trade Alliances (best represented by the Aesthetic, Decadent, Idyllic, Imperial, and Trader cultural options) Few Barbarian, Revier or Wanderer cultures still exist by this era. Available Cultures: All types.
Skills: All the old skills are available, in addition to the following new ones: Mental – New Workskills: Engineer: The ability to create sophisticated mechanical devices composed of cogs, springs and similar mechanics. Character must also have a D rating of 10+. Often combined with magical knowledge to create even more highly advanced machines verging on the miraculous! Steam Engines: The knowledge to create and maintain steam powered engines. A rare skill, requiring Engineer 40 as a perquisite. While a significant improvement on the water wheel, steam engines have a distressing tendency to explode; requiring the engineer to pit their skill vs. a Difficulty of 40 to avoid a serious accident every game week! Soul: The Alchemist skill tends to be more commonplace in this era – and may be improved by a greater understanding of magical and chemical processes

The G.M can rule that magical production technology has improved by this period, resulting in magical items being produced at half base Difficulty and at 1/10th the cost in lost attributes. In such settings they may sometimes be available for general purchase in “magic shops”. Common examples of technomagical inventions that may be available include: Drawing Lens and Mirror Adds the drawing of objects by projecting their images onto a canvas via an arrangement of mirrors and lenses, adding +20 to any skill with involves drawing a real life subjects. Requires a shaded work area. Cost 20C. Flying Ship A wide variety of Flying Ship can exist in a fantasy campaign, the precise types available ultimately determined by the setting’s cosmology (as defined above). They can either resemble a sailing ship - complete with sails, an open-decked hulk or a more exotic form (such as a metallic disc or tube, with or without an external platform). The most common type is the Air-ship, capable of reaching heights of several hundred feet or so above the ground, their ceiling limited to regions with sufficient air and bearable temperatures. Space-Ships may also exist – a specialist form of Air-Ship capable of reaching nearby moons and planets. Star-Ships may also be possible in some settings; these can reach the nearest stars in a comparatively short amount of time- many utilising devices which incorporate exotic variations of the astral leap spell.

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Flying Ship: Armour +10 to +200 HD/MP: 600/60 Crew: 10 Passengers: 20 Endurance: 1 month. Mass: 20 tons Cargo: 50 Speed - Air-Ships move at spd 20-200 Space-Ships: take 1 day to reach world’s nearest moon or 1 week to reach nearest planet. Star-Ships: 1 month to reach the nearest star; some very rare craft have a special Astral Leap ability and can reach the same distance in a day. Cost: Airships cost 20,000 crowns, Space-Ships = 100,000 crowns, Star-Ships = 200,000 (Astral Leap Star-Ships = 500,000). In some settings Flying Ships are restricted to travelling along natural magical lines of force which both interlace the sky and outer space. Goluu: In some settings, rich technomagical households may have access to Goluu, mechanical servants used either for menial tasks or protection. Costs vary widely due to quality and extent of ornamentation used. They are incapable of independent thought or creativity – only capable of performing tasks they have been designed for. A general purpose Goluu is detailed below D I HD/MP M/S P/K WF MV Class ARM Goluu +10 +10 60/3 +50/+40 +60/+20 40/W 20 V +20 This model costs around 2000C: with Goluii generally costing in the region of 1000C- 5000C or more, depending on materials, quality of build and attributes. Horseless Carriage In some settings horseless carriages exist – rivalling conventional carriages but precluded from widespread use by their expense. Most Horseless Carriages are open-topped vehicles with solid wheels, but having excellent off-road suspension. In worlds where such devices exist, their owners often vocally demand improvements in the road network - while the authorities find ever more ingenious ways of taxing them! Horseless Carriage: Armour +5 H/W/T: 30/100/30 Crew: 1 Passengers: 2-6 Endurance: 200 miles. Mass: 0.5 tons Cargo: 0.10 tns Speed - 40-180 - In some settings horseless carriages have infinite energy if used within 200 feet (or so) of a ley line or similar source of magical power associated with the landscape. Portal: A fixed magical device resembling a large, thick doorway capable of instantly transporting those stepping through them to another place – either located elsewhere in the setting world or to a different world altogether! Range and limitations of portals should be determined by the GM to best suit the game backdrop. They take from 1 month to 1 year to build. Cost/value circa 50,000+. Light-Trap: This device stores upto 20 images, which can be projected as sizable 3-D pictures on a wall for later viewing. Costs 200C + 200C for a storage gemstone.
Sound-Trap: As above, but can store (and play back) upto 5 hours of speech. LogBox:

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This large device provides a +40 bonus for tasks involving detailed calculation and halves time taken to perform them. A Logbox costs 1000 crowns. Weapons: The following technomagic weapons and armour detailed below - Ryfles and Pistoles in particular - only exist (or are at least widely available) with G.M approval! Arcane Weapons take the form of a mace, sword or spear (or similar) with a magically enchanted gem mounted in its hilt; which release a blast of magical force on hitting a target. Usually breaking conventional melee weapons on contact, Arcane weapons have a +100 WF bonus. An Arcane weapon’s powersource lasts for 20 Recounters of combat – thereafter requiring 30 Recounters of rest to recover 1 Recounter’s worth of blasting energy. The gem powering the arcane weapon eventually loses regeneration ability after 20 combats and must thereafter be replaced at a cost of 40C . The Assault Crossbow is a mass production and markedly more lethal version of the Automatic Crossbow; effectively the technomagical equivalent of an assault rifle! A Bhal-Zul-Ka is a large tube shaped weapon firing an explosive missile. This single shot weapon applies its damage value to all targets within a 5 feet area. An entity standing at the impact point of the weapon (as selected by the shooter) takes an extra +80/+40 damage; but the weapon must only be used against targets more than 20 feet away from attacker - else the user takes a 60 Attack inflicting 40/20 damage. Additionally, anyone standing within 1 feet behind the weapon while fired automatically takes a 40/20 hit! Fireseed Gunnes attack targets through releasing gouts of magical fire. For three times normal cost, the Dragonne Fireseed gunne is available, which affect all targets within 5 feet of the central impact point (as defined by the shooter). A SunRay Gunne emits a concentrated beam of light at targets. A magical gem is used to both focus and power the ray - the GM can rule it burns out after 40 rounds of combat and must be totally replaced thereafter (costing 30C). A Ryfle is a semi automatic version of earlier Gunnes. More accurate than earlier firearms, it uses hard-cased ammunition containing an integral source of black powder ignition- markedly improving its reliability. A ryfle has an ammunition capacity of 10 shots and can be reloaded in 1 Recounter. A Pistole is an advanced miniaturised gunpowder weapon, easily concealable and usable in one hand. The weapon’s ammunition cylinder is located behind the barrel and holds six hard-cased cartridgespistoles can be reloaded in one Recounter of combat inactivity.

For G.Ms willing to use technomagical weapons, armour to counter these devices are also included below.
Assault Crossbow Bhal-Zul-Ka Fireseed Gunne Ryfle Pistole SunRay Gunne Armour Mirrored Padded Silk FlameProof Suit StarMetal Alloy Suit StarMetal Breastplate Mirrored StarMetal suit Dmg 80 300 200* 140* 80* 300* Range ACC 60 -30 40/5 -40 50 -60 120 -50 60 -50 150 0 M/D 0/0 20/20 10/10 10/10 15/15 0/0 Shots ROF 12 1 1 1/5 1 1/3 10 2 6 2 20 3 COST 30C 200C 500C/2000C 80C 80C 200C Cost: 50C 200C 100C 2000C 1000C

Hardness DM Weight +20 (+200R) +20/+100 5 lbs +120(B) +60 3 lbs +300(F) +300(F) 20 lbs +220(u) +100 20 lbs +220(u) +80 10 lbs +220(u) (+140R) +100 22 lbs

Action Penalty: -10 -10 -40 -20 -10 -20

2500C

R=vs Sunrays only! +10 vs all other attacks (+100 bonus to spot anyone wearing mirrored armour); F= vs Fireseed guns only; +20 vs. others. B = vs Bullets and melee only – halve for all other attacks.

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17.40 only). 17.40 - Social Factors (Main Game Setting Area only).
The G.M should consider and define the main game area’s social organisation and history at this stage; based on the following guidelines. It is recommended that the setting’s builder read through each group of choices and picks whatever appeals to them – or best fits a setting/genre. This section of the world design system initially determines the main game area’s general form of governance:
The area is a…. 1: Democracy The country is a democracy. Historically, this was a rare form of government until fairly modern times but is ideal for fairly benign cultures threatened by external forces (or by more reactionary forces from within). This a valid social condition for an Aesthetic, Barbarian, Decadent, Idyllic, Remnant, Spartan, or Trader cultures). Rulers are elected by/from a pool consisting of: • Seraphs. • Adults (aged 21+). • Landowners. • Nobles (status 1+). • A Profession (Criminals, Merchants, Priests, Saints, Wizards, etc.) • A specific species. • Sexist = One or more of the above – but women are excluded. • Racist = One or more of the above– but other species/Variants are excluded. 2: Dictatorship Usually the norm in historical cultures, this category represents rule by a leader or select group enjoying absolute control over the realm and its people. This is a valid social condition for Aesthetic, Barbarian, Decadent, Feudal, Helot, Idyllic, Imperial, Revier, Remnant, Spartan, Trader and Wanderer cultures. While far from being an ideal form of government it can have benign forms - as represented by idealised leaders such as King Arthur. The Dictatorship is ruled by: A King or Queen originating from: • An established dynasty. • A newly established dynasty. • The General populace = the ruler’s spirit is thought to reincarnate into another body on death (or be replaced by a new “ruler spirit”)! • The shadows = The king is a puppet, with others actually ruling behind the scenes! • Minor Royalty = The king is only a petty king, ruling on behalf of a large empire. • Symbolic Petty Rulers = The king is officially deemed a “Duke”, “Chief” or similar - one of many such sub-rulers scattered throughout the realm. However, there is little or no actual contact with their “overlord” – the “state” upon which this social hierarchy is based deriving from a long-defunct empire! • Parliament = The ruler is “advised” by a “hereditary” parliament comprising of powerful nobles (and maybe also priests and other interest groups) .

Proles = The ruler is “advised” by an elected parliament, consisting of those eligible to vote.

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… Or someone else other than a King, who is: • A Noble = An aristocrat effectively rules the country. • Military = The army or cabal of militaristic nobles. • A Prole = A powerful leader with commoner origins. • A Mystic = A powerful Wizard or Saint (or a cabal of same). • An Alien = From a non-human group. • Inhuman = A powerful monster or unliving being. • A Demigod = A powerful Seraph or Servitor. • A Professional = From a specific profession (Wizard, Saint, Merchant, criminal, etc.) 3: Anarchy: The country is subject to no rule of law, or is a place where they are laxly enforced. Historically, this is a very rare polity – at least as an enduring condition. However, many real cultures have experienced periods of anarchy, which make for interesting adventuring situations. Many Swords and Sorcery worlds are sufficiently free-wheeling to be effectively anarchies – law often enforced only near a leader’s stronghold! Anarchy is a valid social condition for Aesthetic, Barbarian, Decadent, Feudal, Helot, Idyllic, Imperial, Revier, Remnant, Spartan, Trader and Wanderer cultures. • • • • • • Civil War = The country is suffering from a protracted civil war. Invasion = The country is often attacked by forces from outside (either of the same or different species). Lax Rule = The rule of law is very lax and limited in scope. Corrupt = The rulers and administrators are corrupt and in the pay of lawless elements. Free = The population follows few laws due to personal choice. Harmonious = The populace is so innately lawful that there is no need to enforce law!

The region’s general aspect is then determined: This region is organised on the following level: • Nomadic = Population is nomadic and the country has no permanent settlements. • Village = Each settlement has full autonomy over its region, but nowhere else! • Towns = As above, but with larger zones of control and “market towns” appearing. • City States = The country is controlled by a series of states focused around cities. • Kingdoms = The country consists of a series of independent kingdoms. • United = While composed of distinctive regions, the country is controlled by a single ruler. • Single Kingdom = The country is considered to be a single state, with no divisions. - Countries organised at Kingdom or greater level are often further divided into “baronies”, “manors” “districts”, “counties” or “shires” for ease of administration. In regards to population the country: • Crowded = Is very crowded. • Teeming = Densely populated. • Base = Has an average population. • Scattered = Has a low population. • Isolated = Is sparsely populated. • Empty = The land is virtually empty (of humans….). - Also note whether the country has a mixed racial population or consists almost exclusively of members of a specific race or species.

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The country is: • ‘Taped = Stifled by needless bureaucracy. • Efficient = Well run and ordered. • Fair = Fairly well run. • Shoddy = Laxly run. • Weak = Very poorly run – with civil crises often flaring up as a result! Taxation is: • Oppressive. • High. • High & = taxes are high, new ones often raised on the slightest pretext. • Targeted = Certain items are heavily taxed to discourage their use. • Conditional = Some items or individuals are exempt from taxation. • Average = Set at average levels. • Low. • Very Low. • Variable = Only imposed when required – but is of a variable level depending on need. • Purposeful = Select a taxation level (“average” or more); the state provides citizens with many services and utilities. • Arbitrary • Tight-fisted = Select a taxation level (“average” or more); the state provides citizens with virtually no benefits for their taxation! The rule of Law is: • Oppressive. • Stern and strict. • High-handed and unfair. • Average. • Lax. • Variable = Does not apply to everyone equally. • Loose utopia = Virtually non-existent; but society remains well ordered. • Dystopia = Law is non-existent; the land is plagued by bandits and criminals. • Insurgents = Select one degree of law above – but whatever it is the state has to deal with a significant rebel faction or lawless element. The Land’s resources are: • Bountiful = Very abundant for virtually everything. • Fair = Good for some minerals, abundant in regard to a few others. • Average = Good in regard to some elements. • Uneven = Average in most areas, but lacking a few elements • Poor = Poor in regard to most elements • Exhausted = centuries of mining and exploitation (and/or an ancient war…) has exhausted the land and left it polluted - quarter farm yields. Most resources have to be imported. Resources relevant to this game include: Building Stone (required for Stone Buildings), Copper and Tin (required for Bronze), Flint (required for stone tools), Gold, Gemstones and Diamonds, Iron (required for all Iron Age+ era tools), Lead (for sling and gunne bullets), Lime (required for farming), Plough Soil (required for Agriculture), Silver, Star Metal, Timber, Wizard Gems, Water.

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17.41: Other places, other times. The system concludes by defining the setting’s general and regional history via the Eras of Main Setting and the Recent History tables. Ideally, other areas adjacent to the main setting should be expanded using Section 17.40 and the two tables below as and when time or necessity permits. Alternatively the G.M should at least (roughly) note the following:
• • • How many neighbouring powers are there adjacent to the game-setting region? What are their names? Who controls them - humans, another species or a diversity of species? What is their relationship to the main game setting area? What are their most distinctive aspects?

Ages of the World: Some settings may have multiple historical periods or “ages”. While these rarely affect play they are sometimes useful for providing ideas for adventures (and a source of rare and powerful magical items). The G.M should define as many of these as he or she desires, noting how long ago each one occurred, how advanced it was, how long it endured and how it ended. Also make a note of significant events and people that marked it as a distinctive epoch. The form below provides a means to encapsulating this data.

Age: It’s beginning was marked by:___________________________________________________________ This era was Stone Age/Neolithic/Bronze Age/Iron Age/Early High Late Medieval /Technomagical It was a Time of ______________________________________________________________________ It lasted ______________________(years/ ) It Ended because_____________________

___________________________________________________________________________________ Most significant events & people:_______________________________________________________ ___________________________________________________________________________________

Some example events are cited below for inspiration – combine and add to this list as desired: Abundance; Absolution; Act; Addiction; Advancement; Alliance; Amendment; Anathema; Antagonism; Art; Artefact; Appearance; Beginning; Banishment; Beguilement; Birth; Betrayal; Blasphemy; Blessing; Boom; Chaos; Crime; Crusade; Creativity; Civil War; Curse; Conquest; Corruption; Conversion; Culture; Contentment; Destiny; Decline; Discovery; Decadence; Discontent; Decay; Death; Disaster; Divine; Drug; Destruction; Elder Race; Expansion; Exploration; Extinction; Enlightenment; Evil; Ending; Fall; Faction; Fate; Fragmentation; Gods; Genocide; Genius; Gift; Glory; Good; Heresy; Heroes; Intervention; Ignorance; Invention; Ideology; Invasion; Imbalance; Influence; Judgement; Knowledge; Learning; Law; Lawlessness; Legends; Oath; Occurrence; Obligation; Oppression; Omen; Overlord; Plague; Peace; Poverty; Plenty; Magic; Manifestation; Miracles; Migration; Monuments; Monsters; Nation; Neglect; New Peoples; Rebirth; Rebellion; Reformation; Retrogression; Recession; Sin; Strife; Stasis; Transgression; Transformation; Trade; Terror; Unification; Valor; Vice; Virtue; War; Wisdom; Wealth; Wasting.

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18. Monsters: 18.0: Creatures & Monsters:
18.10 - A Rough Guide to (some of) the Creatures and Monsters of Magonia: In comparison with other fantasy RPGs, Magonia features relatively few monsters - this is deliberate! While others doubtless exist, Magonia attempts to reflect the situation reflected in most works of published fantasy – which tend to feature only a few classes of monsters, utilised in a sparing manner. Worlds containing too many different monsters are difficult to rationalise, in terms of even a superficially convincing ecology. Additionally, sophisticated human cultures would find it difficult to thrive in worlds effectively bursting at the seams with hostile monsters! Furthermore, focusing on a few monster races permits them to acquire a greater degree of depth and significance within the game-setting. Another thing to note is that, in Magonia, killing a “monster” may not necessarily be the best approach! Some “monsters” have societies as rich as that of humanity, Elves or other comparable cultures. In some settings “monster” societies may have co-existed alongside that of humans for decades or even centuries! This chapter mainly deals with non-humiform Creatures and Monsters. As information on real world beasts can be found almost anywhere, only their game statistics are presented below. The G.M has the final say as to what monsters exist within their Game setting –creative G.M’s may also wish to amend or add details to enable certain monsters to better fit within it.
Creatures and monsters starting with negative WND totals represent beings less robust than normal; either due to being very small and/or frail. This is for purposes of WND tolerance only, they don’t enter play with TUOR penalties! Once they receive injuries they do suffer the relevant WND modifier, however!

18.20- Beasts: Presented below is an abstracted – and highly selective - list of various everyday animals likely to be encountered during an adventure. This list also includes some extinct creatures and adjusted existent ones. The latter are merely bigger and (usually) nastier versions of “real” creatures but have no other special abilities - hence their inclusion in this list. 18.21- Beast Effect and Expanded Combat Rules Wnd Hits: Size “z” and “u” creatures cannot inflict Effect class injuries and inflict only cited Wnd damage! Size “vs” can inflict Effect injuries but add +40 to Wnd/Effect injury rolls. 18.22 - Beast Skills: Beasts have no Mental or Soul skills, but the instinctive equivalent of some natural skills. Their Climb and Creep skills equal their D rating, while they have an Active and Melee skill equal to their M score. “T” class creatures have Tracking skill equal to their highest rated physical attribute. For game purposes halve, double or triple M, S and D ratings to simulate weak, tough and very tough versions of these creatures. If desired adjust WH, DMG and MV when attributes are lower or higher than their cited attribute ratings. 17.23 - How smart are beasts? Should the need arise, the G.M should consider tiny beasts as having an I of -40, while small, medium and large beasts have a rating of -10, 0 and +10 respectively in that attribute. Add +10 to this rating for carnivores, +10 for animals considered by folklore as “intelligent”; but – 10 for reptiles. This I rating represents basic reasoning only – animals (usually) having no 219

technical or knowledge skills! In some settings animals have magical intellect: being as self aware as humans and able to fully comprehend human speech, especially during ritually important times of the year or in magical places. Some animals (usually “King of the Beasts” versions of their species) can also talk to humans; but usually only when necessary - at all other times using “mute speech” type animal calls. They are likely to have an additional +10 to +40 I and x2 to x5 M, S and D ratings. They also have the Bodily Return Gift and Piety scores (with access to spells associated with Nature or Moon deities).
SZ Insect z Fish u Vermin u Snake u Cat vs Small Dog vs Chicken(cock) vs Falcon vs Large Eagle s Python m Wild Boar m Farm beast m-e Deer m Giant Insect! s Large Dog m Wolf m Donkey m Camel e Horse e Warhorse e Shark m Alligator! m Large Bear! e Rhino h Hippopotamus h Elephant! h Ape e Panther m Lion m Gazelle m Bison! e Sabretooth! m Cave Bear! l Diatryma! m D +40 +20 +20 +30 +30 +20 +20 +40 +20 +20 +10 +10 +20 +20 +10 +20 +10 +20 +20 +10 +40 +50 +20 +40 +20 +30 +40 +30 +20 +40 +20 +30 +20 +30 A Selection of Normal Beasts: HD/MP M/S F -200/-4 0/0 d? -100/-4 -40/+10 0 -100/-4 -40/+10 d -50/-4 -40/+20 p,v? 10/1 +5/+20 0 10/1 +0/+30 t 0/0 0/+20 0 10/0 +5/+20 f,t 20/0 +30/+20 f 40/0 +30/+10 0 60/3 +60/+80 t 50/3 +40/+20 0 40/2 +10/+20 0 v? 30/2 +20/+30 p? 40/2 +20/+30 t 40/2 +30/+40 t 60/3 +40/+50 0 60/3 +40/+60 0 80/4 +60/+60 0 100/5 +80/+80 0 100/5 +80+40 t 50/3 +30/+10 t 110/6 +50/+30 t 150/8 +160/+40 a 130/5 +120/+40 a 120/6 +100/+60 0 30/2 +20/+20 0 50/3 +40/+60 t 70/4 +50/+40 t 50/3 +15/+50 0 110/11 +100/+50 0 60/3 +60/+40 t 100/5 +70/+40 t 40/2 +40/+40 t DMG no no/-100 -200 -120 -100 -20 -100 -20 0 80 50 40 10 50 50 50 20 20 30 40 80 60 60 100 80 80 40 60/40 80/60 20 60 100/80 110/60 60/40 MV ARM 20 0 30 0 22 0 8 0 26 0 30 0 22 0 20/90Fx 0 20/70Fx +10 8 +10 34 +40 26 +10 36 0 22 +50 30 +10 30 +10 34 0 38 0 44 0 30 0 40 +20 34 +50 38 +20 38 +60 38 +20 38 +40 32 +10 30 +10 38 +10 40 0 38 +10 36 +10 34 +20 42 +10

SZ: Creatures size rating: z=minute, u=Tiny VS=Very small, s=Small, m = Mediun e=Tall, l=Large, h=Huge, g=Giant, t=Titanic != creature is prehistoric D = The creatures D score. H/W = the creature’s Hardness and WEnd ratings. M/S = The creatures Muscle and Stamina scores. Adjust damage factors as per the creature’s cited M score if higher than cited. , F = special factors; a=aggressive “herbivore” f= creature can fly. d = creature may carry disease (p99-100). t= creature has Tracking skill. v= Creature damages with venom (p100) DMG = damage creature inflicts when attacking MV= Move Score (flight speed equates to maximum – do not adjust!) ARM = the creatures’ armour rating.

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18.30 - Monsters:
In these rules, the term “monster” is used to describe a creature whose abilities transcend the usual limits of nature. The following list describes the more commonplace dangerous ones; other such creatures exist. Virtually all these vast majority of these creatures have magical intellect as defined above (and as decided by the G.M) –no further adjustments to their statistics are required to accommodate this option! Monsters have a Tracking skill equal to their highest attribute, unless otherwise stated in the features column. G.M’s wishing to introduce more monsters into their game setting are advised to consult the random Creature/Monster rules given in APPENDIX 4.

Monsters:
Creature Ambusher Capumortus Catoblepas Dragon Devourer Grazing Lizard Great Snake Griffon Helhund Hydra Krackenkin Killer Ape Lammae Lindworm Man-Ape Manticore Oaken Death Salamanda Spydr Sphinx Stympi Skyhorse Skylizard Suu Treefeind Terrorsaur Thunderbird Unicorn Wyvern Wulf Winged Snake SZ D I E +20 -30 L +20 +20 L 0 -10 T +50 +60 L -10 -10 H! 0 0 L! +20 -30 M +20 +10 M +20 +20 L +60 0 M +50 +10 E! +20 0 L +50 +10 H! +10 +5 M! +10 0 E +20 +10 G -10 0 M +40 +10 L! +40 +5 L +30 +80 S +10 -10 L +10 +10 L! +20 -10 E +40 +15 M +60 0 H! +50 -20 L! +20 -10 M +40 +40 L! +30 +5 L! +15 0 M! +30 0 HD/MP 60/4 70/4 80/4 200/20 80/4 120/6 100/5 70/3 100/5 100/5 40/2 50/3 70/6 120/8 40/2 60/3 150/7 90/5 80/4 80/5 10/-3 70/3 50/3 60/3 60/3 130/6 40/1 60/3 90/5 80/4 20/1 M/S Features WF MV ARM +30/+80 ak g 10 8 +40 +60/+30 f ~40/# 60/ 60 30F +20 +20 +60/+30 p 80 28 +60 +200/+100 p, f#+100/+50 200/100 30/60Fx 1d10x10 +60/+40 cg 100 10 +20 +80/+60 50 30 +40 +120/+30 ch 20/40 8 +10 +40/+40 f 80 30/80Fx +10 +80/+80 (#)+cf 8 60x6 42 +10 +50/+80 x2 n m5 b 40 20 +80 +30/+20 s,x2 0 30 30 0 +40/+20 ct 30 22 +10 +30/+60 p,d40 h 40/20 46 +20 +60/+80 n 60 18 +20 +30/+10 cks 0 40+20 34 +10 +30/+30 r10/10# 80/40/50 40 +40 +100/+100 b # i~ 50/50/50 30 +60 +40/+40 i# #1 0 40/20 60Fx +20 +40/+60 pgt 80/@~40 30 +10 +30/+60 f,p 80/40 42 +10 +10/+10 f 1d 20 40 +10 +80/+80 f0 20 30/90Fx +10 +20/+30 f 50/20 33 +10 +30/+40 t 60/40 40 +10 +60/+20 t 50/30 20 +20 +100/+20 f 100 30 +20 +30/+15 f 40R 20/40Fx +10 +40/+60 i~ 0 60/120chg 41 0 +60/+50 ~60 60~ 30/40Fx +50 +60/+30 80 40 +10 +20/+10 f ~30 50 30 +10

SZ: Creatures size rating: Z=minute, VS=Very small, S=Small, M= Medium E=Tall, L=Large, H=Huge, G=-Giant, T=Titanic != creature is “Prehistoric” D = The creatures D score. HD/MP = the creature’s Hardness and MP rating. M/S = The creatures Muscle and Stamina scores. Adjust damage factors as per the creature’s cited M score if higher than cited. , F = special features (see below), WF = damage creature inflicts when attacking (add BP) MV= Move Score (flight speed equates to maximum – do not adjust!) ARM = armour rating

Special Features:
# Fire attack = rng 30 dmg +20 per 10 S. One such attack permitted every 20 –S/10 Recounters (#) As above, but body wreathed in flames only (range 0) ~ Poison attack. Take –wnd in italics four intervals spaced 10 mins apart Poison strength equal to monster’s S @”Cold touch” – only wnds to Uncon level, then ineffective

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+ = Vulnerable to Exorcism a= acid attack b= constriction attack c= can skilfully climb trees d= blood drain 1 wnd/Recounter

f= creature can fly
g= can climb (and cling on to) sheer surfaces and “ceilings”. h- hypnosis powers (80 power) k= well camouflaged (+80 skill or as otherwise stated – may suprise) i =immunity to specific agent; #=fire , ~= poison attack or a=acid n = ignores (regenerates) Sever results; loses 2 attacks that Recounter, then recovers. If Sever hit is augmented with fire, sever effect stands m= ignores n number of bleed/sever effects before they have effect as cited on table 0 = no tracking ability.
p= Spell like abilities. Entity has innate Wizardry equal to their S score; choose one spell – Astral Leap, Avaelon Mist, Beast Control, Cloak, Control, Curse. Corrupt, Glories’ Blast, Disease, Eclipse, Element Control, Far Vision, Far Reach, Fireseed, Invisibility, Lightning, Iron Skin, Fearweave, Fix, Fireseed, Fly, Guise, Heal, Illusion, Lux, Petrify, Sorceries Sleep, Spirit Weapon, Smite, Swiftfeet, Superaction, Throw, (natural) Weapon of Fire & Cold.

r = Ranged attack Range 20, dmg equal to M. Can use once every 10 Recounters. s= Long natural reach upt o 3 t= Lures victims by trapping them (as per creature description). u = Paralysing touch or sting. Xn = double number of permitted attack. Option: Titanic sized creatures: Select a size class and Multiply M & H/W. move and damage attributes by A = x5 Apply TUOR negative modifier when creature attempts to use D to snatch and

B= x10

C = x20

D = x50.

18.31 - Thumbnail monster descriptions:
Ambusher An ambusher is a large glob of protoplasmic matter with carnivorous tendencies. Sensitive to vibration, it clings onto an overhang or similar and drops onto any prey passing beneath them. Capumortus A two-headed winged horror; its two long-necked draconic heads attached to a bloated body supported by fearsomely clawed feet. A Capumortus’ head can either emit a stream of fire or possesses an envenomed bite; one head with each ability is commonplace. Catoblepas This ill-tempered creature has a muscular bovine body adorned with a natural coat of shiny scales and fanged porcine head. Some have a withering poisonous breath, strength 80, all within 2 diameter of creature, while a few rare examples have a gaze-based petrifaction attack which they can use once every 10 Recounters. Devourer A creature akin to the Ambusher in form and appearance but more elastic and exclusively grounddwelling. A Devourer moves by bouncing; its preferred form of attack is to career towards potential prey, jump onto them and butcher them by pulling them apart through expanding its body. Dragon Much could be said of dragons! They usually take the form of a 20-60 feet long quadruped lizard with large wings, cruel claws and large fanged maws. They are greatly feared for their fiery breath and incredibly thick skin. Dragons are highly intelligent, avaricious and often evil and are often in the subtle employ of Dark Lords, although some good dragons exist. Being highly magical creatures they often make unusual demands on the communities they live among – usually for regular offerings of

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virgin daughters or treasure (often using the latter as a nesting material). A considerable number of dragons are capable of speech and have either Wizardry or Saint abilities.

Grazing Lizard
A large, thick-skinned plant eating lizard; a survivor from the forgotten Elder Times. The main prey of terrorsaurs, Grazing Lizards can be tamed if a young specimen can be obtained and make slow but dependable and sturdy mounts. Great Snake A creature akin to an abnormally large python. They rarely have venomous bites but some examples are known. Some have the power of hypnosis (80 vrs target’s C; if successful rooted to spot for 3 Recounters (6 on a HERO); this ability must be used in place of an attack. Griffon A flying creature which resembles a combination of eagle and horse. While fairly harmless some develop a taste for horses and donkeys, making them a nuisance to locals. They are occasionally used as mounts by elves and human warrior-heroes. Helhund A supernatural (but not unliving) large black dog like creature wreathed in flames. It is often found protecting sites dedicated to evil, or traversing Ley Lines to reach such places. They breathe flame as a dragon (but only at range 2). Some Helhunds can cast a 100 power Curse on sight, once per combat – which takes effect if the creature is not subsequently slain. Hydra A creature resembling a large thick-bodied snake crowned with around six heads. The Hydra is especially feared for its ability to regenerate its heads when severed in combat – recovering from a Severed result within 1 Recounter unless the affected stump is seared with fire almost immediately afterwards. Krackenkin A land dwelling octopoid creature. While sentient it has little culture or technology, often occupying any suitable ruins they encounter. They will attack anyone who approaches their lair, but will not pursue them relentlessly. Killer Apes Brazen, uncouth …apes who know not their father! Resembling gorillas they have sharp claws and razor-like teeth matching their carnivorous disposition. Highly territorial, they have no culture or technology, living in desolate places likely to provide a lasting food-source. They have a tendency to extensively mark their territory with urine and faeces; making Killer Ape dens especially unpleasant… Lammae This quadruped sustains itself by drinking blood, obtained by charming its victims into compliance. While it prefers to use this ability, it also has fearsome claws and teeth for a direct assault combined with a naturally armoured body. Lindwurm The Lindwurm resembles a large carnivorous scaly worm with a ravenous appetite. They have notable powers of rejuvenation. Many appear to be a form of wingless dragon (but lack a fiery breath).

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Manticore A creature resembling a large lion with a human-like head, and has a body protruding with spines. These can be fired at will (rate of fire =“AS”). Another class of Manticore has a large scorpion-like tail but no spines. Manticore spines are naturally infused with a substance akin to arrowfrog venom, while tailed Manticores inject a more potent toxic poison. Man-Ape A man ape is a tall bipedal ape-like creature with the intellect of a man. Very shy, it has legendary powers of camouflage. While relatively peaceful, it will attack those who it believes are encroaching upon their territory. It uses only crude stone implements as tools and implements and builds no permanent structures. Oaken Death A large sentient plant that resembles an anthromorphic tree. It has a fondness for killing; burying those it slays and burrowing its roots into their remains - feeding on the corpses as they decay. Salamanda A large quadrupedal lizard continuously surrounded by flames extruding from its skin. It suffers no adverse effects from fire, but is adverse to cold. They can breathe fire as a dragon (but with range 5). Skyhorse Other than having wings and a high reasoning ability this creature is equal to a normal horse in all other respects. Much favoured by heroes, Skyhorses are said to come from a large aerial island located just above the clouds. Skylizard With a massive wingspan, a fearsome long serrated beak and an oily black body, the skylizard is a fearsome hunter. As smart as most beasts, it will try to eat anything it encounters if sufficiently hungry. It can eat carrion but prefers fresh meat. Sphinx Possibly the wisest of all “monsters”, a Sphinx has a leonine body with a human-like head. They often act as guardians for sacred sites, protectors of the dead and keepers of cherished secrets. While generally good, they will not hesitate to kill those they deem to be profaners; being especially harsh towards tomb robbers. Spydr A pony-to-horse sized spider with a keen appetite for meat. They are usually encountered singularly. Its lair is usually adorned with webs draped between openings. Anyone attempting to pass through them must make conflict roll of their M vs. Difficulty 80. A failure results in the character being held fast by the web – an attempt to free themselves may be made every 10 Recounters of game-time (automatically freed within an hour if they are left undisturbed). Suu A swift carnivore, the Su resembles a large shaggy-coated lion. It is notorious for its ability to make human like calls, often mimicking sounds of distress. When hearing these, a character must succeed in a conflict between their I score vs. a Difficulty of 60 to spot that something’s amiss. If this roll fails the Suu attains surprise as per a Surprise Win result!

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Stympi Stympi are small, but deadly blood-sucking birds, resembling a miniature vulture with a long, wavering pointed “beak” Treefeind Basically a carnivorous, sloth like creature with very long arms, the Treefeind spends much of its life among the trees. A Treefeind attacks by attempting to surprise its prey by extending its long arms from beneath the tree canopy. If successful, it grabs its quarry and attempts to pull it up into its hungry maw. The prey is allowed an attempt to break free – resolved as per a grapple. If unsuccessful combat then commences – the quarry at an additional attack defence penalty of -40. Terrorsaur Another creature originating from the Elder Times. A towering bipedal reptilian hunter with powerful jaws and a mouthful of fearsome teeth, they are swift and deadly (if somewhat lacking in Stamina). They are usually found in the same places as Grazing Lizards. Thunderbird The thunderbird resembles a reptilian bird with metal feathers, which produces a rumbling booming sound as it flies (hence its name) It also has the ability to shoot bolts of lightning from its beak. Unicorn A unicorn resembled a pony-sized horse with goat-like features. It has innate powers of purity, being immune to poison or aging. Its horn has the ability (+200 bonus) to neutralise virtually any toxin! Winged Snake Tenacious hunters, these creatures resemble large snakes with bat-like wings. Both constricting and envenomed sub-species exist. Wulf A pony sized wolf with the temperament of a rabid dog; in the wild come in packs of 2-9. Seemingly against the odds, some Goblin tribes have domesticated these creatures and utilise them as mounts. Wyvern A relatively small dragon-like creature with wings, two claws and a long tail with a poisonous stinger on the end. Wyverns, while dangerous are much less intelligent than dragons and have few – if any – other special abilities.

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18.40 - Intelligent Creatures: The following table gives average values for various intelligent beings features in the “Species” section. For game purposes halve, double, triple or quadruple skills - and halve, add +20, +40 or +60 to attributes other than HD/MP and MV - to simulate weak, skilled, experienced, adept, and master level NPCs.

Intelligent Creatures:
Centaur Doghead Dragkaan Dwarf Heltrull Hobb Giant Goblin Elf Ogre Trull Urrrk Wyldman D I +10 +20 +10 +10 +5 +15 +30 +10 +10 +20 +20 -10 +10 0 +30 +10 +40 +20 +5 -5 +5 -20 +10 0 +5 -5 HD/MP M/S 50/3 +50/+40 30/2 +10/+20 30/2 +30/10 50/3 +40/+30 70/4 +40/+50 10/0 0/+10 150/8 +120/+80 20/1 +10/+10 30/2 +20/+20 70/4 +60/+40 100/5 +80/+70 50/3 +30/+30 20/80 +30/+30 P/MS DMG MV Class ARM +20/+20 W 34 I +10 +30/+20 W 30/10 23 V 0 +40/+40 W 30/20 22 V +10 +60/+40 W 27 V (+60) +60/+40 W 34 I +30 +20/-10 W 21 V 0 +100/+10 Wx3 60 I +30 +20+20 W 23 V (+20) +80/+80 W 28 I (+60) +60/+10 W 35 V +10 +40/-20 W or 60/30 45 I +40 +50/+20 W 28 V (+60) +40/+10 W 26 V 0

18.50 - The Unliving:
Unliving are entities that are neither truly alive nor dead. Many Unliving creatures take the form of animated corpses or skeletons, other have only a spiritual composition. While the majority of Unliving creatures result from the ill work of necromancers, a few types result from individuals not fully “passing over” to the spirit world. Most Unliving creatures (with the exception of Bonekin and Dragur) are subject to Exorcism. As being Unliving is a condition, add the attribute values cited below to those of any creature or monster acquiring this state. For ease of use (and in regards to material unliving types only and excluding “Bonekin” and “Wilful Dead”), replace original /with the values cited for the specific Unliving type - increasing only by +10 for Tall creatures and by +20, +80, +120 and +240 for Large, Huge, Giant and Titanic creatures, respectively. Unliving: V class D I HD/MP M/S P/M DMG MV ARM +20 Bonekin +20 0 +10/-4 +10 /@ 40/ none Weapon-20 30 Adjusted +20 reduce to 0 /5 / -5 -50/@ |---------------------- as above -------------------------| Dragr +10 +10 +100/5 +40/@ ½ /none W 11 +10 Ajdusted -40 / base +80/+4 +20/@ |---------------------- as above ------------------------| I Class: Wilful Dead +30 +10 ½ all values ½ /@ base half W 30 0 Wraith +40 +10 S50/-3 +40/@ +80/+60 30/100@ 40 +20 C Class: Bonewraith +40 +10 +200/4 +40/@ 100/none W 30 +60 Ghost +10 base 20/-4 +20/@ base/+20 20/0 apportF 0 Faery +40 +60 50/0 +30/@ +80/+80 W apportF +20 Revenant +30 +60 60/3 +50/@ +100/+200 W base +10 Adjusted +20 +50 +40/+2 +20/@ |---------- as in life --------- | +10 Vampyre +40 +40 +60/4 +60/special +100/+100 W base/fx3 +20 10/10:20D • Adjusted creatures also acquire all gifts and banes associated with the appropriate form.

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@ Stamina. The majority of unliving beings have no stamina score as such; their “endurance” being derived from magical energy drawn from “elsewhere”. As a result, Unliving never sleep or tire while at toil. Furthermore, most do not need to eat - Vampires being a notable exception! This is associated with some significant limitations, however. Most unliving are bound to the place where they came into existence – being unable to move more than 500 yards from that locus. This limitation can be circumvented either by the unliving entity absorbing life energy from another living creature, using magic to leech it from their surroundings or by carrying a “Wizardry Store”. For the purposes of derived attribute values, Ghosts have S 20, Bonekin and similar unliving S 40, all others having the equivalent of S 80. Bonekin The common term for skeletons articulated and animated via the Gory Restoration spell. They are more swift than Dragur and harder to destroy, but are also weaker and less intelligent. SP attacks inflict no damage, WB attacks cannot inflict bleeding effects, but CH attacks gain a +40 attack bonus and inflict +2 extra WNDs Dragur Relatively intact corpses raised by the Gory Restoration spell rise as Dragr. They are stronger and smarter than skeletons – although fairly dumb even by animal standards. SP attacks inflict no damage, while WB (or any other weapon) cannot inflict bleeding injuries. Faery A Faery is a sentient “spirit-of-place” spontaneously generated by areas with innate magical power. As such they are tied to a specific locus – although the distance they may travel from it varies widely. This limitation can be circumvented by them traversing ley lines – although this limits them only to the places connected to them. Immortal beings feared for their capricious natures, their appearance is highly variable due to their ability to morph into any form at will (although such forms always retain the Faeries’ base attributes). They are highly magical in other ways – possessing an innate Wizardry in excess of 100 - but one limited to spells incapable of directly inflicting physical injury. While a spirit-form, Faeries can nonetheless become material for short periods of time. They are capable of being wounded by normal weapons while solidified material but ignore subsidiary detrimental effects such as bleeding. limb-loss, organ damage, etc. from Effect class injuries. Hence, attacks only inflict WND damage. Regardless of their desires, Faeries reverts to spirit form on reaching “0”. They are also susceptible to Exorcism! Ghosts A Ghost is the etheric restless spirit-essence of a deceased individual who has often died in violent and/or mysterious circumstances. Ghosts are among the more harmless of the unliving (“harmless” being a relative term in this context ….). Ghosts can only be harmed by magical attacks and specially enchanted weapons - such as those empowered by the Spirit Weapon spell. Attacks only inflict WND damage. While listed at negative Wnds they ignore all cited penalties and usually vanish for one day on reaching -5 WNDS. Ghosts often quietly depart to the spirit world once the situation causing them to become a restless soul has been resolved. Revenant The term revenant is used to describe a corpse animated by a deceased person’s spiritual essence. While some revenants occur spontaneously, most occur due to powerful necromantic magic- most notably the Revenant spell. Many powerful evil wizards and Saints use it in a desperate attempt to attain some degree of immortality. As a consequence they represent one of the most dangerous creatures existing in this game. Attacks only inflict WND damage. They usually vanish for one day on reaching -5 WNDS.!

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Vampyres This class of Unliving creature is comparable to a vile contagion in human form. The Vampyre is a free-roaming Unliving creature who lives by drinking the blood of the living; those who it kills by totally draining their blood subsequently rise as a Vampyre several days after. Vampyres suffer from the Hated, Sore Substance, Shun The Light!, Toxic Light, Sexual Predator (Adults of the opposite sex), Magical aura, No reflection, Outlaw, Spirit Dread, Prone to Exorcism and Vampyre banes. In terms of advantages, Vampyres have the Become as Mist, Immune to Mortal Weapons, Immunity to Disease-4, Resistant to Poison-4, Magical flight-2, Transform Into Animal and Unaging “Gifts”. All physical and mental attribute scores (including Fortune) are frozen the level they became a Vampyre (the last bonuses they receive being the attribute boosts they acquired on becoming infected), although skills can be improved. Saints who become Vampyres may retain their Piety without penalty – providing they revert to worshipping a Dark Lord – and may also gain further “Piety” in this instance. Vampyres who were Wizards in life may retain their Wizardry, but cannot improve their Wizardry attribute thereafter, but may learn new spells. Wilful Dead Wilful Dead are skeletons magically articulated and occupied by a dead person’s spirit. Unable to cross over into the spirit world, these creatures attempt to live as they have done in life – an aspiration obviously limited by their reduced physical state! Being neither innately good nor evil, they can be found in cemeteries, tomb complexes and magical places devoted to the dead. Wilful dead may travel upto 10 miles from their place of origin. They take damage as bonekin Wraith A deadly class of restless spirit, wraiths are capable of inflicting serious harm on those unfortunate to encounter them. Wraiths often resemble robed and hooded human-like creatures with pale white skeletal limbs and faces. Wraiths can only be harmed by magical attacks and specially enchanted weapons (such as those empowered by the Spirit Weapon spell).

Bonewraiths These creatures, while resembling Bonekin are in fact animated by demonic spirits! Being gifted with this essence makes them far stronger and a bit smarter; but also renders them susceptible to exorcism. Treat them as Bonekin in all other respects.

18.60 – Servitors:
This class of creature represent the magical servants of the gods. Servitors of good or neutral gods resemble tall, noble humans surrounded by a light glow. Those concerned with war often wear brilliantly reflective armour and are armed with large fiery swords. The Servitors of evil gods, on the other hand, resembled winged monstrosities with both human and bestial features. Imps and Cherubs are tiny Servitors thought to be the souls of people recently incarnated into a god’s service. Moderate Servitors are the guards and general servants of a specific deity. Greater Servitors are the direct messengers and protagonists of their deities’ will, while Arch Servitors are effectively demigods, commanders of specific groups of Greater Servitors. They have the same injury and

vulnerability profile as ghosts (see above).
D I Imps/Cherubs +20 -10 Lesser +20 +20 Moderate +40 +40 Greater +80 +80 Arch +200 +220 H/MP 10/1 40/2 60/4 100/6 200/12 Servitors (all C class). M/S P/K 0/+20 20/0 +40/+40 40/60 +60/+60 60/80 +100/+100 120/100 +200/+200 200/220 DMG MV ARM W/2 40F +10 W 80F +60 Wx2 80F +80 Wx3 100F + 100 Wx3 100F +120

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18.70 – Gods:
There are many explanations as to who (and what) the gods are. Some say they were once heroes who somehow transcended to great power and eternal life. Others believe they are powerful spiritual entities older than the world itself. It is also stated they are the physical embodiment of various aspects of nature, or even the dreams of men given form through magical processes. Most people believe the second possibility – but many pantheons contain deities reputed to have once been mortal. Whatever their origin, the gods are immensely powerful spiritual beings connected with an aspect or element, effectively omnipotent in regard to their particular sphere of creation. When manifesting in physical form they resemble tall, physically perfect ideal members of their worshipper’s species, radiating a soft light. They have access to all spells associated with their aspect or element (see Section 10.30) and cast them with a Wizardry level of 500 or more and disregard any cited spell range penalties. They may further enhance their spells by expending one attribute point; which boosts their wizardry by +500. One god attribute point also equals 1 HL in relation to Hallowed Items (see Chapter 13). It is rumoured that each deity is vulnerable to one specific substance (which in Magonia terms results in them dividing their attribute based H by 10 when attacked by a weapon incorporating it). It is further whispered that the god sustain themselves with a magical substance which, if drunken by a mortal transforms them into a god (in terms of Magonia game mechanics multiplies a mortal’s attributes by x10). Sometimes, a god somehow becomes bound to a mortal form and becomes a “lesser” or “fallen” god” as a consequence. Lesser Gods have a Wizardry score of around 500 and F ratings of around 100 or so. Some typical Gods: D I HD/MP M/S P/K DMG MV ARM A. God +600 +1000 1000/50 1000/+1000 1000/1000 Wx10 300F (+200) Fallen God +300 +500 300/15 300/ +600 +300 Wx5 200

18.80 - listing of Human stock backdrop characters:
The following table provides a listing of average human individuals from various professions. For

game purposes halve, double, triple or quadruple skills - and halve, add +20, +40 or +60 to attributes other than HD/MP and MV to simulate weak, skilled, experienced, adept, master level NPCs. Experienced, adept and master type characters also have 4, 8 and 12 Fortune points, respectively. D
Alchemist Bandit Beggar Commoner Craftsman Damsel Elite Guard Forester Knifeman Knight Lackey Mercenary Noble Saint Shop Keeper Thief Town Guard Vice Server Wizard +20 +10 -10 0 +30 +20 +30 +20 +10 +20 +5 +20 +10 +10 +20 +30 +10 +20 +10

I
+30 +10 0 0 +15 +15 +20 +5 0 +10 0 +5 +30 +30 +20 +10 0 +10 +30

HD/MP
20/1 30/2 10/1 20/1 30/2 20/1 60/3 30/2 20/1 50/3 20/1 30/2 30/2 30/2 20/1 30/2 30/2 30/2 20/1

M/S
+5/+5 +20/+10 -20/+10 +10/+10 +15/+20 +5/+10 +50/+40 +20/+30 +10/+10 +40/+30 +10/+10 +30/+20 +30/+20 +10/+10 +10/+10 +20/+10 +20/+10 +10/+20 +10/+10

B/MS
+20/+60 +60/+10 0/+20 +40/+5 +80/+30 +20/+50 +120/+50 +50/+20 +40/+10 +100/+40 +50/+20 +80/+20 +50/+80 +20/+60 P:+40 +20/+30 +40/+20 +40/+10 +30/+30 +20/+40/+50 W:+40

MV Class ARM
21 23 10 22 23 23 29 25 23 27 22 25 25 22 22 23 23 22 22 V V V V V V C V V I V V I C V V V V C 0 +20 0 0 0 0 +60 +10 +10 +80 0 +60 0/+60 +10 0 +10 +40 0 +10

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Appendix 1: THEMATIC INDEX :
TUOR system: T*UOR Table: Partial Success Skills over 351 Difficulty Levels: Quality of results: Duration of Actions: Fortune Use: Wuxia Feats Attribute Scale Attribute Skill Caps: Experience: Attributes Elf Centaur Manimal 21 22 22 6-8 7 8 8 9 9 9 10 10 11 12 12 13 Character types: 14 Languages 20,21, Admixture Characters: 14,46 Basic Detailing: 21-35 Attribute Caps: 15 Expanded Detailing: 48-65 Attribute Generation: 16 Starting Equipment: 64 Child Character 16,23,29 Recognition: 104 Age: 18 Reaction 105 B-Scores: 8,19 Insanity: 105-106 Social Class 18 Purity: 106 Hardness(HD)/MPs 19 Height and Weight: 20 Abstract Experience: 116-117 Carry: 20 Move 20 Easy Option Species: Doghead 22 Dragkaan 22 Urrk 22-23

Dwarf 22 Goblin 22

Centaur Elf Hobb Seraph

48 49 50 51

Expanded Option Species: Doghead 49 Dragkaan Goblin 50 Giant Human 48 Manimal Trull 51 Urrrk

49 Dwarf 50 HelTrull 50-51 Ogre 51

49 50 51

Alchemist Artificer Artist Assassin Bandit Barbarian Bard Chancer Child Cunning One Dwarf Huscarl Elf Lord Explorer Freed Slave

25 25 26 26 26 27 26 26 29 26 27 27 27 29

Easy Option Professions: Fool 28 Ranger Gladiator 27 Sailor Gentleman 29 Saint Hedge Witch 25 Scholar Hoblar 27-28 Templar Knight 28 Warrior Lorist 26 Watchman Noble 27 Warrior-Wizard Mystic 28 Wizard Open Hand Adept 30 Writer Performer 26 Yogi Priest 28 Pirate 26 Rustic/Townsman 28 Earther Options: Modern Citizen 29 Mystic 29 Performer 26 Priest 28 Policeman 29 Open Hand Adept 29

28 27 27 29 28 27 29 25 27 26 29

Artist Barbarian Child Criminal Explorer Fool Gentleman Musician Sportsperson Mixed

26 27 28 26 27 29 29 30 30 30

Sailor Scholar Solider Yogi Writer

27 29 28 29 26

Social Options: Thrill-Seeker 30 Soical Adept 30 Person of Faith 30 Xeno 30 Occultist 30

Gamer 30 Courtesan 30

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Liminals Warriors

33/62 Commoners 32/62 Nobles

Castes (Easy/Expanded): 32/62 Priests 33/62
33/62

Mystics/Wizards 32/62

Aeriewrights Amazons Bear (Wulf) Men Blessed People Cave Dwellers Chyldkinde Druidi Provincial

53 53 53 53 53 54 54 54

Variant Options: Heloti 54 MoonKyne Highlonders 54 Merpeople Horse Folk 55 Norlingas Houas 55 SeaPeoples Icelonders 55 Sandlingas Magonian 55 Wænderlings Marsh Tygers 56 Wyldman ManEaters 56 Expanded Option Cultures:

56 56 57 57 57 57 57

58:

59:

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

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37: 38:

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Albino Bestial Blind Blind Spot *Cold Blooded * Chimera Diseased

67 67 67 67 67 67 67

*Feared Giant (+6) Hung
Large/Large Eater

Maneater Mute (+4) Mostly Mute (+3)

68 68 68 68 68 68 68

Scourge* (+2) Shun The Light! (+1) Small Useless! Weak Aloof Bad Reputation

67 67 67 67 69 69 69

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*Distinctive reek. Distinctive Attribute Disfigured (+2) Enemy (Variable) Fearful Symmetry Freed Slave Fool Flamboyant Loves Money Distain (species) Fear Gruff Hard Master Hated Spiteful Subterranean Untouchable (+2) Vain. Vile in War Vow Of Vengence Well Groomed Asexual Castrated (-1) Eunuch (-2) Fetish *Spirit Dread Dominant Vile

67 68 68 70 70 70 70 70 70 70 70 70 70 70 73 73 73 73 73 73 73 74 74 74 74 75 73 76 76 76 77 77 77 77 77 77 77 77 77 78 78 78 78 78 79 79 79 79 79 80 80 80

Mutilated (+4)
No abstract symbology (+3)

68

69

69 71 71 71 “I know not my father..!” 71 Banes (continued): Landless 71 Massacre Survivor 71 Mentor 71 Oppressed (+2) 71 Outlaw (+2) 72 Over Pious 72 Gay/Lesbian Monthly Curse Masochist Passive Pervert (+2) Sexual Predator Squit-Tailed Brats Sterile Transvestite Blighted Cursed Toxic Light (+2) Switch GIFTS: * Mystic Flight (-2) *Gills (-2) Gloomsight Hairy Hold Breath Heals quickly *Enduring: (-2) *Mauler-Tail (-2) Man-Mountain Natural Dancer Natural Singer Adept Broad Experience Friend Good reputation High Ideals Intuitive Lucky (-3) Lucky Omen Noble Passion Magic Item Medusa’s Glance (-8) Pact (-6) 74 74 74 74 74 75 75 75 75 75 75 75 74

One Eye (+1) Heretic (+2) Hedonist Isolationist

Brazen Ape! Crude Disliked Powerless Poor Primitive Rare Rural Rigid Etiquette Rigid Code Scattered Shy Taboos Do no evil Doomed (+4) Fight Evil Fight Good Gisa Jonah (+2) * Magical aura Mortal Folly *No reflection *Petrifying Light (+6) Protect nature *Vampyre Sadist

69 69 70 72 72 72 72 72 72 72 72 74 74 75 75 75 75 75 75 75 76 76 76 76 76 73

Ambidextrous Animal Empathy (+2) Appealing Bite/Claw Berserkergangr Clawed Feet *Extra Reach (-1 per R). Far Hearing Far Vision *Flippers *Flight Resistant to Thirst Sprightly (-2) * Small-Tough (0) Swift *Tail
Toxic Poison Stinger (-4)

Tough Tough skin * Unaging (-4) Warrior-Woman Pathogenesis (-2) Sensual Charisma Well Endowed

77 76 77 77 77 77 77 77 78 78 78 79 79 79 79 79 79 80 80 80 80 82 82 82

Gifted *Protective Anatomy *Poison Stinger (-2) Quiet Rarely Sickens Resistant to Cold Resistant to Fire (-2) Resistant to Heat Resistance to Hunger Resistant to Poison Race Enemy Sense Lies Stipend Windfall Bisexual Easy Childbirth Chaste Fertile Good in Bed

79 78 79 79 79 79 79 79 79 79 80 80 80 80 80 80 80 80 80

Natural Birth Control (-2) 80

232

Animal Companion Bodily Return (-4) * Become as mist… (-3) Become Man-Monster (-4) Innate Spell (-4) Immune to mortal weapons (-10) Magic Weapon Mentioned in..... (-2) & (-4)

80

81
81 81 81 81 81 81

Protecting Spirit Transform into animal Transform into Monster (-3) Wryd-blessed Necrotic Touch (-4) Pure

82 82 82 82 82 82

Combat Directory: Thematic breakdown of combat section (pp 74-86 plus other linked pages): Grading of Adversaries Surprise Combat Sequence Easy Combat Resolution Aimed Shoot attacks Mitigation of Effect Injuries (Easy) Wnd Accumulation (Easy) Ranged Combat F Mitigation of wnd injuries (Easy) Easy Attack options Grapple/Disarm rules Easy Option Conditions & Injuries Easy Combat Table Effect injuries (Easy) Example of Easy Combat 86 86 87 88 88 89 89 89 89 90 90 91-93 91 92 93 Combat Manoeuvres Special Considerations (Expanded) Wnds (Expanded) <Ghost!> Expanded Combat Table Effect Class Conditions (Expanded) Expanded Effect injuries description Weapon Table (Late Medieval) Weapon Description Armour and Shield Descriptions Helm rules (optional) Weapon/Armour Enhancements Modern Weapons 94 94-97 98 98 99 100 101 102-103 170-171 172-175 176 176-177

178

Astral Leap Astral Shift Avaelon Mist Ban good/evil Be Gone! Beast Control Blessing Break Curse Cloak Corrupt Dream-Vision Eclipse Element Control Far Senses Fearweave Fix Fly Fireseed Guise Glories Arm Glories Blast Heal Heroes Mirror Illusion Invisibility Iron Skin

SPELLS: 121 Magic Circle 121 Magic Staff 121 Mindspeech 121 Mystic Vault 121 121 Open/Lock 121-122 Petrify 121 Retribution 122 Sorceries Sleep 122 Spirit Weapon 123 Smite 123 Swiftfeet 123 Superaction 124 Summon Servitor 124 Throw 124 Truthsayer 124 True Restoration 124 Weather Control 125 Weapon of Fire/Cold 125 Wand of Wonder 125 Necromancy Spells: Curse 125 Disease 125 Deathly Discourse. 126 Gory restoration 126 Revenant 126 Wraith

127 127 127 127 128 128 128 128 129 129 129 129 129 129 130 130 130 130 130 131 131 131 132 132 132

233

Lightning 126 Lost Wisdom 126 Lux (> ) 127 Mastery of Sun & Ice 127 View Aura 130 Augury: 136 Ancient Saints: 139

Summoning Realms

133 134

Piety Special Abilities: Exorcism: 135 Intervention: 137-138 Relics: 139-140 Gods List: 140-141

ALCHEMY FORMULAS
Acid Key Attribute Empowerment Alkahest Beauty Elixir Banish Demons Black Powder Breathe Water Breathe Earth P, M or S enhancement Claws of the Tiger Death Elixir Empower Wizard Gem Hate Potion Healing Potion 148 149 149 149 149 149 149 149 149 150 150 150 150 150 Heroes Elixir Love Potion Magical Renewal Magic Fire Make Panacea Poison Cure Elixir Sharpen Senses Sleeping Elixir Spade Claws Spell Reagent Withstand Cold or Heat Withstand Fire Youth Elixir 150 150 150 150 151 151 151 151 151 151 151 151 151 151

MAGICAL ARTIFACING:
Base to Gold Build Artificial Eye or Ear Build Athanor. Build Superior Artificial Eye or Ear Build Artificial Limb Build Goluu 151 152 152 152 152 152 Build Wise Head Heal scarring Witch Bottle Philosophers Stone Unicorn Horn Ghost Bottle 153 153 153 153 153 153

Latency Talents:
Astral Leap Beast Control Blessing Break Curse Channelling Control Corrupt Dream-Vision Element Control Fearweave Fix 144 144 144 144 144 144 145 145 145 145 145 Fly Guise Glories Arm Heal Illusion Invisibility Lost Wisdom Mindspeech Open/Lock Retribution Smite 145 145 145 146 146 146 146 146 146 146 146 Swiftfeet Superaction Throw Truthsayer Weather Control. View Aura 146 146 146 147 147 147

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Appendix 2: Character Sheet
The following character sheet is presented as a means to quicken and simplify the creation of player characters and record the resulting details. The sheet follows the same order as the Easy and Expanded character generation rules and gives many of the required calculations for derived attributes. Please note that the sheet assumes a medium sized human character – adjust calculations as necessary. The Growth box can be used to record “pools” of Growth points acquired during play. The list of deeds, notable people met and places visited box should be filled in as the character progresses through their adventuring carrier. Use the “Notable mental and physical conditions” to record lingering bouts of insanity, disease, disfiguring wounds and similar afflictions. Record accumulated goods which are neither weapons, armour nor magic items can be recorded in the “money and chattels” box

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Appendix 3: SOME USEFUL TABLES….

TUOR TABLE:
100d roll +350 or more +300 +250 + 200 + 150 + 120 + 100 + 90 + 80 + 70 + 60 + 50 + 40 + 30 + 20 + 10 0 (10) -10 -20 -30 -40 -50 -60 -70 -80 -90 -100 -120 -150 -200 -250 -300 -350 or lower “HERO” 01-45 01-40 01-35 01-30 01-25 01-21 01-20 01-19 01-18 01-17 01-16 01-15 01-14 01-13 01-12 01-11 01-10 01-09 01-08 01-07 01-06 01-05 (-) 01-04 (-) 01-03 (-) 01-02 (-) 01-02 (-) 01-02 (- -) 01-02 (- -) 01-02 ( - -) 01 (- -) 01 (- -) 01( - -) 01 (- - -) WIN 99 98 97 96 95 93 91 90 85 80 75 70 65 60 55 52 50 48 45 40 35 30 25 20 15 14 13 12 11 10 08 06 05 FAIL 00 99 98 97 96 94 93 91 86 81 76 71 66 61 56 53 51 49 46 41 36 31 26 21 16 15 14 13 12 11 09 07 06 SORE V V 100 (/) 100 (/) 100 (/) 99 (/) 99 (/) 99 (/) 99 (/) 98 (/) 98 (x) 98 (x) 97 (x) 97 (x) 96 (x) 96 (x x) 95 (x x) 95 (x x) 94 (x x) 94 (x x) 93 (x x) 93 (x x) 92 (x x) 92 (x x) 91 (x x) 91 (x x) 90 (x x) 90 (x x) 89 (x x) 88 (x x) 87 (x x) 86 (x x x) 85 (x x x)
Factor +80 +40 0 - 20 -40 -80 -120 -160 -200 -300 -400

Difficulty In Relation to skill/task, action is: (Simple+) Simple: An everyday, basic task any normal child could do! Easy An average task Taxing A task with a slightly higher-than-average degree of difficulty Hard A task with a notable degree of difficulty Difficult A very difficult task Complex A highly complex task Daunting Ever more complex…. Formidable A virtually impossible task! Impossible “You cannot do this, mortal”! (Impossible+) Difficulty can be reduced or increased by hurrying or taking extra time to complete a task:

Take double time to attempt task = Task drops 1 Difficulty factor. Take half time to attempt task = Increase Difficulty factor by 1..

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

Quality of results table:
HERO: WIN: FAIL: SORE: Indicates an exceptional quality success Equals a typical success result with no special consequences. Expending 1 Fortune (F) point upgrades a Win to a HERO result. Results in a typical failure result with no special consequences. Expending 2 Fortune (F) point upgrades this to a Win result. An exceptional failure which often precludes any further attempts at this action. Permanently expending 1 Fortune (F) upgrades this to a FAIL result.

Roll

Random Physical and mental attribute table (2d10): Att Att Fav/ Bse/Lmt F Roll Fav/ Bse/Lmt F Roll

Att
F Fav/ Bse/imt

2 3-5 6-8

-10/-15/-30 -5/-10/-20 0/-5/-10

(-1) (0) (+1)

9-11 +10/ 0/-5 12-13 +15/ +5/0 14-16 +20/+10/+5

(+2) (+2) (+3)

17-18 (+4) +30/+15/+10 19-20 (+5) +40/+20/+15

Random Etheric attribute (2D10):

Roll 2-11 12-13

= =

Att Base - ½ Base

Roll 14-16 = 17-18 =

Att -10 0

Roll 19 = 20 =

Att +10 +20

Choose 1 attribute - The 2 remaining Etheric attributes is deemed to possess default rating.

Child Initial Experienced Veteran

Human 11+1d10-4 15 +10d 20+2d10 25+2d10

Enduring 12+2d10 20+2d10 40+2d10 50+2d10x2

Immortal 20+2d10x2 15+1d10x3 10+1d10dx10 20+2d10x10

Age Based attribute points:

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

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

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Yogic (point familiarity option). Admixture Skills

Defined Social Skill-Options:
Active Physical Dances: Artistic (i.e. Ballet); Courtly(H); Festive; Ritual; Seasonal . Active Physical Games: “Batball” (Cricket); “Ballbounds” (Medieval feetball); “Court-Tennis” (Royal Tennis)(H); “Run-Tag-Hide; “Stickball” (Hurley); “Nets” (basketball). Gaming “Fortuna” (a card game played with a Tarot like deck); Millstones” (Nine Mens Morris); “Thrones” (Chess); “Queensbane” (Fiochell)(H); “Warriors” (Draughts). Type: Instruments: Aerophones: Voice, Bagpipes; Horn(m); Pipes; Mainflute (Recorder) Slidebone (Sakbutte). Enclosed String: Buk: (Rebec - early Fiddle); SubBuk (Hurdy Gurdy); Lutt (Lute/Ood). Keyboard: Organ; String-Organ (Harpsichord) Percussive: Bells; Cymbals; Drum (m), Rattle; Soundsticks (Xylophone). Open Stringed: Boxharp (Hammer Dulcimer); Harp; Lyre. (H) skills are only taught to social class 1+ or more . (M) Skills are associated with warfare and not strictly social skills, but are counted with them for ease of skill point allocation. Magonia Height Conversion table: The table below provides a means to convert the height statistic generated during character generation to an approximate character height in feet and inches – it covers heights ranging from 3 to 11 feet. Score Feet INCHES: 1(6) 2(7) 3(8) 4(9) 5(10) 6(11) 32 Inches 3 feet 32 33 34 35 36 37 38 39 40 41 42 43 45 Inches 4 feet 46 47 48 49 50 51 52 53 54 55 56 57 59 Inches 5 feet 60 61 62 63 64 65 66 67 68 69 70 71 73 Inches 6 feet 74 75 76 77 78 79 80 81 82 83 84 85 87 Inches 7 feet 88 89 90 91 92 93 94 95 96 97 98 99 101 Inches 8 feet 102 103 104 105 106 107 108 109 110 111 112 113 115 Inches 9 feet 116 117 118 119 120 121 122 123 124 125 126 127 129 Inches 10 feet 130 131 132 133 134 135 136 137 138 139 141 142 144 Inches 11 feet

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Basic Weapon and Armour List:
Weapon Human bite Human punch Human kick/headbutt Human chop Dagger Club Short Sword Warsword Falchion Axe BattleAxe Mace Hammer Quarterstaff 2 Spear 2 WarFlail Bastard Sword 1/2 GreatSword 2 Great Axe 2 War Maul 2 Long Spear 1u/ 2 Lance 1u/2 Weapon Dart Knife Hatchet Spear Sling Shortbow Longbow Yewbow Elfbow Crossbow: Arquebus AM WF -30 -50 -40 -20 20 30 50 40 50 30 60 50 40 20/30 60 70 50/80 100 90 70 80/160 100/200 WF 20 30 40 50 70 60 80 100 110 120 150 Bonus -20 0 0 +50 ACC -50 -60 -50 -40 -60 -60 -50 -40 -20 -20 -80 Mass 3lbs 5 lbs 7 lbs 7 lbs Melee Weapons: M/D R Type -10/-10 0 ch -10/-10 0 ch -10/-10 0 ch 0/0 0 ch -10/0 0 wb 0/0 1 ch 0/0 0 wb/sp 20/10 1 wb/sp 10/10 1 wb/sp 10/10 1 hwb 20/15 2 hwb/sp 10/10 1 hch 20/10 1 hch 0/10 1 ch 0/10 2 ch 20/10 2 sp or ch 10/10 2 wb/sp 20/20 3 wb/sp 20/20 3 hwb 20/10 3 hch 10/0 3 sp/sp charge 20/20 3 sp/sp charge
RANGED WEAPONS:

C X X X X 5C 0

15C
25C 22C 10C 12C 8C 10C 0/1C 1C 9C 30C 40C 15C 12C 3C 2C ROF C AS 2S AS 6C AS 10C AS 1C 1/1 2C AS 6C AS 12C ! 16C AS ? 1/3 20C 1/6 30C Period Neolithic+ Bronze Age+ Bronze Age+ Early Medieval+

20 40

M/D 10/10 0/10 15/15 10/0 10/15 10/10 15/20 20/30 10/10 10/10 10/10

Rng Type 8 sp 4 sp 8 wb 10 sp 100 sp 50 sp 70 sp 80 sp 100 sp 80 sp 100 wb

S 1 1 1 1 1 1 1 1 1 1 1

Type Wooden Buckler Medium shield b Round shield b Kite Shield b

Min M Cost M 0+ 5 Crowns M 10+ 10 Crowns M 15+ 15 Crowns M 20+ 20 Crowns b = blocks frontal missile attacks Armour: Weight 2 lbs 10 lbs 30 lbs 25 lbs 12 lbs 14 lbs 50 lbs

Armour Hardness bonus: Leather +20 Ringed and boiled +40 Metalled +50 Chain +60 Mail shirt +50 Breast Plate +80 Platemail +80

D-ADD +10 +20 +20 +30 +20 +30 +40

Action Penalty: -5 -10 -20 -30 -20 -15 -30

Cost: 2C 12C 50C 60C 30C 100C 500C

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Easy combat system Duo-TUOR attack/damage table:
Base Result “HERO” Chevauchee: Effect

Error Wnd:
EFFECT

100d roll +350 or more +300 +250 + 200 + 150 + 120 + 100 + 90 + 80 + 70 + 60 + 50 + 40 + 30 + 20 + 10 0 (10) -10 -20 -30 -40 -50 -60 -70 -80 -90 -100 -120 -150 -200 -250 -300 -350 or lower

Trip+Drop +2 Wnd <Killed> “HERO” 01-45 01-40 01-35 01-30 01-25 01-21 01-20 01-19 01-18 01-17 01-16 01-15 01-14 01-13 01-12 01-11 01-10 01-09 01-08 01-07 01-06 01-05 (-) 01-04 (-) 01-03 (-) 01-02 (-) 01-02 (-) 01-02 (- -) 01-02 (- -) 01-02 ( - -) 01 (- -) 01 (- -) 01( - -) 01 (- - -)

WIN Wound Drop+pick +1 Wnd <Severe> WIN 99 98 97 96 95 93 91 90 85 80 75 70 65 60 55 52 50 48 45 40 35 30 25 20 15 14 13 12 11 10 08 06 05

FAIL Miss Drop Bash <Injur> FAIL 00 99 98 97 96 94 93 91 86 81 76 71 66 61 56 53 51 49 46 41 36 31 26 21 16 15 14 13 12 11 09 07 06

SORE Error Break Graze <Gashed> SORE V V 100 (/) 100 (/) 100 (/) 99 (/) 99 (/) 99 (/) 99 (/) 98 (/) 98 (x) 98 (x) 97 (x) 97 (x) 96 (x) 96 (x x) 95 (x x) 95 (x x) 94 (x x) 94 (x x) 93 (x x) 93 (x x) 92 (x x) 92 (x x) 91 (x x) 91 (x x) 90 (x x) 90 (x x) 89 (x x) 88 (x x) 87 (x x) 86 (x x x) 85 (x x x)

Kill results stand regardless of whether a positive modifier places them out of cited “K” result range!

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EASY COMBAT RESULTS:

Effect
Break: Trip & Drop:

Result
The weapon currently in use breaks in combat (or on the next attack) Character falls to floor, dropping weapon out of reach. Stunned for 1 Recounter; one “snatch” to rise from prone Move action + 1 snatch needed to retrieve it – may be Blocked by any opposing foe! Character drops weapon – within reach. One “snatch” needed to pick it up; may defend while doing so! Drop weapon out of reach; Move action + 1 snatch needed to retrieve it – may be blocked by any opposing foe! Recoil back 2 feet; -10 D next Recounter - but no other effect! Stagger back 2 feet. ½ D and skills for 1 turn; no other effect. Take cited quantity in Wnd damage. Target also Bashed; stagger back 2 feet. ½ D and skills for 1 turn. - A character naturally heals HD/30 non-effect related WNDs per day Roll again on wound table; take equivalent Effect injury! Take +1 Wnd damage plus a Bash result and also +1 Wnd per 5 Recounters due to bleeding. To staunch bleeding naturally, use Healer skill vs. a Difficulty of 40. Halve D and MOVE. Stunned 1 Recounter. Take +1 Wnd. This damage naturally heals after 1 week -1 day per 20 Hardness. Target is UNCONSCIOUS for 20 Recounters if a Grievous grade
Effect (avoid by spending 1F)

Drop & Pick:

Drop:

Graze Bash Wnd(n)

<Effect!> <Gashed >

<INJUR>

<SEVERE>

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

<KILLED>

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

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EXPANDED WOUND TABLE : Chevauchee: SORE
Basic Weapons: Wnds

Effect!
Trip+stun Armour! odd even

Wnds
Drop/stunned even Confused! odd

Miss
Drop/Pushed even Drop+pick odd

Sore
Break odd Hit even

Wnds + Wnds + Wnds XT

+2 +Stun odd <Effect> even <Effect> even +3+stun odd

+1 odd Bash even +2 Se even odd

Bash odd 0 even +1 even Bash odd

0 odd 0 even Bash even 0 odd

Firearms & Giants:

<Effect>

<Killed>

<Severe>

<Incap>

<Gashed>

Kill odd Se odd Inj odd Bash odd K:Mo/o even Sv/(AL) even In/ST even` Uncon even +350 or more 01-45 99 00 V +300 01-40 98 99 V +250 01-35 97 98 100 (/) + 200 01-30 96 97 100 (/) + 150 01-25 95 96 100 (/) + 120 01-21 93 94 99 (/) + 100 01-20 91 93 99 (/) + 90 01-19 90 91 99 (/) + 80 01-18 85 86 99 (/) + 70 01-17 80 81 98 (/) + 60 01-16 75 76 98 (x) + 50 01-15 70 71 98 (x) + 40 01-14 65 66 97 (x) + 30 01-13 60 61 97 (x) + 20 01-12 55 56 96 (x) + 10 01-11 52 53 96 (x x) 0 (10) 01-10 50 51 95 (x x) -10 01-09 48 49 95 (x x) -20 01-08 45 46 94 (x x) -30 01-07 40 41 94 (x x) -40 01-06 35 36 93 (x x) -50 01-05 (-) 30 31 93 (x x) -60 01-04 (-) 25 26 92 (x x) -70 01-03 (-) 20 21 92 (x x) -80 01-02 (-) 15 16 91 (x x) -90 01-02 (-) 14 15 91 (x x) -100 01-02 (- -) 13 14 90 (x x) -120 01-02 (- -) 12 13 90 (x x) -150 01-02 ( - -) 11 12 89 (x x) -200 01 (- -) 10 11 88 (x x) -250 01 (- -) 08 09 87 (x x) -300 01( - -) 06 07 86 (x x x) -350 or lower 01 (- - -) 05 06 85 (x x x) 11,22,33,44,55,66,77,88 are <Ghost!> Sore results over 97 are <Ghost!> Kill results are treated as <Ghost!> in regard to any positive table adjustment (they stand regardless of whether modifier places them out of the cited “K” result range). 244

EXTENDED COMBAT SPECIAL CONDITIONS: Effect
Armour!:

Result
A piece of the attacker’s armour falls off – G.M’s choice +10 bonus to be hit by attackers until fixed! The weapon currently in use breaks in combat (or will do so the next time its used) Superior weapons are immune to this effect, unless they are being used to parry a weapon of better quality! Attacker loses concentration – act as if Stunned for one Recounter; no action possible other than to defend themselves. Character drops weapon out of reach and is pushed five feet in any direction by defender (other than to cause the attacker to fall from a height, etc.) Move action + 1 snatch needed to retrieve weapon – may be Blocked by any opposing foe! Character drops weapon – well within reach. One snatch needed to pick it up; may defend while doing so! Drop weapon out of reach; Move action + 1 snatch needed to retrieve it – may be blocked by any opposing foe! Attacker inflicts a +50 WF hit on themselves; no defences apply! Character falls prone dropping weapon out of reach Stunned for 1 recounter; one “snatch” to rise from prone Move action + 1 snatch needed to retrieve it – may be Blocked by any opposing foe! Character trips up – but maintains hold of weapon Recoil back 2 feet; -10 D next Recounter - but no other effect! Stagger back 2 feet. ½ D, MV and skills for 1 turn; no other effect. Take cited quantity in Wnd damage. - A character naturally heals HD/30 non-effect related WNDs per day Roll again on wound table; take equivalent Effect injury!

Break:

Confused!:

Drop & Pushed:

Drop & Pick:

Drop:

Hit: Trip & Drop:

Trip & stun: Graze: Bash Wound

Effect!

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Creation: Appendix 4 - Creature & Monster Creation:
Monster Creation Rules. Further monsters and creatures may be added to the game, if the G.M so desires. The following creature/monster creation rules are presented to further such an aim. This system only generates creatures and monsters with a Size rating of Small or greater – given that anything smaller is unlikely pose any significant threat or challenge to player characters! But should G.Ms wish to create smaller creatures/Monsters, pick an appropriately sized entity from the Creatures section (18.20) and add monster style attributes (as given at the end of section 18.30). The most important aspect in designing such a creature is an interesting initial concept. What does the creature look like? What are its physical attributes?? What is its niche in the game setting? What uses does a G.M want the creature to play. While methods to randomly determine its attributes are presented the G.M should ideally use his conceptions in place of them, dice throws only utilised to add some difference to the creature or monster. Attribute levels can exceed cited values by G.M’s choice.
Step 1 – Choose size: • Small M/3, +10 D • Large +30 M. • Massive +200M. -30D

Medium Very Large Titanic

Base Tall +50 M, -10D Giant +300M -40D

+10 M +1000 M. -20D

2: Choose body-form: Amorphous = Protoplasmic Blob Arboreal = Lives in the trees. +10 D. Amphibious = Creature can live on land and water Bipedal = Walks or hops on two legs Carnivore Eats other animals Herbivore Eats plant matter Fish = streamlined body with fins. Floater = Magically floats in the air (monsters only) = Can fly = Moves by crawling on its body = Walks on 4+ legs = Two of the above move modes

½ move. + abilities “n” and “m”. Creature must return to water in 1-12 hrs None +20 D; -10 S +1 natural weapons -1 natural weapons Usually no manipulating appendages; Restricted to water. +10D, -10M, x4 “running” speed Sometimes ¼ M & S. Creatures have ½ M & S. ½ move, no appendages. +2 base speed, x3 running speed

Flyer Crawler Multi-limbed Dual 3 - Determine D: Random D rating equals = 1d10-2 x10 4 - Determine I: For a creature, I rating equals = 1d5-20x10, or 1d10-4 x10 for a Monster. 5 - Determine M & S: Random M & S rating equals = 1d10 -2.

6 - Determine HD and MP: HD: Hardness (“injury tolerance”) – equals M+S/2 +10 This figure is further adjusted by size: -10 = Small +20 = Large -Ogres 0 = Medium - Humans, Elves, Dwarves +40 = Huge - Giants +10 = Tall - Urruks, Drakkar +50 = Giant - Titans +100 = Titanic -Dragons In play Hardness may be improved at the rate of +1 per 2 Growth points. 7: Determine Natural weapons Primary 1d10-2 x10 Secondary 1d5-1 x10 Carnivore +1; Herbivore -1; Small -2; Tall +1; Large +2; Huge +3; Giant +5; Titanic +6

246

8: Determine armour rating. Creatures have a -1 penalty to this roll 1-3 0 4-5: +10 6-7 +20 8 +30 9-10 roll again = x2 +30. (max +400!) 9: Movement. Determine creatures’ movement rate. Move: 10 Yards/Recounter +1 Yard per M+S/10. Smal = halve base move, Tall +2 base move, Large +5 base move, Huge +10 base move, Giant +20 Massive= x3; Titanic = x5 Base move; base move. Bipeds double their speed rating if running, while Quadrupeds have +2 base move and triple running speed. Flying creature multiply ground speed by a factor of x2 to x5 (default value x3). 10: Determine Special Abilities Roll below for special abilities Monsters should have at least one special ability (unless based on a real world prehistoric lifeform). The same rule also applies in regard to magical intellect. 1 -5: None. 6-7: 1 special ability 8-9: 2 special abilities 10 : 3 special abilities. Use the table below to randomly determine specific Special Abilities via a 1d10 roll; (roll first to choose column,again for special effect): Special Abilities: 1-5 6-10 1 = # or (#) 6 c 1 i = #,+,i6 s 2 ~ 7 d 2 n 7 t = a, b 3 = @ and + 8 g 3 m 8 u 4 a 9 h 4 p 9 x2 5 b 10 k 5 r 10 new/choose ability Multi choice: 1-5 6-10 = 2 factors 1-4 5-7 8-10 = 3 factors. Special Abilities: # Fire attack = rng 30 WF +20 per 10 S. One such attack permitted every 20 –S Recounters. (#) As above, but body wreathed in flames only (range 0) ~ Poison attack. Take –wnd in italics four intervals spaced 10 mins apart Poison strength equal to 1d10x10-10 (double rating for Giant+ creatures). @”Cold touch” – wnds inflicted by touch heal at the rate of 1 /per 10 recounters + = Vulnerable to Exorcism a= Acid attack 1 Wnd/per 1 recounter for 3 recounters. b= Constriction attack (1 wnds/Recounter while grasped. c= Can skilfully climb trees d= Blood drain n wnds/Recounter g= Can climb (and cling on to) sheer surfaces and “ceilings”. h- Hypnosis powers (80 power) k= Well camouflaged (+80 skill – may suprise) i =Immunity to specific agent; #=fire , ~= poison attack or a=acid n = Ignores (regenerates) Sever results; loses 2 attacks that Recounter, then recovers. If Sever hit is augmented with fire, sever effect stands ! m ignores n number of bleed/sever effects before they have effect as cited on table p= Spell like abilities. Entity has innate Wizardry equal to their S score; choose one spell – Astral Leap, Avaelon Mist, Beast Control, Cloak, Control, Curse. Corrupt, Glories’ Blast, Disease, Eclipse, Element Control, Far Vision, Far Reach, Fireseed, Invisibility, Lightning, Iron Skin, Fearweave, Fix, Fireseed, Fly, Guise, Heal, Illusion, Lux, Petrify, Sorceries Sleep, Spirit Weapon, Smite, Swiftfeet, Superaction, Throw, (natural) Weapon of Fire & Cold. r = Ranged attack Range 20, dmg equal to M+20. Can use once every 10 Recounters. s= Long natural reach upto 3 t= Heals a= 1 wnd b= 2 wnd per recounter. u = Paralysing touch or sting. Xn = double number of permitted attack.

247

Appendix 5: Definition of technologies:
The various terms alluded to in the Fantasy Worlds section described below as defined in terms of Magonia. In particular note the technologies’ related skill(s): if a culture doesn’t have access to the technology described, the skill doesn’t exist within their culture.
Agriculture. The knowledge of cultivating possible food crops from wild strains and repeatedly grow them successfully – providing a (fairly) reliable source of food. Agriculture is one of the cornerstones of civilization, providing sufficient surplus wealth to support non agricultural professions (including rulers) along with the cities and towns they live in! Agriculture has a base production modifier. Agriculture (villa) Villa economies are an early form of large-scale focused agricultural production focused on a large estate centre – the villa – which often also acts as the owner’s home. Villa Agriculture has a x2 production modifier. Agriculture (Open Field) The Open Field system represents a development of the Villa economy, often focused on planned villages located within a series of intensively farmed areas nearby. The land may be owned communally or farmed on behalf of a landlord (usually a noble). Various fields are put in use and then left fallow on a yearly basis, while villagers pay part of their rent obligation in the form of service involving farming and maintaining the owner’s personal holdings. Open field agriculture has a x3 production modifier. Agriculture (Advanced) In many advanced cultures the Open Field system is eventually abandoned in favour of privately owned land (enclosure) and better land management regimes such as crop rotation and improved land drainage. Those who worked on the open fields become self-employed farm labourers. Open field agriculture has a x4 production modifier. Blast Furnace A blast furnace is capable of generating temperatures sufficient to produce cast iron. This markedly speeds up production of iron making in many processes. Boat (Canoe) The first type of boat invented by man – either a series of timbers lashed together with rope or a dug out/burnt out log. Boat (Barge) A larger, more sophisticated, form of canoe, barges are mostly propelled by oars. They are mostly confined to rivers. Boat (Galley) Galleys are large boats with a central sail – although their main means of propulsion are groups of oarsmen, located either side of the vessel. While useful in war and commerce their ability to travel large expanses of landless ocean is limited. Galleys represent the first “true” form of ship. Boat (Drakkar) Drakkars are large open boats steerable either by wind or (more often) by oarsmen. They are very uncomfortable to travel in, but are (barely) capable of long ocean voyages. Boat (Cog) Cogs are ships propelled mainly by the wind. This frees up considerable space for cargo – markedly enhancing travel and trade. Cogs do not, however, have the range for long ocean voyages. Boat (Carrack) Representing a more advanced form of Cog, the Carrack is capable of long ocean voyages – opening up the world to the cultures that develop them. Bronze. Usually an alloy of copper and tin (although other admixtures are possible), Bronze provides a capable, hard material useful for tools and weapons – albeit more rare (and hence more expensive) than iron. Bronze implements are cast in clay or stone moulds of varying complexity.

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Carpentry The series of skills and techniques allowing wood to be used for building and various commonplace objects. City Large concentration of occupation, usually based near rivers (for easy access to traders), these form the administrative and commercial centre of sophisticated cultures. Cities require both a good flow of trade and food to sustain them. City State A sizable, but localised region controlled by a City. Clothing. The knowledge to turn skins and skin products (such as wool) into clothes and shoes. Empires A substantial region under the control of a single ruler (or similar agency). Empires can span most of a continent – or upto several; in the latter case most areas will be close to the seaboard that’s most accessible to the ruling city. Provincial riding saddle Use of an Provincial riding saddle without stirrups results in only a riding Difficulty penalty of 10. Attacking with a couched lance results in a difficulty 60 roll to stay mounted on a successful hit. Flint The knowledge to turn a fairly commonplace form of stone into cutting implements and other forms of tools. Represents one of mankind’s first artefact technologies Glass (faience) This represents first form of glass discovered; namely faience – comprising of ground silica heated in a crucible. Often used to make the glass beads highly prized by early cultures. Glass Eventually, the discovery of fluxes (i.e. soda) allow the creation of true glass, by lowering the required temperature to manageable levels. Fragile but attractive and highly prized vessels can be made when combined with the use of colorants and glass blowing. Only technomagical or industrial cultures are capable of making large one- piece glass panes. Glass (Stained) This knowledge represents a series of advanced glass-working techniques often used in religious houses to create astounding colourful images representing god-stories, saint legends and so on. Glass (Plate) The ability to make large single-piece panes of glass; usually a technomagical-era skill in this game. Gunpowder A combination of several elements (in our world charcoal, saltpetre and sulphur) to create a powder generating a powerful explosion when exposed to a source of heat. It is eventually utilised in warfare in the form of gunnes and their successors (if any). Iron The ability to work iron, a robust, commonplace metal. Iron is worked via forging techniques – the temperatures capable of melting iron only made possible by processes developed by technomagical cultures. Towns Modest-sized urban aggregations, usually the economic focus of several villages, who use it as their market place, trade centre and access point for exotic goods and services otherwise not available in isolated rural areas. Wheel One of the first complex devices to be invented. When combined with Carpentry and Mounts it results in the development of horse drawn vehicles such as carts and chariots. It also has other vital uses, such as the stone wheels used to grind flour. Waterwheel A development of the Wheel: basically a hollow wheel with internal paddles, capable of powering low-energy processes such as milling.

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Associated skills: Herding The domestication of wild animals, selective breeding and husbandry – resulting in the various farm animals vital to agriculture. Mathematics The ability to calculate complex values beyond simper methods such as tallying or finger counting. Magical Power. The metaphysical knowledge underlying the manipulation of non-divine sources of supernatural power; a prime requirement for Wizardry. Mounts Domesticating various wild animals for riding and as beasts of burden. Riding on a mount without a saddle results in an additional 60 Difficulty. Religion Knowledge of Gods, the understanding of their underlying theological principles – including how to channel their power. Saddle Facilitates Riding skill; Riding a mount without one results in a 40 Difficulty penalty; riding just without stirrups results in an 30 Difficulty penalty . Without a saddle, attacking with a couched lance results in a difficulty 80 roll to stay mounted on a successful hit! Saints The knowledge required to allow an individual to channel their innate supernatural power gifted to them by divine sources. Soft Metals The cold working of soft metals – gold, silver, lead and copper. This eventually leads to more useful forms of metallurgy, as well as being the basis to establish money-based economies. Steam A technomagical process in this game, it usually represents the most powerful means of naturally generating power available. However, in some fantasy worlds it is supplemented (or ousted altogether) by “magical” or technomagical forms of energy production. Steel The knowledge of combining iron with carbon and other additives, along with special heating regimes to create a metal of superior hardness and the ability to retain a keen edge. The base Magonia weapon tables assumes the use of steel in swords, etc. along with the “cutting edges” of axes, spears etc. Stirrups These allow superior control of mounts – particularly in combat situations. They allow the Riding skill to be used without penalty, along with the ability to fight with a couched lance. Stone Buildings The ability to create buildings from blocks of stone. Stone Buildings (pillar) Allows the construction of stone buildings with extensive ceilings. However, pillars often take up considerable floor space…. Stone Buildings (Arch and Dome) Represents various advanced building techniques allowing high vaulted ceilings and buildings with a greater degree of free floor-space. Writing The ability to record direct and abstract ideas through a series of symbols. This allows knowledge to be retained without rote learning. Wizardry. Ability to utilise natural magical forces – without the aid of any god – and train others in its use.

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Appendix 6:

BACKDROP OPTION CHECKLIST:

The following tables reproduce the genre selection options given on pages 155-160 and 175-177 of the Magonia rulebook in checklist form, to speed up the setting creation process. Go through this sequence, selecting one or more option(s) from each list to reflect the unique character of your game setting. Pages 221 – 225 need only to be completed once per game-world, while the Main Setting data on pages 225 – 227 ideally should be completed for each significant state or kingdom existing within it:

Genre Setting Options: These choices define the general type of fantasy represented by the setting – circle whatever choice best represents it:The Gods:
Never intervene Priests No Monotheism Might well not exist…. Monotheism Ancient Evil Dark Gods Base Saint powers only Standard Saints Standard Gods Dark Lord Dualism Priests Saints and Priests are Intellectuals

Wizardry
No magic Base Psionics /only Standard Magic Wizards are intellectuals. High Status only Low status Serving Their Lord Rare Magic Dual powers Alchemy exists Excess corruption Low Magic Limited Alchemy Only Psychics Cunning Ones Artefact magic only Wizardry equals Sorcery .

Characters start play as:
Admixture Characters. Social Outsiders Wanting to Go Home No Admixture characters Freebooters. Mixed classes and motivations.

Available Race-types:
Only standard humans Many species Humans dominant Nomadic Crowded Only normal animals Prehistoric animals. One type of monster Only Ghosts and Faeries. Monsters are rare Prehistoric Post Medieval Some Variants Many Variants/species Many Variants Anthromorphic animals A few species Anthromorphic animals only

Population:
Pockets Dense Scattered Normal

Monsters:
Normal & prehistoric animals Monsters as “outsiders” Some exist Some Unliving creatures exist. Monsters are commonplace Prehistoric creatures only All Unliving Monsters once existed. All Monsters One type of Unliving Monsters Are Evil Some Unliving Encroaching Monsters Pseudo Medieval

Period:
Early Civilization 0 Tech future Medieval Technomagical

Morales…
Black and White Innocent Venal & heartless Variant Medieval Reasonably egalitarian In Peril Follow Chivalry Episodic Corrupt Indifferent Vindictive justice Taboo Driven Egalitarian Features Sensuality Amoral Darwinian Socially Stratified. True medieval Pseudo-Modern Innately good Superficially Pleasant Anarchic Stoic Feudal Money Rare Decaying Corrupted with evil Mobility via Deeds

Adventures are:
Episodic but character focused Episodic with Story Arc Single Quest Mixed.

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RULES OF MAGIC
Circle 2-8 options to represent the characteristics of magic in this setting: Option Cost Option Aging” wizardry (2)# Banned Wizardry Bespoke Magic only (1) Banned Religion Banned Psionics (2) Component wizardry Chaos! (1) Confounded Component wizardry Corrupting Magic (2)# Difficult Wizardry Earth Magic (1)# Earthed Magic Evil Source (4)# Fetish Based High Magic Setting (1)# Holy Source If it harms none….. (2)# Item based wizardry only Ley Lines (1)# Mark of the Gifted Metal Affects Wizardry (1) No Magical Alchemy “No Wizards in this world...” (3) # No Wizardry Stores Latency = Wizardr/ Piety (1) Latency equals Psychic Powers Places of Power (1)# Realms of Magic Realms of Magic dominate (3) Realms of Magic - some limitations Realms of Magic actual but not significant (1) Realms of Magic don’t exist Obvious signature (1) #. Ordeal! Sacrifice! (3) # Sore Loser: Sleeping Sorcerers: (1) Sleeping Sorcerers Extreme Slow Spells (1)# Spell based wizardry only Spells only (1) Spells and Bespoking Special activation: (1)# “Spacetime stress” wizardry Stigmata (1) Psionics and Piety Only Psionics Only (3) Unique Beings Weak wizardry: (2)# “Your Gods are Dead!” Variable Spells (1) Cost (2) # (2)# (1) (1)# (2) (2)# (1)# (1)# (2) (1)# (2) (1) (2) (1) (2) (1) (1)# (2) (1+) (1) (1) (2) (2) (2)# (3)#

# = Also Relevant to Piety!
World Creation:

Circle whatever choice best represents the particular cited option(s)for this setting.
The Stars and space: Nul = There is no Sun, Moon or Stars – the world is illumined by a magical source of light. Stargods = The stars are supernatural beings. Planetgods = Visible planets are gods, elemental realms or god-realms. Pinpricks = The stars are lamps or pinpricks within a “celestial sphere”. Suns= The stars are merely other, more distant suns. Recounters = The game world has experienced many Recounters of creation Mageflight = Other worlds can be reached via using magical “flying ships” Ether = Outer Space is not a vacuum – it is full of breathable ether. Ethersails = Space-Ships and Star-Ships (see below) can travel through space on “sails” Void = Other worlds don’t exist – the game world exists in isolation. Isolated = Other worlds exist, but they don’t interact.m8ii

• • • • • • • • • • •

World Creation Myth:
The world was created/formed from void years ago. It came into being/formed naturally/from the bones of dead gods/from enemies of the gods/from tears/blood/seed of Gods/sired by a magical creature/coupling of Gods/ . The Gods, who were once men/pre-dated the Earth they found/created mankind and toyed with them /gave them civilization/ . The Humans were the first/one of the first/one of the later/one of the last species to come into existence. Nothing/ An angry god/Human wilfulness brought evil into the world. This was because humans can be both good and evil/ was jealous of man/ regarded them with contempt/wished to corrupt them/take dominion over the world/ .

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• • • • • • • •

The World: Eras = The setting’s continents have changed form, resulting in distinctive “eras” of existence. Ages = The present game universe was preceded by earlier one Others! = Other worlds exist and can be reached via magic “gates” or “portals”. Earthers = Visitors from our world can reach the game setting via magic “portals” Flat = The game world is flat. Endless = The game world is a vast flat dimension ending in seas, mists or woods. Hollow = The world is a hollow sphere with both inner and outer regions inhabited. Sphere = The setting is a globular world much like our own. The Gods: Immortals = immortal supernatural entities existing independently of the game world. Transcended = Were mortals existing at creation, who became divine through heroic deeds Age= They (very slowly) age and die over thousands of years – to be replaced by mortals Myth! = The Gods do not actually exist – There is no Piety attributes (and hence no Saints) Vulnerable = Can die in wars with other Gods and fade away if they are not sufficiently worshipped. Emotional = The gods are jealous, capricious beings who toy and sometimes pester humans. Visitors = Can visit the game world, fall in love with mortals – which can result in “ Seraphs”. Some once Mortal = Especially heroic mortals can become Gods if specific criteria are met. Age: The World can be described as follows: New = has just been created. Young = has only recently been created. Youthful = has a significant but not particularly deep history. Mature = is mature, which has seen the rise and fall of many races and cultures. Ancient = is an ancient world with few natural resources and a dying sun. Dying = is effectively dead, with small groups of survivors clinging to existence. Aspect: In comparison with Earth, the game world is: Arid. Mostly Desert. Wetter. Hotter. Colder. Rich = has more mineral resources- including metals. Poorer = poorer in mineral resources - including metals. Harsh = poorer in soil nutrients (and hence less “green”). Gaia = richer in soil nutrients (and hence more “green”). Volcanic = Host to a greater degree of volcanic activity. Balanced = various temperature zones and variable distribution of resources. Uneven = The world suffers from marked and variable seasonal patterns. Fixed = The setting is dominated by one general weather pattern or season (it’s always misty, the world is locked in continual winter,etc). Additionally (in comparison with Earth), it: Less Land = Has less land in proportion to its oceans. Less Water = Has less water in proportions to its landmass. Ur Mass = Comprises of a single massive “super-continent”. Islands = Has less significant land masses. Balanced = The world has a similar distribution of land and topology. Dramatic = Has more monumental landscape features. Diverse = Has a wider diversity of landscape features within a smaller area. Plain = The land is mostly flat with little variation in topology. Haunted = Has landscape features of a supernatural origin.

• • • • • • • • • • • • • •

• • • • • • • • • • • • •

• • • • • • • • •

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Ages/Eras Choose quantity required and score out rest: Use events cited below as an inspirational guide for historical events:
1st Age: It’s beginning was marked by:___________________________________________________________ This era was Stone Age/Neolithic/Bronze Age/Iron Age/Early High Late Medieval /Technomagical It was a Time of ______________________________________________________________________ It lasted ______________________(years/ ) It Ended due to_______________________

___________________________________________________________________________________ Most significant events & people:_______________________________________________________ ___________________________________________________________________________________

2 Age: It’s beginning was marked by:___________________________________________________________ This era was Stone Age/Neolithic/Bronze Age/Iron Age/Early High Late Medieval /Technomagical It was a Time of ______________________________________________________________________ It lasted ______________________(years/ ) It Ended due to ______________________

nd

___________________________________________________________________________________ Most significant events & people:_______________________________________________________ ___________________________________________________________________________________ 3rd Age: It’s beginning was marked by:___________________________________________________________ This era was Stone Age/Neolithic/Bronze Age/Iron Age/Early High Late Medieval /Technomagical It was a Time of ______________________________________________________________________ It lasted ______________________(years/ ) Comments:__________________________

___________________________________________________________________________________ Most significant events & people:_______________________________________________________ ___________________________________________________________________________________ ___________________________________________________________________________________

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4th Age: It’s beginning was marked by:___________________________________________________________ This era was Stone Age/Neolithic/Bronze Age/Iron Age/Early High Late Medieval /Technomagical It was a Time of ______________________________________________________________________ It lasted ______________________(years/ ) Comments: _________________________

___________________________________________________________________________________ Most significant events & people:_______________________________________________________ ___________________________________________________________________________________ ___________________________________________________________________________________

5 Age: It’s beginning was marked by:___________________________________________________________ This era was Stone Age/Neolithic/Bronze Age/Iron Age/Early High Late Medieval /Technomagical It was a Time of ______________________________________________________________________ It lasted ______________________(years/ ) Comments:__________________________

th

___________________________________________________________________________________ Most significant events & people:_______________________________________________________ ___________________________________________________________________________________ ___________________________________________________________________________________ Some example events are cited below for inspiration – combine and add to this list as desired: Abundance; Absolution; Act; Addiction; Advancement; Alliance; Amendment; Anathema; Antagonism; Art; Artefact; Appearance; Beginning; Banishment; Beguilement; Birth; Betrayal; Blasphemy; Blessing; Boom; Chaos; Crime; Crusade; Creativity; Civil War; Curse; Conquest; Corruption; Conversion; Culture; Contentment; Destiny; Decline; Discovery; Decadence; Discontent; Decay; Death; Disaster; Divine; Drug; Destruction; Elder Race; Expansion; Exploration; Extinction; Enlightenment; Evil; Ending; Fall; Faction; Fate; Fragmentation; Gods; Genocide; Genius; Gift; Glory; Good; Heresy; Heroes; Intervention; Ignorance; Invention; Ideology; Invasion; Imbalance; Influence; Judgement; Knowledge; Learning; Law; Lawlessness; Legends; Oath; Occurrence; Obligation; Oppression; Omen; Overlord; Plague; Peace; Poverty; Plenty; Magic; Manifestation; Miracles; Migration; Monuments; Monsters; Nation; Neglect; New Peoples; Rebirth; Rebellion; Reformation; Retrogression; Recession; Sin; Strife; Stasis; Transgression; Transformation; Trade; Terror; Unification; Valor; Vice; Virtue; War; Wisdom; Wealth; Wasting. Main Setting - Social Factors.

Circle whatever choice(s) best represents the particular cited option for this setting:
The main setting area is a…. 1: Democracy - Rulers are elected by/from a pool consisting of: Seraphs. Adults (aged 21+). +Landowners.

• • •

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• • • • • •

Nobles (status 1+). A Profession (Criminals, Merchants, Priests, Saints, Wizards, etc.) A specific species. Sexist = One or more of the above – but women are excluded. Racist = One or more of the above– but other species/Variants are excluded.

2: Dictatorship - ruled by: A King or Queen originating from: • An established dynasty. • A newly established dynasty. • The General populace = the ruler’s spirit is thought to reincarnate into another body on death (or be replaced by a new “ruler spirit”)! • The shadows = The king is a puppet, with others actually ruling behind the scenes! • Minor Royalty = The king is only a petty king, ruling on behalf of a large empire. • Symbolic Petty Rulers = Rulers have titles not reflecting their actual rank • Parliament = The ruler is “advised” by a “hereditary” parliament comprising of powerful nobles • Proles = The ruler is “advised” by an elected parliament, consisting of those eligible to vote. … Or someone else other than a King, who is: • A Noble = An aristocrat effectively rules the country. • Military = The army or cabal of militaristic nobles. • A Prole = A powerful leader with commoner origins. • A Mystic = A powerful Wizard or Saint (or a cabal of same). • An Alien = From a non-human group. • Inhuman = A powerful monster or unliving being. • A Demigod = A powerful Seraph or Servitor. • A Professional = From a specific profession (Wizard, Saint, Merchant, criminal, etc.) 3: Anarchy: Civil War = The country is suffering from a protracted civil war. Invasion = The country is often attacked by forces from outside (either of the same or different species). Lax Rule = The rule of law is very lax and limited in scope. Corrupt = The rulers and administrators are corrupt and in pay of lawless elements. Free = The population follows few laws due to personal choice. Harmonious = The populace is so innately lawful that there is no need to enforce the law. The region’s general aspect is then determined: This region is organised on the following level: • Nomadic = Population is nomadic and the country has no permanent settlements. • Village = Each settlement has full autonomy over its region, but nowhere else! • Towns = As above, but with larger zones of control and “market towns” appearing. • City States = The country is controlled by a series of states focused around cities. • Kingdoms = The country consists of a series of independent kingdoms. • United = While composed of distinctive regions, the country is controlled by a single ruler. • Single Kingdom = The country is considered to be a single state. In regards to population the country: • Crowded = Is very crowded. • Teeming = Densely populated. • Base = Has an average population. • +Scattered = Has a low population. • Isolated = Is sparsely populated. • Empty = The land is virtually empty (of humans….).

• • • • • •

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The country is: • ‘Taped = Stifled by needless bureaucracy. • Efficient = Well run and ordered. • Fair = Fairly well run. • Shoddy = Laxly run. • Weak = Very poorly run – with civil crises often flaring up as a result! Taxation is: • Oppressive. • High. • High & arbitrary = taxes are high, new ones often raised on the slightest pretext. • Targeted = Certain items are heavily taxed to discourage their use. • Conditional = Some items or individuals are exempt from taxation. • Average = Set at average levels. • Low. • Very Low. • Variable = Only imposed when required – but is of a variable level depending on need. • Purposeful = Select a taxation level (“average” or more); the state provides citizens with many services and utilities. • Tight-fisted = Select a taxation level (“average” or more); the state provides citizens with virtually no benefits for their taxation! The rule of Law is: • Oppressive. • Stern and strict. • High-handed and unfair. • Average. • Lax. • Variable = Does not apply to everyone equally. • Loose utopia = Virtually non-existent; but society remains well ordered. • Dystopia = Law is non-existent; the land is plagued by bandits and criminals. • Insurgents = Select one degree of law above - bur the state has a significant rebel or lawless element. The Land’s resources are: • Bountiful = Very abundant for virtually everything. • Fair = Good for some minerals, abundant in regard to a few others. • Average = Good in regard to some elements. • Uneven = Average in most areas, but lacking a few elements • Poor = Poor in regard to most elements • Exhausted = The land has little remaining resources and is polluted
Resources relevant to this game include: Building Stone (required for Stone Buildings), Copper and Tin (required for Bronze), Flint (required for stone tools), Gold, Gemstones and Diamonds, Iron (required for all Iron Age+ era tools), Lead (for sling and gunne bullets), Lime (required for farming), Plough Soil (required for Agriculture), Silver, Star Metal, Timber, Wizard Gems, Water.

Setting’s Current Technological Basis (circle one): Stone Age Bronze Age Iron Age Early Medieval High Medieval Technomagical

Post Medieval

• • •

Lastly, the G.M needs to consider: How many neighbouring powers are there within the game-setting region? What are their names? Who controls them; humans, another species or a diversity of species? What is their relationship to the main game setting area? What is most distinctive about them?

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Appendix 8: Character Conversions
Two tables are presented below, for attributes and skill levels, respectively, to facilitate the conversion of characters from other games to the Magonia system (☺). Given the great diversity of RPG systems these tables are provided “for guidance only”; players should feel free to amend attribute and skill levels to those that “feel right”. The G.M may decide to adjust conversion results for the purposes of game balance – depending on the current games’ “power level”.

Attribute Conversion:
To use this system, note what groupings of dice were used to originally generate the character’s attributes; alternatively, note what kind of dice attribute rolls are made on and select the closest match on the table below as the conversion “benchmark”. Then read the attribute descriptions in the original system, matching them to the most appropriate Magonia attribute. Find the characters’ original attribute level in the appropriate column and find the matching value in the “Magonia Attribute column”; this equals the character’s attribute level within the Magonia System! Derive the character’s secondary Magonia attributes based on the converted values. Fortune equals highest attribute/10 +5. Wizardry, Piety or Latency equals character’s highest skill or nearest related magical attribute – but only those originally with such abilities - all other characters are “mundanes”. Choose and retain all spells comparable in those previously known in the originating system. The character’s REC equals characters’ highest rated Skill.

|-- -------Attributes Generated on a-------------| Magonia Attribute 3d6 2d6 1d100 -35 3 2 10 -30 4 3 15 -25 5 4 20 -20 6 4 25 -15 7 5 30 -10 8 5 35 -5 9 6 40 0 10 7 50 +5 11 8 60 +10 12 9 70 +15 13 10 75 +20 14 11 80 +25 15 12 85 +30 16 13 90 +35 17 14 95 +40 18 15 100 +45 19 16 105 +50 20 17 110 +55 21 18 +60 22 19 +65 23 20 +70+ 24 Dice pool = +10 per die (large pools of dice) or +20 (smaller pools of dice). Skills: Converting skills can be notably difficult – every system having a radically different approach to what
actually constitutes a skill - even between those using the same resolution dice throws! Note what dice (and/or how) skill actions are resolved on and pick the nearest match among those cited below. Convert skills to talents that represent the best match within the Magonia system. Some may well be covered by a single skill under this system – these “lesser” skills equating to a point familiarity option of the most appropriate ability). If absent, give character a skill value equal to half their highest-rated skill in the following: Active, Climb, Creep, Folklore, Gaming, Ride, Survive, Shield, Unarmed, Nature, Present, Region, World, Low (or High) Social plus any 1 Workskill. In systems that use “levels”, use level x10 (upto 20 levels) or +2/level (if higher). Skill rolls equate to/Magonia Skill level +1 on a 2d6 throw = +20 +1 on a 20D throw = +5 Roll score on a D100 = Skill level /2 (max +100) Add score to a D100= Use cited skill rating. Dice pool = +10 per die. Hit points = Amend any improvable “hit point” totals (or similar) into an F rating. In most systems this should equate to HPs/5. Where no such ratings, exist characters have an F rating equal to their highest skill/5 +5.

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- APPENDIX 8 1: Retained Difficulty Counters:

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2: Fortune and Fatigue Counters:

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