You are on page 1of 4

A natural, unmodified roll of a 1 is ALWAYS a Reserves Each Wanderer begins with one spell and each Wanderer = 2d6

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

feat must be declared before any other


to 20 or more (very hard). as if his DEX was 1d6 higher than it is. This
succeeded. DV can be anything from 5 (easy) values between adventures. action that round, and that round only,
Value (DV) of the CR, then the PC has END and POW always return to their maximum Spring Into Action. The PC takes his y
If the total is equal or greater than the Difficulty ________________________________________ additional level between adventures, his/her to-hit.
Regardless of whether a PC can gain an Skilful Strike. Add 1d6 to his DEX or STR DV y
circumstantial modifiers. (hand weapons only).
________________________________________
y Add and/or subtract any additional, mundane item for two new items. Savage Blow. Double the damage roll y
hand. Take a new mundane item or swap one y round.
choose which Trait is relevant to the task at ________________________________________ all CR. provided that no move is made that
Character Creation will enable you to every even level (2, 4, 6 etc.) that is added to single target with a missile weapon
descriptions of the three Traits in Player ADDITIONAL ___________________________ The PC gains a +1 bonus upon reaching y Rapid Fire. Make two attacks against a y
y Add the relevant Trait Modifier. The POW value (but not both). weapon.
y Roll a d20. _______________________________________ Add 1d6 to either your END value or your y round. Can still attack with a hand
Defence if needed). Parry. Add 1d6 to Defence for one y
A CR works as follows: to recalculate your END, POW and/or taking no other action except moving.
______________________________________
Increase any single Trait by one (don't forget y Full Defence. Add 2d6 to defence while y
made. weapons only).
guarantied, then a Challenge Roll (CR) must be EQUIPMENT _________________________ you can: against the same opponent (hand
an action where success or failure is NOT between adventures. Each time you level up, Frenzied Attack. Make two attacks y
Whenever a Player Character (PC) attempts END ____________ POW ______________ A PC can only ever increase by one level 1d6 metres away.
THE BASIC RULE opponent out of his hand and knocks it
CHR______(_____) DEFENCE __________ times your current Level in coinage. Disarm. Knocks a weapon held an y
PLAYERS MANUAL STR______(______) DEX______(______)
The cost for training to gain one Level is 100 an opponent without harm.
Breakaway. The PC moves away or past y
coins to train and increase their Level.
(Version 1.1) LEVEL ________ CLASS _____________
Every PC begins at Level 1 and can spend by each PC per round.
Wanderer). Only one feat may be declared
LEVELING UP and (b) spending 1d6 POW (2d6 for a
SWORD & SPELL NAME _______________________________ declaring the feat before a to-hit roll is made
combatants take actions. action in combat. A feat is taken by (a)
y POISON: requires a STR CR to avoid its effects disappear at dawn. 13.SEAL OF TELEPORTATION: when broken, the
with a DV equal to the monster‘s MR. Failure Only Wizards and Wanderers can use scrolls. A 4. ELF BOW: a Wizard cannot use this weapon. If PC and anyone holding on to him is instantly
results in a 1d6 penalty to ALL CR for the rest scroll is a one use only spell that does not the damage roll is a double/triple then teleported to a place of safety within a ten-
of the adventure. These penalties stack with require the expenditure of POW. You must, damage is doubled/tripled. mile radius.
additional poison attacks. however, make a CHR CR to cast them if the 5. ELIXER OF LIFE: this potion when poured on a 14.SHADOW CLOAK: increases a PC’s Defence
y SUFFOCATION: due to drowning, poison gas, spell would normally require it. A scroll crumbles dead person returns them to life with their full by 1d6 at the start and for the duration of
smoke etc, the PC can survive for a number to dust after use. abilities. every combat when worn.
of rounds equal to STR modifier plus 1d6. 6. FORTRESS ARMOUR: this breastplate cannot 15. SHELTERING SHIELD: the user of this shield
1d6 POTION be worn by a Wizard and doubles the always counts as behind effective cover
TREASURE amount of armour dice rolled. against missile weapons.
1 HEALING
7. HAMMER OF DESTRUCTION: a Wizard cannot 16.SOUL KILLER: On a successful attack roll with
The most common treasures are coins, magic 2 INVISIBILITY use this weapon. If the damage roll is a this dagger, your target loses 2d6 POW
potions and magic scrolls. 3 BLESSING double/triple then damage is instead of END. This does not affect POW
4 LEVITATE doubled/tripled. from your Focus. If Soul Killer lowers your POW
The amount of coinage found equals the MR 8. HELM OF SPITE: the wearer of this helmet can to 0 or less (ignoring the POW in your Focus or
(per individual monster) multiplied by a 1d6 roll 5 MAGIC AURA inflict 1d6 damage on anyone who inflicts coming from dark rituals), the PC dies.
BUT only if the creature is in its lair. Monsters 6 CONFUSION damage on him in hand-to-hand combat. 17.SPIRIT BLADE: this weapon doubles any
found outside their lairs or encountered as a 9. MAGIC WAND: The PC can double any CHR damage rolled when used against un-dead.
“wandering” monster carry no treasure. SPECIAL MAGIC ITEMS CR when casting a specific spell. 18.SWIFT BLADE. The PC can make 2 attacks in
10.MAGUS STAFF: A powerful staff that can only the same round against a single opponent.
Roll 1d6 for each monster faced in a single Roll 1d20. be used by Wizards. It provides 1d6 armour 19.SWORD OF SHARPNESS: this blade ignores all
encounter. Each roll of 6 means the PC’s finds 1. AMULET OF FORCE: the PC can double any and inflicts 2d6 damage. armour.
magical treasure. Now roll 2d6. An odd total STR CR (excluding CR to hit in hand-to-hand 11.POWER STONE: A gem that reduces the cost 20.TALISMAN OF CHARM: the PC can double
means that a potion has been found and an combat) while wearing this. of your specific spell by 1d6 POW (to a any CHR CR (except when casting a spell)
even total means that a magic scroll has been 2. ARCANE RING. This ring can store a spell. A minimum of 1) as long as it is worn. The while wearing this.
found. A double roll means that a special stored spell works like a scroll but if it is cast, referee should randomly determine exactly
magic item has been found. the owner of the ring can store a new spell in which spell by rolling a d20 and picking that
the ring between adventures. number spell from the spell list.
Anyone can drink a potion; they only affect the 3. BLACK SCROLL: A special scroll that can 12.RING OF EVASION: the PC can double any
PC drinking them and have only one usage. A summon a number of Skeletons under your DEX CR (excluding CR to hit in missile
Potion will have the same (automatic) effect as control equal to your Level. The Skeletons combat) while wearing this.
the spell of the same name.

______________________________________________
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

Wizard) can: Spells can be cast through the wall but


Between adventures a Wizard (and only a _________________________________________ objects such as arrows are also blocked.
without first making a STR 20 CR. Physical
caster only had a single point of POW left. _________________________________________ doorway. No one can pass this wall
less from being cast, even if the spell shimmering wall of energy across a
a spell that reduces a POW total to zero or _________________________________________ 20.WARDING. The caster creates a
runs out of POW but this does not prevent away for an hour per level.
adventure. Spells cannot be cast if a PC _________________________________________ or less than his Spirit CR to move and stay
cannot be recovered until after the all un-dead in the area with a MR equal
and 2d6 POW for a Wanderer. POW spent _________________________________________ 19.TURN THE UNDEAD*. The caster causes
the expenditure of 1d6 POW for a Wizard concentrates.
Casting a spell is an action that requires _________________________________________ danger if he stands still and
can be. The caster can also sense
Warriors can NEVER learn spells. ________________________________________ detects is, but not what kind of magic it
knows how powerful the magic he
learnt it can never be forgotten. ________________________________________ magic as long as he concentrates. He
spell in order to cast it. Once a spell is 18.SIXTH SENSE: The caster can sense
You need to have learned (purchased) a ________________________________________ on the same target.
the caster casts this spell multiple times
SPELLCASTING ________________________________________ duration of the fight. It’s effect stacks if
CHR CR) his Defence by 2 for the
MAGIC ________________________________________ for a Wanderer.
costs 50 coins for a Wizard and 100 coins
lower (caster’s choice. Lowering requires
17.SHIELDING: the target can raise or must
_________________________________________ Wanderers can buy one new spell. This does not prevent other actions.
(Version 1.1) In between adventures, Wizards and rounds equal to the caster’s level and
________________________________________ his language. This lasts for a number of
SWORD & SPELL The wall lasts for 10 minutes. another intelligent creature that shares
SPELLS KNOWN cost double the normal amount of POW. communicate telepathically with
spell plus one per 10 MR (round down) THE UN-DEAD y SPECTRE (BRUTE). MR 17 (+3/+8) 3d6 damage. damage. END =13. 2d6 armour (tough stone-
y SKELETON (BRUTE). MR 10 (0/+3) 2D6 1d6 armour. SA = Draining Touch (CHR-17 CR like skin). Flyers.
A standard monster has as many END and damage. 1d6 armour. or lose 1d6 CHR permanently), Incorporeal y CENTAUR (BRUTE) MR 15 (+2/+7) 3d6
POW as his MR. y ZOMBIE (BRUTE). MR 11 (0/+3) END=22. 2d6 (as Wraith). damage. END=30. 1d6 armour.
damage. 1d6 armour. y BASILISK (SNEAK) MR 14 (+2/+6) 2d6 damage.
You can choose to halve END and/or Mind y GHOUL (BRUTE). MR 12 (+1/+5) 2d6 damage. THE SAVAGE RACES END=14. 1d6 armour. SA = Petrifying gaze
points for a weaker/smaller monster or double 1d6 armour. SA = Paralysis (STR-12 CR or KO’d y GOBLIN (SNEAK) MR 9 (-1/+2) 1D6 damage. (DEX 14 CR or PC turned to stone).
them for stronger/larger ones. Very strong/huge for 2d6 rounds) y ORC SOLDIER (BRUTE) MR 11 (0/+3) 2d6 y HARPY (BRUTE) MR 12 (+1/+5) 2d6 damage.
monsters can have up to three or four times y WIGHT (BRUTE). MR 13 (+1/+5) 2D6 damage. damage. 1d6 armour. END=12. 1d6 armour. SA = Beguiling song
their END or POW as their MR. 1d6 armour. SA = Draining Touch (STR-13 CR y HOBGOBLIN LEGIONAIRES (BRUTE) MR 12 (CHR 12 CR or PC suffers as if under a
or lose 1d6 END permanently. This is NOT (+1/+5). 2d6 damage. 1D6 ARMOUR. Confusion spell - see MAGIC book)
A monster will do on average 1d6 of damage added to damage taken already but merely y ORC RAIDER (BRUTE) MR 13 (+1/+5) 2d6 y MANTICORE (BRUTE) MR 20 (+5/+11) 4d6
per 5 points of MR. Thus a MR 8 monster should reduces the maximum amount of END Points damage. 1d6 armour. damage. END=40. 2d6 armour. Flyer. SA =
do around 1d6 points of damage, a MR 15 one a PC can have) y ORC SCOUT (SNEAK) MR 13 (+1/+5) 2d6 Poisonous Attack (STR 20 CR or suffer being
around 3d6 and so on. y WRAITH (BRUTE). MR 14 (+2/+6) 2d6 damage. damage. poisoned)
1d6 armour. SA = Draining Touch (STR-14 CR y GOBLIN/ORC/HOBGOBLIN SHAMAN (MYSTIC) y HYDRA (BRUTE) MR 25 (+7/+15) 5d6 damage.
Anytime a monster wishes to use a special or lose 1d6 STR permanently), Incorporeal (an MR 12 (+1/+5) 2d6 damage. END=12. END=50. 2d6 armour. SA = Multiple attacks
ability (or SA) it must spend 1d6 POW to do so. If even to-hit roll always misses in hand-to-hand POW=12. Any two spells. (can attack 1d6 opponents or attack a single
the SA is an Attack or a Touch this is done or missile combat) y OGRE (BRUTE) MR 15 (+2/+7) 3d6 damage. opponent 1d6 times in any given round)
AFTER a hit is made in hand-to-hand combat y MUMMY (MYSTIC). MR 15 (+2/+7). 3d6 END=30. 1d6 armour. y DRAGON (BRUTE) MR 30 (+10/+20) 6d6
AND in addition to any damage inflicted. If the damage. END=15. POW=30. SA = Despair y MINOTAUR (BRUTE) MR 15 (+2/+7) 3d6 damage. 3d6 armour (always and regardless
SA is a gaze, roar, song, breath weapon etc., it (CHR-15 CR or suffer a -4 penalty to all rolls damage. END=30. 1d6 armour. SA = Gore of speciality) END=90. POW=30. Flyer. SA =
can be done in any round it has not made an against mummy), Rotting touch (STR-15 CR or Attack (doubles damage) Fire Breath (4D6 damage to all within
attack in hand-to-hand combat. contract disease from touch. Once y TROLL (BRUTE) MR 17 (+3/+8) 3d6 damage. 20’radius. A single missile CR is made when
contracted the victim must make a CR every END=34. 1d6 armour. SA = Regenerate determining who is and isn’t hit).
The following lists are of “standard” monsters. day or lose 1d6 END Points to the disease). (recover 1d6 END Points).
More powerful and/or different monsters exist Any two spells. y HILL GIANT (BRUTE) MR-19 (+4/+10) 3d6 ANIMALS
so feel free to increase the MR or change the y SHADOW (BRUTE) MR 16 (+3/+8) 3d6 damage. END=57. 1d6 armour. Animals are rated according to their size.
monster’s speciality as required. damage. 1d6 armour. SA = Draining Touch y Small animal (dog, feral cat, killer hamster
(DEX-16 CR or lose 1d6 DEX permanently), CLASSIC MONSTERS etc.) = MR 5
Assume all monsters can see in the dark. Incorporeal (as Wraith) y GARGOYLE (BRUTE) MR 13 (+1/+5). 2d6 y Man sized animal (large dog, wolverine,

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

You might also like