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anderer begins with one spell and each Wanderer = 2d6 damage
failure. Each PC has three reserves; Defence, Wizard begins with two spells (see Warrior = 3d6 damage
Endurance and Power, which reflect SPELLCASTING).
CR can be opposed with two or more PC’s secondary ability, based on his or her Trait Half the damage rolled (round down) if the PC
taking actions in direct competition with one values. COMBAT is unarmed.
another. In this case the highest total wins.
y Defence is the PC’s ability to avoid being hit Actions are taken in order from the highest DEX Damage is reduced (to a minimum of 1) if the
If circumstances (such as magical obstacles or in combat. It equals the total of his Trait to the lowest. If two or more combatants have opponent is wearing/using armour and/or
items) demand that the CR be “halved” or values divided by three (round down). the same DEX value then both should roll a d20 shields. For PC’s that means:
“doubled”, only the actual d20 roll and NOT y Endurance (END) is the PC’s ability to absorb and the combatant with the highest roll goes
the modifiers are halved (round down) or physical harm. It equals his STR value. END lost before the others. Each PC can take one Wanderers = 1d6 damage reduction
doubled. during an adventure can only be regained action per round. Assume each round lasts Warriors = 2d6 damage reduction
through healing spells or potions. about six seconds. Any round that a PC is not
PLAYER CHARACTER (PC) CREATION engaged in hand-to-hand combat allows the
y Power (POW) is the PC’s store of “energy” A Wizard can, if he was to grab a shield or
that fuels spells and allows Warriors to PC to use a missile weapon or cast a spell. similar item, can gain a 1d6 damage reduction
Character Classes
perform great feats on the battlefield. It by warding off blows but only if he takes no
There are three Character Classes: Warrior, To hit a target with a missile weapon requires a
equals his CHR value. POW spent during an other action apart from moving at a
Wizard or Wanderer. successful DEX CR using their Defence value as
adventure cannot be regained until after the walking/shuffling pace.
adventure. the DV. If the target is behind effective cover or
Trait Values the PC is using an improvised weapon, the CR Damage is taken from the loser’s END. When
Roll 3d6, total and repeat twice. Distribute is halved.
Equipment END is reduced to zero or less, the PC is dead.
these three initial values between the three
Each PC begins with the following equipment:
Traits: Strength (STR), Dexterity (DEX) and To hit an opponent in hand-to-hand combat
a hand weapon, backpack, 2d6 coins and two Anyone can move out of hand-to-hand
Charisma (CHR). requires a successful STR CR using their Defence
mundane items (such as 50' rope, 10' pole, combat at any time but this gives his opponent
lantern etc.) value as the DV. If the PC is using an improvised a free attack. This does not happen to flying or
Each Trait also has a modifier that is added to weapon or is unarmed he the CR is halved. mounted combatants fighting against
relevant CR. This equals the Trait’s value
Each Warrior and Wanderer has a missile unmounted or ground based opponents.
divided by two (round down) and then minus The damage inflicted depends on the PC’s
weapon (with ammunition) and an
five. So a Trait with a value of seventeen has a Class and reflects his/her overall skill and
armour/shield combination appropriate to the In addition, Warriors and Wanderers can
modifier of plus three (17/2 = 8-5 = 3). expertise in combat and weapon usage.
campaign world. perform feats. These represent a focused and
determined attempt to perform an heroic
Wizard = 1d6 damage
______________________________________________
etc.), every even roll is ignored. ______________________________________________
surface (water, snow, through branches ______________________________________________
every ten feet he falls. If he falls onto a “soft” ______________________________________________
y FALLING: the PC suffers 1d6 damage for ______________________________________________
duration. A disease will last for 2d6 days. ______________________________________________
spreading the disease himself for the ______________________________________________
the disease and (c) becomes a source of ______________________________________________
every CR he makes while he is suffering from ______________________________________________
permanent damage, (b) subtract 1d6 from ______________________________________________
STR 10 CR every day or take 1d6 of ______________________________________________
disease is caught, the PC (a) must make a ______________________________________________
for the same disease for 24 hours. If the ______________________________________________
catching it. Another CR will not be required ______________________________________________
successful STR 10 CR is required to avoid ______________________________________________
y DISEASE: On first contact with a disease a ______________________________________________
from exposure, thirst, snow blindness etc. ______________________________________________
STR 15 CR every hour or take 1d6 damage ______________________________________________
jungles, deserts, tundras etc, he must make a ______________________________________________
inadequately prepared for adventuring in ______________________________________________
y EXTREME ENVIRONMENTS: if the PC ______________________________________________
______________________________________________
ADVENTURING HAZARDS ______________________________________________
______________________________________________
REFEREE MANUAL ______________________________________________
______________________________________________
______________________________________________
(Version 1.1) ______________________________________________
______________________________________________
______________________________________________
SWORD & SPELL ______________________________________________
CAMPAIGN NOTES
y …Store POW in a magic Focus (like a THE SPELL LIST 6.FIREBALL*: The caster shoots an very slowly for 10 minutes. The spell fails if
staff or an orb but not a weapon) by exploding ball of fire. Everyone in a 10' the caster has a heavy load.
buying additional POW. This costs 10 1.ANTIMAGIC SHELL. The caster chooses radius of the blast is affected. A single 12.LIGHT: An item in the hand of the caster
coins per point of POW. an area of with a radius of 20’. For a CHR CR is required to see who is and isn’t glows as bright as day within a 20’ radius
y …. Can also try a gruesome dark ritual to number of minutes equal to his level, all hit for a 2d6 END loss. A double roll for a number of hours equal to his/her
get more POW. This ritual can be done attempts to cast spells fail and magic doubles the damage. Armour reduces level.
only once between adventures and give items cannot use their magical abilities. this and cover counts as if a missile 13.LIGHTNING*: A basic attack spell. The
the PC 2d6 additional POW usable only 2.BLESSING/CURSE*: The target get a 1d6 weapon is being used. target loses 2d6 END. A double roll
to cast spells. If the PC gets a double on bonus to any CR he makes during the 7.HEALING: the target recovers 1d6 END. doubles the damage. Armour and cover
his roll, the ritual backfires and instead, next 1d6 minutes. The caster can also An un-dead loses 1d6 END instead, are ignored.
he begins the next adventure with an choose to curse the target and lower his ignoring any armour. 14.MAGIC AURA: The target can raise or
END total reduced by the total of the next roll by the same amount instead, 8.INFLICT PAIN*: the caster causes an must lower (caster's choice. Lowering
dice (thus, if you get a double 5, you although this requires a CHR CR. opponent to lose 1d6 POW. requires CHR CR) his Armour by 1d6 for
lose 10 END). This cannot reduce your 3.CONFUSION*: The caster charms his 9.INTANGIBLE: the caster or target gains the duration of the fight. Thus, a Wizard
END below 1 however. target that begins to act randomly for the ability to walk through walls, doors would have 1d6 armour, a Wanderer
the duration of the combat (less than 10 etc. Any even roll to hit (weapon, missile 2d6 armour and a Warrior 3d6 armour for
The POW stored in a Focus and those minutes if outside combat). The target or spell) misses and does not inflict the duration of the fight if Magic Aura
given by a dark ritual are temporary. will not harm his allies but he'll not attack damage. The spell recipient loses this was cast on them once. Its effect stacks
When they are spent, and they can be the caster's allies either. The victim must ability if he tries to harm another or casts if the caster casts this spell multiple times
spent at any time, they're gone forever make a CHR 20 CR each round in order another spell. The spell lasts for 10 on the same target. This cannot reduce
and the PC does not get them back to take a declared action. minutes. a being’s armour to less than zero.
between adventures. 4.CURE: the caster nullifies the ongoing 10.INVISIBILITY: The caster becomes 15. PHANTASM: Create an illusion the size
effect of any paralysis, poison or disease invisible, giving a - 5 penalty to all attack of a man for 10 minutes. The caster can
All spells marked with an asterisk require a in any single person. rolls against him, provided they know choose what it looks like and how it
CHR CR against the target’s Defence. If 5.DISINTIGRATE*: the caster chooses a where he is. The spell ends after 10 behaves. A suspicious character can
the CR fails the PC must double the single item being worn or wielded by minutes, whenever the caster tries to make a CHR 20 CR to see through the
amount of POW spent to cast the spell. another and destroys it completely. If the harm another or casts another spell. illusion.
item is magical the CHR CR is halved. 11.LEVITATE: The caster can hover and fly 16.QUIET WORDS: the caster can
to their CHR CR. Mystics always have one Veteran/mercenary captain etc MR 14 y
y Mystics add a third of their MR (round down) Mercenary/professional soldier MR 12 y
“ 7d6 +13/+25 36
missile attack. Militia/town guard etc MR 10 y
to their DEX CR. Sneaks will always have a “ 6d6, 7d6 +12/+23 34,35 Villagers/townsfolk etc. MR 6 y
y Sneaks add a third of their MR (round down) “ “ +11/+22 33 COMMON PEOPLE
Armour for every 10 MR (round down). “ “ +11/+21 32
to their STR CR. Brutes will always have 1d6 creatures that have two or all three specialties.
3d6 6d6 +10/+20 30,31
y Brutes add a third of their MR (round down) virtually any additional power. Treat them as
Most monsters also have a specialty: “ “ +9/+18 28,29 Creatures such as these can have any MR and
“ “ +8/+17 27 DEMONS/DEVILS ETC
subtracting five. “ 5d6 +8/+16 26
their MR divided by two (round down) before its MR.
“ 4d6, 5d6 +7/+15 24,25
All monsters add a bonus to their CR equal to its damage equals that of a monster with half
“ “ +6/+13 22,23 rolling 6d6. A swarms END is double its MR but
for a roll. “ “ +5/+12 21 entity. Their MR is determined randomly by
score is equal to his MR when you need them normal insects and are treated as a single
2d6 4d6 +5/+11 20
Assume all the Monster's Traits and his Defence y Swarms are large, cooperative amounts of
“ “ +4/+10 18,19
occasionally flyers and/or poisonous.
monster is and the harder it is to beat. “ “ +3/+8 16,17 to their chitinous bodies. Aberrations are
POW. The higher the MR the tougher the “ 3d6 +2/+7 15
they always have an extra 1d6 armour due
they have a Monster Rating (MR), END and Use the same ratings for animals except that
“ “ +2/+6 14
Monsters don't have a Level or Traits. Instead y Aberrations are “giant” insects and spiders.
“ “ +1/+5 12,13 and swarms.
MONSTERS 1d6
X
2d6
“
0/+3
-1/+2
10,11
9
Vermin come in one of two types; aberrations
VERMIN
(Version 1.1) X
X
“
“
-1/+1
-2/0
8
6,7
20, END 60
y Huge animal (elephant, dinosaurs etc.) = MR
X 1d6 -3/-2 5 15, END 30
SWORD & SPELL (BRUTES only) (Normal/speciality)
y Large animal (wild boar, bear, lion etc.) = MR
Armour DAMAGE CR bonus MR giant snake etc.)= MR 10