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1-Characters and Basics-CryingBlades PDF
1-Characters and Basics-CryingBlades PDF
Crying Blades
houserules
Volume One
Characters & Basics
Daimon Games
The Crying Blades
HouseRules for roleplaying games
2
Summary
Introduction 5
The Characters 13
Characters’ Classes 27
Equipment 43
Character Sheet 55
Basic Rules 63
Advanced Rulings 79
Sorcery 115
Blessings 127
3
4
CHAPTER I
Introduction
5
ual of the series.
Credits
• Arthur Rackham* 70
6
OSR Randomness Game Material
“D
others.
ice are wiser than players”, some
say. “Embrace randomness”, say E very player should have a dice set
that includes 1 die of each size: d4,
d6, d8, d10, d12, d20, d100. The percen-
There is quite a big deal of random- tile die (the d100, numbered from 00 to
ness built-in in this game, starting from 90, to use with the d10) is seldom nec-
the characters’ attributes scores and essary, but it comes in the regular dice
then continuing with talents, traits, sets anyway, and you might find it use-
even names if you want. ful for random tables and for random
Whenever you face a random result, percentile rolls for houserules.
embrace it. You might be tempted to While making characters, players
force a certain choice - and that’s fine, will roll 3d6 together for Attributes’
I’m not the RPG-police going to hunt scores, but they can pass dice around,
you down for that. If for example you since every standard dice set has only
are going to pick characters’ traits from one six-sided die.
the tables without rolling them, be my Each class has a dedicated character
guest; if you decide to pick talents in- sheet. Print multiple copies for each
stead of rolling them, go ahead. Class (a normal group usually will
But as you play, if you stick to ran- have enough with 3 fighters, 2 clerics, 2
domness you’ll discover the pleasant rogues and 2 sorcerers, to accommodate
feeling of growing attached to the various combinations).
undefined sense of wonder that only Each player should receive the char-
chance (in the right proportion) can acter sheet for the class they’ve chosen
give. after rolling their character.
7
The Setting
T his game is built along the lines
of the classic OSR, therefore can
be adapted to various fantasy settings,
tion is a modest force when compared
to wilderness. Cities and villages should
be few, sparse and relatively weak com-
without problems. pared to the strength of The Wild. It’s
There is, though, a suggested setting a dark age of superstition and dark ter-
which is implied also in the game illus- rors, but also of magic and miracles; it’s
trations, which is one you’re all famil- a shitty life for many but of gold and
iar with: it’s Earth, in the early Middle adventures for a few brave others.
Age, but filled with sorcery and mon-
sters, with dungeons and with dragons,
with demons and cults and abomina- The Wild
tions. Perhaps, Earth is even a flat circle.
This setting gives all players the pos-
sibility to jump right in and have all the
necessary basic knowledge and infor-
T he Wilderness - also called The
Wild - is like a dark mantle that
covers the continent, even in the south
mation. They don’t need to study the where once the Empire was strongest
lore of some fantasy world, or question and brought order and civilization.
the GM about the common customs of Those times are long gone, though.
an unknown culture. Everyone remem- The majority of the forces of The
bers at least a little bit about the medi- Wild are content in hunting humans
eval times from they’ve read in school, for food or fun, but some of the most
or from other books or movies. Every- diabolical of them actively pursue the
one is by default approximately on the annihilation or enslavement of human-
same page. This setting doesn’t take kind. Depending who you ask - a noble,
away the magic of discovery: it’s going a merchant, a cleric - they will give you
to be such a twisted, different medieval different responses about what moves
world that the pleasure of adventuring the forces of The Wild. They’ll tell
in it will be as with any fantasy setting. you they’re after power or money, that
they’re just brutal beasts or that they’re
moved by the evil plans of Lucifer. Re-
Northern Europe gardless of its motivations, The Wild
is the strongest force out there. Even
8
The Adventurers The Crying Blades
9
There are clear reports indicating men, it works well enough against
that the Crying Blades, when not in monsters, and it cross-shape makes it
service, have a tendency to go tomb- a suitable object for enchantments and
raiding and show no remorse to plun- blessings.
der recent christian graves as well as The Crying Blades, by their name, are
ancient loot. magic swords carried by some of the
They’ve been involved in several re- members of this mercenary group. All
cent intrigues for this or that crown: these swords have a quite visible skull
they do not hesitate to use poison or on the hilt: either on the pommel or on
stealthy blades to get rid of their en- the rain-guard. It is rumored that these
emies, but rarely remain in charge if are real human skulls, but they’re quite
they seize any sort of political power. small. The swords get their name, cry-
They tend to favor the life of adventur- ing blades, by the fact that such blades
ing: they seem restless and eager to get cry tears of blood when they kill an in-
involved in the next trouble. nocent.
All reports about the Crying Blades What’s most peculiar is that appar-
are, in the end, inconclusive. It is im- ently the definition of innocent, in
possible to determine clearly the size of the mind of the magic sword, changes
this mercenary gang, if it even exists. depending on who wields it. In other
Its members appear to be sworn to se- words, and in game’s terms, a Crying
crecy sometimes, and other times show Blade will cry tears of blood when the
no concern about proclaiming them- wielder will kill someone of their own
selves as crying blades. alignment. If the Crying Blade is used
Some scholars have suggested that to kill someone of a different align-
the Crying Blades is a sort of common ment, the Crying Blade will shed no
name adopted by different gangs, with tears.
no connections between one another, There is no known procedure to
with no real initiation ritual, with no get your hands on such a blade, nor a
proper membership. known meeting point for mercenar-
If this is true, it means that several ies of the Crying Blades, therefore the
different groups of lawless fighters, characters will have to work hard to get
depraved sorcerers, sneaky rogues and their hands on one (or more) of these.
blasphemous clerics would be traveling
the land, slaying monsters and humans
with the same lack of mercy, seeking The Eternal City
gold and glory, obeying their murder-
ous instincts as well as some sort of
twisted, capricious, sense of righteous-
ness... It’s a broken, desperate land, the
O ne of my favorite settings is the so
called “Eternal City” or “Infinite
City” - I change the name depending
land that must depend on such men to on the mood. Often the two names refer
fight the Wild. to the same place; perhaps according to
different cultures, or different legends.
The weapons of choice of most of The Eternal City might be Rome, or
the mercenaries belonging to the Cry- what is left of it after the Empire was
ing Blades is, of course, the sword. destroyed by the merciless tides of his-
While it is not the most practical weap- tory... and an invasion of monsters and
on against other armored or shielded demons with no precedents. The Eter-
10
nal City is now surrounded by an im-
mense wall, higher than a castle tower
and with no gates.
The wall is huge, so long and so thick
it must have been built by someone,
something, with far better skills than
the simple men now left to garrison it.
It makes you wonder if stories about
dwarves, elves and giants might be true.
Standing guard on the wall are count-
less soldiers of every kingdom, every
duchy, every city-state of the continent.
It’s literally an army, by size and com-
plexity of operations, and everyone is
involved in maintaining the wall’s se-
curity.
Everyone is trying to make sure that
what’s in the city will remain inside. Of
course, together with monsters, the city
must contain so, so many treasures...
There are no gates on the wall, but
there is a way to reach the Eternal
City below. There are some crates that
can be lowered with rope, and in some
points of the wall, a few platforms have
been built on the inside of the wall, to
facilitate the process of lowering such
crates or lifting them.
In some places, even though the prac-
tice is frowned upon by most nobles,
the soldiers of this or that kingdom
dispatch criminals down the wall. Some
are allowed back in, after a while, if
they carry enough treasure to buy their
freedom back.
It is dangerous to enter the Eternal
City like this: some have perished just
in the process of descending, and not
many have come back from their expe-
ditions in the city.
And even if someone would make it
back alive to the wall, who can guaran-
tee that they’ll be lifted back again into
the kingdoms of humans?
11
12
T his chapter is about generating
your character. The GM is encour-
aged to study this part of the manual,
Of course you can start already by
changing the rules and using your
preferred chargen procedure. Go
so that she can support players who are ahead and replace the 3d6 in order +
not yet familiar with the game’s rules. swap once that the game suggests.
CHAPTER II
The Characters
Attributes
F or each of the six attributes, in or-
der (Charisma, Constitution, Dex-
terity, Intelligence, Strength, Wisdom),
Attribute Score
3
Modifier
-3
roll 3d6. 4-5 -2
Just record the results; don’t write on 6-8 -1
the character sheet, yet. Record the re- 9-12 0
sults as follows: the totals are assigned 13-15 +1
in order to the attributes’ score, while 16-17 +2
the lowest of the three dice rolled for 18 +3
each attribute is registered as the Gift
value for the related attribute. Table 1: Attribute modifiers
For example, if you rolled 3, 4 and 6
for Charisma, the Charisma attribute higher than a given number, consider
score is 13, and Charisma Gift is 3. Gift that the +X must give you an advan-
will influence a few character’s options, tage, so it’s added to your roll. If you
as described later. need to roll below, consider the +X as
You can decide to swap one attribute added to the number itself.
score with another, at character cre- In other words, a +x must be to your
ation, but only once. If you do so, swap advantage, as player, a -x to your disad-
also the Gift value. Once you decided vantage.
if to swap scores or not, you can start
writing on the character sheet. As a reference, consider that average
human NPCs would have a score of 9
Write also the attributes’ modifiers, in half their attributes (modifier 0), and
as in Table 1, to the side (Attributes a score 6 (modifier -1) in the other half.
modifiers). When using these modifiers Only special NPCs will have signifi-
(and similar others), if you need to roll cantly different attributes’ scores.
13
Accept Your Character Gift limits the amount of times you
can increase an attribute score when
14
Sometimes, it makes sense not to as- • Save vs. Death: final Saving Throw,
sign the highest score you rolled to the used also when resurrected by a
core attribute of your class. If you Cleric; its score (roll under to suc-
have another score almost as high but ceed) is 5 + Level ± CON modifier
with a better Gift value, you might
want to use that, instead. Dexterity is a combination of agility
and speed, reflex and manual coordina-
tion and skills.
Attributes Explanation It affects the character’s Initiative
(the possibility to act first in combat
15
Bonuses: The “Melee Attacks bonus” and
• Languages: if INT mod. is positive, “Damage Bonus” modifiers are often
add that many languages (more in reserved only to the fighter class. If
the appropriate section) you want a game where all characters
• Spells: number of spells (+ Level) can take part to melee fights actively
per day and with better odds, let all characters
enjoy this bonus, otherwise keep it re-
Strength is first of all raw muscle, stricted to fighters only.
but also proficiency in armed and un-
armed melee combat. Wisdom measures the character’s
It has an influence also on the harm perception and insight, and it indicates
inflicted on opponents, on the probabil- the connection with the spiritual world.
ity to break doors, chains and bars, to Although the character’s decisions and
lift heavy weights and carry weight for ability to gather clues or make decision
a long period of time. It is the most im- ultimately relies on the player’s skills,
portant attribute for a fighter. Wisdom has an influence on what a
Bonuses: character can perceive at first glance.
• Melee Attacks: apply the STR mod. This attribute affects also clerics with
if positive to all the rolls to hit in their miracles’ working (spells), and
melee saving throws against illusions, decep-
• Damage Bonus: apply the STR mod. tions and similar.
if positive to all damage inflicted in Bonuses:
melee • Notice: if WIS mod. is positive, add
• Weight: indicates the weight (slots) +1 to your chance to notice some-
that the character can carry thing (2 in 6 instead of the default 1
in 6, on a d6 roll)
• Blessings: number of blessings (+
Level) per day
16
Role Or Roll
17
A character’s class cannot be changed The Saving Throws bonuses are list-
later in the game. ed with each class’ Talents, in the next
Most human NPCs are considered to chapter.
have no class; they are the equivalent
of a level 0 characters. Special human
NPCs would be the exception. Skills And Talents
Saving Throws
H it Points (HP) are a measure not
just of the character’s physical
Abbreviations
Attributes: Attributes related:
CHA = Charisma GIF = Gift score/value
CON = Constitution mod = attribute modifier
DEX = Dexterity
INT = Intelligence Combined examples:
STR = Strength CHA-GIF = Charisma Gift
WIS = Wisdom STR mod = Strength modifier
18
If you rolled a 1 or a 2 at charac- Armor Class
ter creation, re-roll by increasing the
die size (fighters re-roll with a d10,
clerics and rogues with a d8, sorcerers
with a d6), but this second result will
A rmor Class in the game starts at a
very simple value of 0 (zero). Add
the +1 from Dexterity, if applicable:
stand, no additional re-rolls. this is your (raw) Basic Armor Class.
You use the Basic Armor Class if a
This is the number of Maximum Hit character is fighting unarmored, or if
Points (max HP) for your character at some condition makes the armor (and
level one. HP cannot be healed above shield) irrelevant for protection.
the Maximum Hit Points: that’s the up- A negative Armor Class for a charac-
per limit you character can reach. ter (because of penalties etc.) is always
Regular Level 0 human NPCs have a considered to be zero.
simple d6 HP (no re-rolls).
When the current HP go to 0 or be- The highest the score, the better, as-
low, the character is unconscious, and suming your character can use efficient-
deadly wounded. ly that type of armor, and you are not
overloading him with too much weight.
Same as other scores, Hit Points can A character wearing armor increases
increase when the character gains Lev- their AC adding the AC value of the
els through the game (but not on every strongest armor piece they wear (if
Level as in other games). they wear leather and plate, keep the
Remember that the Constitution plate AC value), plus the value for the
modifier, if positive, is applied every shield, if used.
time you increase the HP by rolling the
Hit Dice.
Combat Bonuses
You will find more details about Ar-
mor Class (see to the side) in the com-
bat chapter. For now, just know that
AC 0 here is approximately the same
T here are different types of bonuses
that apply to combat situations:
• Melee attack bonus: bonus to the to-
as Ascending Armor Class 10 or 12 in hit roll in melee
most OSR games. • Melee damage bonus: bonus to the
harm inflicted by melee attacks
19
• Ranged attacks bonus; also a roll to
hit, but with ranged weapons
• Ranged damage bonus, this time for
ranged attacks
Languages
F or the purpose of the classic games,
languages are a crucial component
when trying to negotiate with monsters
Communication with monsters can
also be facilitated, usually by letting the
monsters be able to speck the common
or with other potentially hostile hu- human tongue.
mans. But such rules could be neglected Again, a positive check on Intelli-
in favor of roleplaying: it’s more inter- gence might allow a character to com-
esting to see character negotiate than municate with a monster in its own
to prevent the negotiation because of a monstrous tongue. It could be done to
lack of a common language. make sure others cannot understand
The default rule, therefore, is that the conversation, or perhaps to gain the
every communication with humans monster’s favor.
should be possible. If the conditions
are particularly exceptional (a meeting
with foreigners that don’t speak the lo- Language Lists
cal tongue), then a successful attribute
check on Intelligence should be enough
to allow a basic conversation.
There is always a little in common be-
I f your group decides instead to use
an explicit language list, each char-
acter begins the game with enough
tween languages, someone who knows knowledge of their own native tongue.
a few words, the possibility to mimic a Moreover, every character will have
concept with your hands, etc. enough knowledge of a mix of Latin
20
In any case, using or not specific Silver Pieces
languages’ lists, consider that nor-
mal characters do not have the skills
to read and write the language used
for magic, with the exception of the
T he game economy is based on sil-
ver coins, or silver pieces (sp).
When creating a new character, roll
sorcerer’s class. and start with 3d6 x 10 silver pieces, to
buy the initial equipment.
(or a similar “common” tongue) and When calculating your purchases,
traders’ lingo to be able to communi- remember that a high Charisma score
cate with all other characters and with gives you the right to a discount.
the locals (wherever you set your ad- Gold coins, although quite rare, are
venture), even if the character them- worth nominally 10 silver pieces, but
selves may come from afar. it’s rare to be able to obtain their full
value, when exchanged. Count them as
Every character, besides their own 10 silver only for the purpose of bank-
native language and the common ing them and gaining XP. For exchange
tongue, will speak a number of addi- and spending purposes, the GM will
tional languages as indicated by the make a ruling, and give you a figure
Intelligence modifier, if positive. A usually between 7 to 9.
character with a +2 therefore will know
an additional two languages.
Characters with a negative Intel- Encumbrance
ligence modifier will be illiterate, un-
able to read and write even their own
native tongue. Characters with a zero
modifier or a positive modifier will be
E very character can wear armor and
carry weapons and various equip-
ments up to a certain limit. Above that
able to read and write in each of the limit, the character is considered to be
languages they know. encumbered and thus hampered in cer-
To add new languages, the intel- tain tasks.
ligence score must be raised (adding Before the starting adventure, usually
points when gaining Levels) so that the characters have the possibility to spend
related modifier is increased. their starting silver to buy their initial
equipment. While doing so, they must
keep in consideration their Maximum
Load, that is how much they can carry
Equipment before encurring into penalties.
Every object has a weight or load
21
For compatibility and to group items ness to the very core, roll on the table
together, consider that 4 weights, 4 instead of picking your name.
items, are equivalent to 1 Encum-
brance point. In general, consider that There is no Alignment section in here
items are a combination of their pure because by default the game does not
weight and also technical encumbrace require alignment. As an indication,
caused by having to carry around the placing characters or their actions or
object itself. A long but light item values among this or that alignment,
might have a higher load value of a depends greatly by the observer’s be-
smaller but heavier object; because the liefs. Clerics for example have the an-
smalle object is easier to carry. noying tendency to consider non-legal
Items that you carry above your characters as chaotic even when they’re
Strength score, will give you progres- neutral. If you need to determine a
sive penalties because of encumbrance. character’s alignment, for example
to determine the effects of a spell or
enchantment of an OSR module, by
default all characters are neutral. Only
Identity significant deeds reinforced by strong
beliefs, and supported by a certain
22
Traits
23
Character Names
Roll Name (M) Name (F) Roll Name (M) Name (F)
1 Abelardus Abigail 51 Kade Iola
2 Acacius Adelphia 52 Leofwin Isebella
3 Achim Agatha 53 Leon Itala
4 Acteon Agnes 54 Malvor Jael
5 Adwhar Agola 55 Maurice Jivete
6 Aiken Aldith 56 Michael Joan
7 Ailwin Amaris 57 Milio Jocasta
8 Alair Anabel 58 Milon Junia
9 Albanus Anika 59 Moheb Juturnia
10 Alexis Arelia 60 Nardil Laelia
11 Alivan Ariel 61 Nasam Laetitia
12 Alrike Athalia 62 Nava Liecia
13 Antumar Avice 63 Nicon Lilith
14 Argan Belia 64 Nuno Lucia
15 Arighorn Bethel 65 Oddo Lyle
16 Aymer Cahedia 66 Osbert Memura
17 Bahal Calista 67 Paeon Miriam
18 Basilius Cemathia 68 Paulus Nance
19 Calix Certhia 69 Pontus Nediva
20 Chelbo Chan 70 Rafael Neir
21 Debrek Chana 71 Ranulf Orpah
22 Dorus Clarice 72 Richard Pax
23 Dwain Claricia 73 Roger Qualle
24 Eban Claudia 74 Romanus Rachel
25 Ebert Clotild 75 Samer Rama
26 Efrain Clyvia 76 Saul Reba
27 Elazar Dana 77 Sechok Regin
28 Eldon Daria 78 Semuel Richenda
29 Ennius Decima 79 Silvester Roesia
30 Ernestus Dina 80 Simeon Rohese
31 Fabius Dirthora 81 Simon Sarah
32 Fulvius Donamira 82 Stipen Saris
33 Fuskar Eden 83 Stiren Shari
34 Gaius Edith 84 Sulam Silva
35 Galahor Electra 85 Tacitus Sylaberth
36 Gavin Elise 86 Tascar Talia
37 Geoffrey Emmot 87 Telian Tasia
38 Geranat Eowin 88 Thomas Thaymet
39 Gilbert Etullian 89 Timeus Tiva
40 Gladwin Euran 90 Tobias Unaa
41 Glothor Eustella 91 Touval Undine
42 Gwak Everien 92 Ulber Urania
43 Hadrian Firobena 93 Ulkhan Verna
44 Henry Flora 94 Ulsak Vita
45 Herod Gavina 95 Uri Xandara
46 Horst Gilah 96 Uriel Xanthe
47 Hugh Gilla 97 Wimarc Xuna
48 Isaac Gisela 98 Yakov Yaffa
49 Isllay Herleve 99 Yousef Yeintil
50 Juda Hilda 100 Zeno Zhoire
Table 2: Characters' names
24
Positive Traits
25
Negative Traits
26
C haracters’ Classes are presented in
this chapter as a combination of
various talents and restrictions.
advanced section, offer the characters
the possibility to multiclass, gaining
features from different classes, although
Restrictions put a limit on what a cer- the GM might rule this out for certain
tain character can or cannot do, if they games.
belong to a certain class. Talents, on the After the various Classes and related
other hand, are useful bits of rules to talents, a brief section presents the
boost a character performance in cer- rules for the various skills (especially
tain occasions, suitable to the class pro- relevant for Rogues).
file. Additional rules, presented in the
CHAPTER III
Characters’ Classes
27
Talents Sure, you want to pick talents rather
than rolling. Talents are not what you
28
5 ) Me first: when you roll Initiative,
take an additional +2. 14 ) Trader: when you change gold
for silver, always get 10.
29
Fighter
Some Talents are most suited for a
certain class than others, but you roll
only after you rolled your attribute
I f your class is fighter, you get a num-
ber of Talents equal to your Strength
Gift. Roll a d10 to determine each one
scores and have chosen your class. of them.
If the GM allows it, you can roll Besides those random, a fighter has the
one (and only one) innate talent at following talents and restrictions too:
the very start of your character cre-
ation. You cannot reject the talent, Hit Points Dice: d8.
of course (you never do, even with
normal rules), but you now can shape Attack bonus: add your Level/3
your character accordingly. Of course, (rounded down) to your melee attack
you must now allocate attribute scores rolls, plus the normal To-Hit modifier.
(and choose class) in a way that you For ranged attack, use the normal bo-
will have at least one Gift point for nus from the Dexterity score.
this innate talent you’ve taken already.
This reduces the number of the talents Damage: add the strength modifier
you can choose from your class, as it for damage if positive (in some games
normally would. only the fighter has access to this).
30
Fighter’s Talents
31
Additional Talents Cleric
Y ou may roll for these only when
getting to Level 6 or higher: I f your class is cleric, you get a num-
ber of Talents equal to your Wisdom
Gift. Roll a d10 to determine each one
32
Magic: can cast miracles and bless-
ings from the cleric’s spell list.
Cannot produce scrolls or charge
staffs or wands; needs a sorcerer to
make potions.
33
7 ) Blessed by blood: your blood counts
as a holy symbol; when you’re hurt
(or you hurt yourself) you can cast mir-
acles even if they’ve taken away your
holy symbol.
34
35
Sorcerer
I f your class is sorcerer, you get a
number of Talents equal to your In-
telligence Gift. Roll a d10 to determine
each one of them.
Besides those random, a sorcerer has
the following talents and restrictions
too:
36
Sorcerer’s Talents
37
Rogue
2 ) Potion master: you can replicate a
potion (even if it contains a spell you
don’t know or if it contains a clerical
I f your class is rogue, you get a num-
ber of Talents equal to your Dexter-
ity Gift. Roll a d10 to determine each
blessing). The process requires passing one of them.
a ST with INT and the original potion Besides those random, a rogue has the
is destroyed regardless of the result. In following talents and restrictions too:
case of success, you can then write this
potion as a spell in you spellbook, but Hit Points Dice: d6.
you cannot cast it: you can only use it to
load the spell into a new potion (with its Attack bonus: normal To-Hit modi-
regular cost). fier for melee.
For ranged attack, use the normal bo-
38
39
Special Skills Rogue’s Talents
9
ing...
) Assassin: 1 dot in one Assassin
skill and 1 in a skill of your choos-
40
Additional Talents
41
42
T his chapter contains the full lists
of the available equipment, and
the rules to deal with the characters’
When using dice-based or slots-based
equipment rules, weapons and armor
are purchased and tracked separately.
gear using any of the proposed rules In these systems the dice or the slots
systems: are intended to replace tracking of
• Standard items’ list and encum- mundane gear: same as weapons and
brance armors all the unique objects, scrolls,
• Dice-based equipment (fastest) magic items, and so on, will be tracked
• Slots-based equipment (more de- and treated separately.
tailed than dice-based, but still fast It will be up to the GM to rule if a
enough) certain item belongs to the regular,
mundane equipment or not, and if it
The classic items’ list and encum- has any encumbrance impact.
brance system is the same as in other
games: items have a certain weight (cal- In dungeons, equipment is critical,
culated as generic Encumbrance points) but many groups don’t bother tracking
and it’s up to the player to keep track of items and often even encumbrance is
how much weight the character is car- neglected. The dice-based and slots-
rying. based alternative systems have the ad-
The other two systems are simpler vantage of being easier to implement,
and faster - especially in the early stag- thus more likely to see some use in play.
es of the game.
CHAPTER IV
Equipment
43
Common Rules Encumbrance Penalty
44
Standard Equipment System
T he standard rules for equipment
allow players to buy items in the
traditional way, acquiring gear exact-
For the purpose of calculating how
much a character is carrying, a sack of
treasure of 100 coins is the equivalent
ly as they desire, and keeping precise of one item. Same for a sack of small
track of each single item. jewels.
At character creation, each player Weapons are listed each as a single
rolls 3d6 and gets x10 silver coins for item (1 Weight) and 2-handed or pole
the initial purchases (remember to weapons count as two items (2 Weight).
consider the possible discount for high Armor (worn or carried) is listed as
Charisma score). a single item if non-metal. Metal ar-
mor counts as 4 items (1 Enc. point)
if chainmail, 8 items if plate (2 Enc.
Weight System points).
Shields count as a single item (1
45
Melee Weapons
46
• Club and Iron mace: consider a club
anything improvised; an iron mace is
built especially for fights. Same for a
Battle axe vs. a Hand axe
• Sword: if used 2-handed add 1 to
the damage, but it doesn't become
a longsword nor gains R-. Use it
as a general example for other war
weapons
• Dagger: or any short sword, hand
axe, hatchet, and similar
• Knife: any small, improvised blade
Ranged Weapons
47
For ranged weapons, ranges are in- get additional shots. You can still tar-
tended as follows: the number indicates get enemies at range zero which are en-
how many Zones, further away from gaged with your companions.
you, you can reach with this weapon. Note that with bows, you can let lose
This is not the longest range for the an arrow per round, in combat, assum-
weapon: it’s the longest for efficient tar- ing that you have arrows in a quiver or
geted shots. in hand. They basically have no “reload”
A Zone is an abstract distance unit time. With a crossbow, (*) you have one
explained with more details in the ba- shot per fight, unless the enemy leaves
sic rules of the game. It takes usually a you alone for a while to reload, or is quite
single round, in combat, to move from far. It will take 3 full rounds to reload a
one Zone to another, at normal speed. crossbow.
This means that you can translate the The range of 6 indicated for the cross-
Zones as range, into number of shots. bow means 6 Zones, 6 rounds, and must
A weapon with range 3 will allow you take into account the 3 rounds to reload
3 attacks against a far away enemies, if the character wants more than a single
before they can close on you in melee. shot. Basically, against a charging enemy
Even if the enemies are further away you get a first shot at range 6, reload and
than 3 zones, with a range 3 weapon get another at range 3, then it’s your deci-
you would not be able to hit them be- sion if to prepare for melee or reload and
fore they reached 3 zones distance from have the last shot at range 0.
you, so you still get 3 attacks at most. Every attack to targets in the same
All the ranged weapons can target zone or adjacent zones has no penalty.
enemies at range 0, in the same zone Targets far away might be ruled to have
with you: if the enemy attacks you in increasing AC vs. the ranged attack (+1
melee, though, you will not be able to per Zone), same as targets with cover.
Armors And Shields do not add them up. What adds up, is
the Armor Class benefit of armor and
48
Various Gear
49
Animals Cost Weight Food Cost Weight
Dog (small) 5 (1 or 2) Alcoholics 5 1
Dog (fight, trained) 50 (4) Drink 3 /
Horse (riding) 100 (/) Meal 1 /
Horse (war) 400 (/) Rations (normal) 1 1
Mule or pony 50 (/) Rations (dry) 3 1
Other (small) 5 (1 or 2) Feed your animal 1 1
Table 11: Equipment, vehicles Table 13: Equipment, lodging & services
50
Starting Packages
Miscellaneous Cost Weight
Bedroll
Bell
Book
2
10
20
1
/
1
W hen starting the game, the group
could also use the predefined
packages exemplified below. Remember
Book (for spells) 100 1 that objects with weight will go in one
Candles (20) 1 / list (up to a number of items equal to
Chain (short) 25 2 the STR score), and weight 0 items will
Chalk 1 / go in another list (again, up to the STR
Clothes (normal) 5 1 score). In the lists, items are shown with
Crampons 5 1 an indication of how many slots they
Crowbar 2 1 take. These packages, and others that
Fishing gear 2 1 you will create, speed up the starting of
Flint & steel 1 / the game; offer them with discount!
Garlic 1 /
Grappling hook 5 1 Pack 1; price 49 sp; all the below have
Hammer 1 1 weight 11, + 9 items of weight 0
Holy cross 25 / • Backpack + Quiver, 1 slot each
Holy water 15 / • 10 + 10 arrows, 1 slot each
Hourglass 50 / • 4 Rations (normal), 1 slot each
Ink 1 / • Lantern + Oil, 1 slot each
Ladder (short) 5 4 • Hammer, 1 slot
Lantern 5 1 • Weight 0: 5 empty sacks, chalk, flint
Lock 10 / & steel, nails, whistle, 1 slot each
Manacles 15 /
Mirror 20 / Pack 2; price 38 sp; all the below have
Musical instrument 5 1 weight 9, + 9 items of weight 0
Nails 1 / • Backpack
Oil (lantern) 5 1 • 3 Rations (normal), 1 slot each
Parchment 1 / • Rope (medium), 2 slots total
Pick (or tool) 5 2 • Lantern + Oil, 1 slot each
Pole 1 3 • Bedroll, 1 slot
Pulley 3 1 • Weight 0: 5 empty sacks, candles, ink,
Rogue tools 50 1 parchment, flint & steel, 1 slot each
Rope (short) 2 1
Spikes 1 / Pack 3; price 78 sp; all the below have
Tent (for 1) 10 2 weight 13, + 6 items of weight 0
Tobacco 1 / • Backpack + Quiver, 1 slot each
Torches (3) 1 1 • 2 Rations (normal), 1 slot each
Whistle 1 / • 10 + 10 arrows, 1 slot each
• 3 + 3 torches, 1 slot for each 3
Table 21: Equipment (miscellaneous) • Bedroll, 1 slot
• Crowbar, 1 slot
There is no basic capacity indicated • Pole, 3 slots (it’s quite long)
for containers, such as sacks or back- • Weight 0: 1 empty sack, tobacco,
packs; rule an approximate amount be- candles (20), lock, manacles, mirror,
tween 1 Enc. (4/4) up to 4 (16/4). 1 slot each
51
Dice-Based Equipment
W ith this alternative equipment
rules, everything that is not a
notable piece of gear or not an impor-
W hen needing and using equip-
ment (water, rations, rope, poles,
torches, hooks, nails, or even small ani-
tant or magic item, is considered to be a mals) and of course before every fight
pack of generic stuff. where you want to use arrows or darts,
This generic adventuring pack is rep- roll your equipment die:
resented by a die: the die has a size,
a weight and a price. Bigger dice cost
and weight more, but offer more chanc-
es of offering the correct equipment in
1 ) If you roll a 1, you don’t have the
given piece of gear you need. Per-
haps you had it before, but it’s lost, bro-
case of need. ken, spoiled...
By reducing the equipment die size
you simulate the depletion of various
items like torches or rations or ammu-
nitions, and the availability or lack of
2-3 ) If you roll a 2 or 3, you have
the piece of gear you need,
but the equipment die is reduced in size
specific gear such as ropes, poles, and by one factor (i.e. a d10 becomes a d8).
other tools.
52
Slots-Based Equipment
T he slots-based equipment is a solid
compromise between the simplicy
and speed of a dice-based system, that
For all purposes, you deal with the
inventory as with the standard system
(you can carry a number of slots equal
requires no lists, and the standard sys- to Strength score, use weight and size
tem that offers complete control over as for regular equipment, etc.). The real
your inventory, but takes time. difference is that you buy a number of
With the slots-based system, you buy slots instead of specific objects, and
a predefined number of gear slots. Ev- then define what’s in each slot during
ery time you need an item, you write it the adventure, not in advance. The slots
down and use a slot (or more, depend- combine heavy and weight zero items.
ing on the item size and weight). You cannot add slot to slot to save
This slot(s) is now in use, and the money: you must buy the total you want.
item is in your possession and will be
treated as an item you own. Equip. slots Cost Encumb.
If something gets ruined, spoiled, 4 20 sp 1
lost or simply used (like torches, arrows, 6 40 sp 2
rations) you just cancel the item as you 8 80 sp 3
would do with the standard inventory 10 120 sp 4
system (but the slot you bought is now 12 150 sp 5
“spent” and cannot be re-used).
Table 22: Equipment die
53
54
T he next spread pages present the
game’s character sheet, and here
you have instructions how to fill it with
A clean version of the character sheet,
without numbers, is available right
after, so that you can make copies for
the information you need. The charac- your players. Of course, the character
ter sheet contains numbers that will sheet pdf file is also available on the
reference to the instructions below. website for download.
CHAPTER V
Character Sheet
55
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www.daimongames.com
CONstitution
3 Reaction roll: ± mod 4
vs poison/
Hit Points: if mod>0, HD+mod
3 14 +1 Save vs Death: 5+level+mod 8 harm/
death
DEXterity vs traps,
Initiative: d6±mod dodge/
Armor Class: if mod>0, +1 avoid
Ranged: if mod>0, +1 to hit & damage
INTelligence vs spells/
Languages: if mod>0, read&write, curses/
add mod known languages magic
Daily Spells: mod+level
STRength
Melee: if mod>0, +mod to hit & damage vs paralysis/
15 Load: carry items = STR score fire/stone
WISdom
Notice: if mod>0, +1 notice vs undead/
Daily Blessings: mod+level deception
1 5 current
AC total
Hit Dice
2
4
+1
shield
bonus
6 die
armor size
only constitution
bonus
8
56
XP
Class:
1 current 300
10
Alignment: 2
to
next 2000 Level
9
11
Adventuring Gear Encumbrance Gear
Normal items -1 Initiative & combat Small items
Skills 1 Ration 1 1 Chalk
Climb Mapping 2 in 2 2 Mirror
Cha t)
•oo oo •
o o
o o 3
(sho
r 3 3
o o o o
4 Sword
5 Leather armor
4
14 4
5
13
Finesse Notice
•
o o
o o •••oo •oo
6 Encumbrance 6
o o o o 7
8
12 -2 Initiative & combat 7
8
1
Foraging Stealth 9 2 9
•oo oo •oo oo 10 3 10
o o o o 11 11
4
12 12
Hunting Swim 13 13
Encumbrance
•oo oo •oo oo 14 14
o o o o -3 Initiative & combat
15 -3 Saves, -3 attr. checks 15
16 1 16
Traps
•oo oo 17 2 17
o o
o o 3
o o o o 18 18
keep lines=STR 4 keep lines=STR
16
to hit to hit
bonus bonus
damage damage
bonus bonus
57
8 ) Write here the Hit Dice from your
class, and its bonus (the bonus to the
hit dice that you receive from the Con-
14 ) Once any of the two Gear lists
(normal and/or small items) is
full, start writing additional items here,
stitution score). in the central boxes marked Encum-
brance. As soon as you start to fill any
58
59
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www.daimongames.com
DEXterity vs traps,
Initiative: d6±mod dodge/
Armor Class: if mod>0, +1 avoid
Ranged: if mod>0, +1 to hit & damage
INTelligence vs spells/
Languages: if mod>0, read&write, curses/
add mod known languages magic
Daily Spells: mod+level
STRength
Melee: if mod>0, +mod to hit & damage vs paralysis/
Load: carry items = STR score fire/stone
WISdom
Notice: if mod>0, +1 notice vs undead/
Daily Blessings: mod+level deception
Alignment:
to
next Level
•oo oo •oo oo 10 3 10
o o o o 11 11
4
12 12
Hunting Swim 13 13
Encumbrance
•oo oo •oo oo 14 14
o o o o -3 Initiative & combat
15 -3 Saves, -3 attr. checks 15
16 1 16
Traps
•oo oo 17 2 17
o o
o o 3
o o o o 18 18
keep lines=STR 4 keep lines=STR
to hit to hit
bonus bonus
damage damage
bonus bonus
62
T his chapter presents the rules for
the most common events in dun-
geons and adventures: Saving Throws,
Afterwards, the final chapters of the
manual will present the detailed rules
for Combat and Encounters, and for
regular Attribute checks, and usage of Sorcery, and Blessings, with the Level
the various skills (especially for rogues). One spells.
Moreover, here you’ll find rules also for
Time and space and distances, Per-
ception and searching.
CHAPTER VI
Basic Rules
63
Saving Throws
S aving Throws are rolled with a d20
against the related value, which
is a function of the attribute modifier
dodge to avoid it (rolling against DEX)
while a fighter might endure the hit
(rolling with CON).
and the character’s level. Different at- A player cannot roll to dodge and,
tributes are used for different kinds of upon failure, roll to endure.
Saving Throws.
The value of the Saving Throw is
equal to: 5+Level+Attribute modifier. Attributes And Saves
When a character is facing danger
and harm or consequence might be in-
flicted upon them, usually the player
is allowed a Saving Throw, unless the
C onsider these guidelines to adjudi-
cate against which attribute to roll:
rules (for example of a spell) or the GM Charisma: vs. any kind of charming
judgment forbids it. and possession effect, including spells
To make the save, the d20 roll
must be equal or lower than the Sav- Constitution: vs. any kind of physi-
ing Throw threshold. Better attributes cal damage that is already inflicted (like
modifiers grant a better chance of mak- poison or being hit by a trap). Includes
ing the save, and so does increasing the ultimate saves against sudden death
character’s level.
The maximum value a Saving Throw Dexterity: vs. all danger that can be
threshold can reach is 19, regardless of dodged or avoided (including area ef-
the attribute modifier and level. fects like certain spells and most traps)
A natural 1 is considered always a
success and a 20 always a failure, re- Intelligence: resisting spells and
gardless of the threshold and possible spell-like effects (most magic, includ-
modifiers to the roll. ing magic items) that are not purely
A character is allowed only a single elemental (for example save vs. a curse,
Saving Throw against a certain dan- but not vs. petrification or vs. a fireball)
ger: when a trap springs a rogue might
Strength: vs. any kind of physical
damage that cannot be avoided, but just
resisted for a short time or endured
(like burning, drowning, freezing and
similar), and also spells or powers like
turning into stone
64
Class Modifiers Fighter: Saving Throws with STR
and CON are rolled with an addition-
Attributes Checks
I n several cases, during the game, the
characters will attempt to perform
actions which are dangerous or with
Note the two main differences be-
tween an Attribute Check and a Saving
Throw:
an uncertain outcome. • An attribute check is usually called
When this happens, the GM will for by a character’s action, by an ac-
judge which attribute is better suited tive approach, while a Saving Throw
for the task at hand, also according to assumes a passive stance or just a
the player’s description of what the reaction, and presents a component
character is trying to do. of luck
The player then rolls a d20 and the • An attribute check needs to roll
action is successful if the roll is equal equal or lower than the attribute
or lower than the attribute score. score; the Saving Throw is influ-
A roll of 1 is always a success, a roll enced by the modifier but increases
of 20 always a failure. in time with the character’s level
65
Before calling for any Attribute Throw on Dexterity, and with a suc-
Check, though, make sure that the ac- cess the character manages to step back
tion is not covered already by the stan- without falling into the pit.
dard adventuring Skills (the special- At this point, though, the character
ties of the Rogues). needs a successful Attribute check on
If the action is one of those covered Dexterity to jump to the other side of
by the adventuring Skills, use the Skill the pit, if he wants to continue to head
(even if it has a low chance, like 1 in 6 or down this specific corridor.
2 in 6) instead of the Attribute Check.
As an example for how the various If you make the wrong call about
rolls are used: a character walks in a what to roll (for example roll a Sav-
dungeon corridor searching for traps, ing Throw instead of an Attribute
here the GM should call a Skill test check), it’s fine. The world doesn’t end,
with a d6 roll for the Notice Skill. the game doesn’t break; carry on play-
The character fails the roll, and while ing and it will all be fine.
checking the corridor, he triggers a trap
that opens on a deep pit. The character
jumps back: the GM calls for a Saving
66
Adventuring Skills
T he game provides a list of de-
fault adventuring skills, that are
grouped into subsets related to a pro-
Rogues, instead, progress in their
skills with talents, thus getting better
at the various tasks.
fession or trade that each character For other characters classes to prog-
might have performed in the past. ress in a skill, they should multiclass as
The list, of course, might be ex- rogues, and get the appropriate talents.
panded depending on the needs of your
game. For basic dungeon adventures, At character creation the rogues (and
though, the list should suffice. only the rogues), besides choosing one
The basic list of skills includes: group of the above, get to select a sec-
• Climb • Mapping ond, additional group:
• Finesse • Notice • Thief: notice, stealth, finesse
• Foraging • Stealth • Tinkerer: notice, traps, finesse
• Hunting • Swim • Assassin: stealth, climb, finesse
• Traps
Same as for the first group, add to
Each Skill is presented with a d6 on each of the Skills of this second group
the character sheet, and by default ev- a dot, increasing the chances of success.
ery character should mark one dot for a It is probable that some Skill will ap-
1 in 6 chance of success for every skill. pear both in the first and in the second
When you roll a Skill test, you suc- group, thus you will bring its score up
ceed if you roll equal or under your to a 3 in 6 chance.
Skill score, with a 6d.
Note that you roll with a d6 and not The next paragraphs illustrate brief-
with a d20, here. ly what each Skill means, how the Skill
rolls are resolved for success or failure,
and how the rogue (or other classes)
Skills’ Groups can use them to their advantage.
67
Climb Foraging
68
More importantly, the Hunting Skill
is also used for all tracking purposes:
either to track a specific monster, ani-
mal or human, indoor or outdoor.
With positive Skill test(s) it is pos-
sible to locate the target’s track, to fol-
low the track, and to gather informa-
tion about the target, and follow it to its
destination or setup an ambush before it
reaches it.
Multiple tests, when successful, will
grant additional useful information,
not just about the target but also about
the surroundings and the nature of the
place.
Mapping
69
Note that this skill does not replace For the Skill to activate and therefore
Notice: the Mapping skill requires an for the roll to be made for the test, the
active action from the character and players must tell the GM what are
will not provide exact and complete they looking for, how they are inspect-
information, but useful clues for the ing the room or walls or environment
player to process. and the like. Depending on the GM’s
judgment of such searching endeavor,
You know when there’s a chance to get details might be revealed without
lost in a dungeon? This is the skill the even rolling, or after a positive roll.
players will test to try to avoid get-
ting lost. This is a roll that some GMs might
decide to keep hidden and then say
“Nothing’s found,” both for failed
Notice rolls as well as for successful rolls
when nothing’s hidden.
Stealth
70
Note that stealth is applicable only
in the right conditions: the character
must not have been already seen, an at-
tempt to hide requires a valid place in-
deed where to hide; and an attack from
behind is possible against an unaware
opponent or against an opponent al-
ready engaged with someone else.
In other words, the Stealth skill can-
not be used to overwrite current ad-
verse conditions, but only to exploit op-
portunities or take advantage of some
neutral or favorable environment.
Swim
71
Turns, on the other hand, are a more A short rest can be done multiple
abstract unit of time. A Turn in a times per day, but a character is allowed
dungeon is the time necessary to ex- to regain Hit Points in this manner
plore a room or a corridor, checking for only once every 24 hours.
traps and treasures, for example. A group might take multiple short
As a general rule, consider a turn as rests per day, if they wish. Each char-
lasting several minutes, usually be- acter decides when to attempt the roll
tween 5 to 10 minutes. If you need to and recover the other Hit Points, but
make an exact ruling, assume that a only once.
Turn is 10 minutes and that 1 hour is
made of 6 Turns. Setting camp for the night (or tak-
Turns in different situations can be- ing a long rest) is mandatory, once per
come hours, days, months, depending day. This time is not counted in Turns
on what’s the subject matter. but it’s a much longer period. You can
Turns are typically used to compare consider a long rest as requiring 8
performances and speed, and track time hours between setting camp, preparing
for recurring actions like rest, need for food, and taking turns while sleeping.
food, duration of specific items, random Depending on the environment it
encounters, and such. could be a time filled with possible en-
counters, or a peaceful break.
During a long rest, characters regain
Rest And Recovery Times Hit Points in the same way as in a short
rest.
The Hit Points gain is cumulative: a Part of the lost Hit Points are not
successful Attribute check + consum- caused by harm, but simply exhaus-
ing a ration + resting until the end of tion, stress, bruises. While adventur-
the 3-Turns period, grants a character ing you suffer more of these, thus also
3 Hit Points back. recover more (more HP restored).
72
Zones And Distances Zones And Combat
73
Perception & Search
T here is a fundamental difference
between the generic perception
(intended as attention to surroundings,
good sight and hearing, and similar)
and the act of actively searching for
something, valuable or dangerous.
In many cases, only when the players
declare that they spend time search-
ing a room or a corridor or something,
the GM will reveal all or part of what
might be hidden there. A secret door,
for example, is not something a char-
acter would notice by accident, most of
the times.
Perception
74
If more characters search together, Notice skill, the player has the right to
for every additional character besides receive all the useful information about
the first focusing on the same Zone, add the subject of the search: secret doors,
a +1 to their roll. In this case, usually hidden treasures, traps and so on.
the roll is done by the character with Remember that the value of the No-
the highest score while others contrib- tice skill is improved by a positive
ute with the +1 bonus. Wisdom modifier, of an additional +1
If characters search different zones, chance (see also the description of the
or if they search independently (per- Wisdom attribute).
haps trying to snatch a treasure before
others will find it), every character rolls When conducting the search, players
independently and with no bonus. should still say to the GM what they’re
looking for and where. Generic declara-
While the perception roll, when done tions of searching the entire room or
passively, typically uses a fixed pre- corridor will easily spring any trap in
defined chance (for example 1 in 6), the proximity.
when a character is actively searching, In fact, to even get to roll for search,
roll a standard Notice skill test. the players should engage in conversa-
Roll a d6, and if the roll is equal or tion with the GM and explain how their
lower than the number of dots in the search is conducted.
75
Light And Vision
76
77
78
CHAPTER VII
Advanced Rulings
Levels And Xp
E
Enemy HD XP reward
xperience Points (XP) are the mea-
sure of the character’s improve- <1 5
ment in the game. They are gained 1 10
basically by killing or defeating adver- 2 20
saries, and by collecting treasure. 3 40
Upon reaching a certain threshold of 4 60
XP, a character gains a new Level. The 5 100
rules do not support characters pro- 6 150
gressing beyond level 10. 7 250
The Level is both an indication of the 8 450
generic strength and capabilities of a 9 650
character, and the way to unlock new 10+ 1,000
powers. Table 23: XP for killing enemies
Experience Points
79
Looting and collecting treasure is To gain XP from treasure, the trea-
the primary source of XP in the game. sure itself must be returned to civiliza-
What counts as treasure is: tion and banked. Anything spent dur-
• Coins collected during adventures ing the adventure to sustain or equip
• All treasure converted into coin upon the characters, does not count for XP.
the first return to civilization When treasure is banked, every 1 sil-
• All treasure looted from monsters ver counts as 1 XP for the group (re-
or monsters’ lairs, or in adventurous gardless of how the money is perhaps
locations distributed among characters). Gold
coins count as 10 XP even though the
What does not count for XP is market value might be lower than that.
• Occasional looting in civilized areas, In the sessions that follow the XP re-
unless very risky ward, treasure that has been banked can
• Selling gear or magic items that have be spent without losing any XP.
been used by the characters or by
others in the adventure
• Rewards, investments returns, Gaining A Level
money gained legally at no risk, oc-
casional robbing of ordinary people
at little risk
• Treasure such as jewelry or magic
W hen the character gained enough
XP, they advance to the new lev-
el. Advancement to the next level can
items that the characters keep in be done only between sessions or in a
their possession pause in play at the end of an adven-
ture.
The XP reward system is one of the This is also tied to the XP awarding:
most houseruled sections of every XP is distributed only when the char-
game. Some GMs award XP also for acters return to civilization (between
simply attending the gaming session, adventures) or between sessions, and
others for quests or missions, and so so gaining a new level is similarly re-
on. Just proceed with whatever is fine stricted.
with your group, although it’s recom- On the other hand, if the session ends
mended to try first the standard sys- and XP is distributed among the char-
tem. Remember also that XP rewards acters for the enemies defeated (but not
encourage certain behaviors but at the for treasure not banked yet), and this is
same time can be perceived as bribes enough to gain a level, a character can
(“if you do this, I’ll give you 10 XP”) do so in the middle of the adventure
or as an attempt to direct the game, (but still at the end of the session or
as GM, and negating players the right during a break in play).
to make their own strategic decisions
(“if you don’t leave the dungeon but The rule is in place fundamentally to
make it down another level, you’ll avoid disruption to the game because
get 100 XP”). If you houserule XP someone wants their character to pass
rewards, try to do it using tangible to the new level while others are play-
milestones and measurable objectives, ing. The game, the adventure and its
agreed upon with the players. events, must have the precedence.
80
The XP required to gain a level is For example, a level one character
equal to 1,000 multiplied for the cur- will need to gain 1,000 XP and upon
rent character’s level. When gaining reaching that, they will get to be level
a Level, this amount of XP (and only two, and the 1,000 XP is spent. The
that) is spent. same character will now need to earn
Other points are maintained and then another 2,000 XP to get to level three.
counted again for the purpose of gain- Note that the XP required for each
ing the next level. level is like currency: it’s like buying
Therefore, instead of a having to a level. If a level one character gains
consult a progression table, players 1,345 XP, they will spend 1,000 to get
know exactly how much XP they need to level 2, and the character remains
every time: the current character’s level with 345 XP. They will need to reach
x 1,000. 2,000 for the next level, but they start
already at 345.
Current Level XP to next Level
1 1,000
2 2,000 SpendinG Additional XP
3 3,000
4
Etc...
4,000
W hen passing to a new level, some
classes might spend additional
XP to achieve special advancements. Of
Table 24: XP to reach next level
the basic classes, fighters and rogues
progress normally, while sorcerers and
Or in a more traditional fashion (but clerics have the chance to spend more
remember that the XP is spent to get to XP to gain new spells or blessings.
the new levels): As described in the dedicated chap-
ters, every spell or blessing has what’s
Level XP required called a PowerLevel (PWL), named as
1 0 (new PC) such to distinguish it from the char-
2 1,000 acter’s levels. Learning a new spell or
3 2,000 blessing has a cost in XP equal to its
4 3,000 PWL multiplied by 100. Therefore, a
Etc... sorcerer can learn a new spell, or a cler-
ic a new blessing, by paying PWLx100
Table 25: XP requirements (classic)
in XP. A PowerLevel two spell, for ex-
ample, would cost 200 XP.
Note that the sorcerer and cleric can
The XP requirement for gaining a do this only when they get to a new
new level is lower, in this game, than level: they must spend for the level, and
in other OSR games. The reason is spend additional XP based on the PWL
that the characters actually do not of the new spells or blessings that they
progress as much as in other games, wish to learn.
with a single level. For example, you The default limit for sorcerers and
don’t always gain HP. You may con- clerics is determined by their new lev-
sider a level in this game to be roughly el: they can acquire spells or blessings
half of a level of other OSR games. whose total PWL is equal or lower than
the character’s level.
81
Clearly this slows down a bit the • Gain Hit Points: roll the class HD
progress of sorcerers and clerics, be- and add the result to the Max HP. If
cause they need to spend additional a character is hurt, the current HP
XP - as much as they can - to learn increases of the same value
new spells and blessings. Note that
you can recycle this rule also for other • Gain a Talent: roll to gain a new
classes like the fighter (pay XP for talent from those available to your
choosing a talent instead of rolling?) class. You roll; you don’t choose. If
or rogue (pay XP to gain new points you roll a talent you already have,
for Skills?). Of course, the rule will you get the next one in order or the
work well also for custom classes with one before
special powers, abilities or features.
• Increase an Attribute score: add
one point to an attribute of your
Character Improvement choice. If this changes the modifier,
update it and increase the related bo-
82
These options do not exclude, for sor- for 2-handed weapons, or improvement
cerers or clerics, the acquisition of to certain Saving Throws are allowed
new spells and blessing which are paid as basic talent choices. Note that the
for separately, in XP. player can pick one of those, and only
Note that some Talents also include one, but it’s not random.
the Level number as part of their As an alternative, the player can roll a
bonus, so those are automatically up- d10 and gain one random talent of the
dated when you gain a Level. new class.
83
Multiclassing Restrictions For example, the sorcerer multiclass-
ing into a fighter has Strength as core
84
Hirelings Limitations
85
When a retainer helps a charac- You may need to improvise some
ter, for example in breaking a door, in proper ruling in certain cases: for
searching a room, and so on, it counts example what about a sorcerer or a
as a normal character. character that attacks with a ranged
Of course, because of their role of weapon? What are their retainers do-
support, they are expected to take or- ing? If they accept to get into melee
ders from the characters, carry weight even while their master is far from
for them, and even take some risks, them, you could still use the natural
like marching at the head of the column d20 roll for casting the spell or for
or at the back with a torch, or probing a the ranged attack to see if the retain-
corridor and so on. ers have hit the monster or if it was
the other way around. As an alterna-
In combat, retainers don’t have ini- tive, a sorcerer’s retainer might fight
tiative or attack rolls; they fight as long side by side with another character,
as their master fights, or as long as oth- a fighter, while the sorcerer keeps the
er characters do. When it’s time to roll distance. In that case, it would be easi-
dice, the player will choose, in advance, er to use the fighter’s roll, and even let
if they want a bonus To-Hit or a bo- the fighter decide if to take To-Hit or
nus to damage. damage bonus.
For each retainer involved in com-
bat, the player receives a bonus of +1.
These points can be allocated to either Loyalty
rolls, and if two or more retainers are
involved in the fight, can be split. For
example, with three retainers, the play-
er might take a +2 To-Hit and +1 to
F or each retainer hired by the char-
acter, assign them a loyalty die as
by the table, according to the Charisma
damage. score of their master.
Whenever something particularly
Retainers have AC 3 (leather and dangerous has happened that might
shield) and suffer the monster damage have scared the shit out of them (like
whenever the player rolls below 10 + ugly sorcery, the death of another re-
monster’s HD. Any damage inflicted tainer, the appearance of terrible mon-
by the monster is divided equally be- sters), or after a fight or another event
tween the character and the retainer(s). where the retainer has suffered harm,
If the number is uneven, the retainer roll the loyalty die.
(the meat shield) suffers more damage
than the character. Charisma score Loyalty
If the character has AC higher than 3-5 d4
the retainer, the retainer might be 6-12 d6
the only one suffering damage in that 13-15 d8
round. 16-17 d10
Retainers regain HP as regular char- 18 d12
acters and can be healed.
Table 26: Retainers’ loyalty
86
Roll the loyalty die also when the Specialists
retainer is asked to take a clear risk in
place of the characters. In this case roll
before the task to see if the retainer
accepts, and after (if needed, depend-
S pecialists are better skilled than re-
tainers but significantly more costly.
When they are hired for a specific job,
ing on the outcome of the action: was they are paid accordingly and act inde-
it scary? Was it harmful?). pendently, but if the character wishes
them to stick around for the length of
When rolling the loyalty die, consult an adventure, a daily pay is required
the following guidelines to determine plus a share of the profit.
the retainer’s reaction: Moreover, a specialist that accom-
panies a character will count as a re-
87
Hunter: provide rations and water for There is no fee for gear, as the special-
the group while traveling in the wilder- ist comes already equipped, but there is
ness. BCoS: 85%. Cost 100. a hiring cost to be paid in advance, de-
Mercenary: will not provide guard- pending on the retainer skills. This hir-
ing service to locations nor kill on com- ing cost is about a half of the cost for a
mand, but serves as a body-guard or as single task of the same retainer.
an enforcer. BCoS: 80%. Cost 150. When creating a specialist as a re-
Scholar: reduce the time necessary tainer, the player rolls their attributes
for sorcery activities by removing the and assigns scores so that they have
+1d6 days. BCoS: 75%. Cost 200. the relevant attributes with the highest
Spy: gather information about a tar- scores (like Strength for a fighter).
get or a specific topic, otherwise un- Specialists are considered to be as
available to the characters. BCoS: 65%. Level 2 characters, with a Class (for
Cost 400. example fighter, rogue, etc.).
Thief: steal a specific object or some- After rolling stats, give a retainer the
thing as instructed by the characters. following:
If the target is unknown, the work of • Hit Points equal the highest roll of
a spy might be required in preparation. the chosen class, +2
BCoS: 50%. Cost 400. • One talent (of your choice) as by
the class you’ve chosen (for example
choose Skills to upgrade for a rogue)
Specialists As Retainers • Adequate equipment, determined
with the help of the GM
Allies
88
Allies have no loyalty die, because
they are not NPCs controlled by the Dangers
GM, but they are characters controlled
by the players.
Allies get the same daily pay as re-
tainers do, and the same share of profit,
T his section contains guidelines for
various dangers and hazards, be-
sides traditional fights.
as a generic indication, but will not
leave if not paid.
More important: allies get XP if Attribute Score Loss
the player decides to let them have it.
Divide the XP as usual between the
characters of the group, but allies can
receive up to 50% of their master XP
I nstead of inflicting HP damage, a
loss of points on an Attribute’s score
is another way to present harm suffered
(reducing the master’s XP of course). by the characters. An attribute’s score
loss can have a drastic impact on the
As characters progress and gain levels, characters’ capabilities, so it should be
they might be able to obtain the service used for significant dangers, or when
of more skilled but more expensive you need a countdown to zero.
specialists. As a general rule, increase For the basic attribute’s score loss,
the specialists Level not beyond level the traditional method is to reduce the
5. Anyone higher than that has prob- attribute’s score for example by one or
ably better things to do than be paid to two points. This often leads to recalcu-
go on adventures. When adding levels lating the modifiers, and then you also
to specialists, the players will choose need to track the daily recovery rate
if to add talents or Hit Points or in- (one point per day).
crease Attribute scores, as they would Sometimes an attribute’s score loss
do for a regular character. The cost of continues with time, unless some so-
the specialist increases of 5 sp per day lution is applied by the character(s);
per level added, and the requested per- for example a disease might require
centage of profit also increases by 5% an antidote or a healing spell, a bleed-
per level added. For example, a Level ing wound could require some rest and
4 Specialist will allow the players to medications, and so on.
add two advancements (talents, HP In case of a continuous score loss, if
or attribute score) and will cost 20 sp any of the attribute’s scores is reduced
per day and 20% profit share. to zero, the character dies.
Rarely, an attribute score loss is per-
manent and there is no recovery. Oth-
erwise refer to the regular healing rules
(usually healing 1 point per day).
89
Persistent Penalty Diseases
90
A success in the first roll usually In reality, falling from a certain height
means not getting sick at all, while affects human bodies in very similar
success in the others ranges from get- ways, regardless of their combat prow-
ting rid of the disease to simply avoid- ess, experience and so on.
ing the negative effect for that single To reflect this, the damage is pro-
time. posed to be in percentage to the total
Note that the character becomes HP of the character. The procedure
aware of the disease, usually, when the would be as follows:
incubation ends (the second roll). A real • Roll a CON Saving Throw then ap-
bastard GM might even roll in secret ply damage in proportion
for infection, so that the player will • For a failed Save, apply a fifth (20%)
know of the disease only when also the of the Max HP damage for every
character will. storey height. Note that percentage
is calculated on the character’s HP
If you want to simplify things, you • For a successful save, inflict only
might roll once for infection, and then half of the damage
once to determine how the disease will
progress. A character with 10 HP would suffer
The difference between the roll and 2 HP (20%) of harm for a fall for every
the success threshold of the Saving storey height, or 1 HP in case of suc-
Throw will be a guideline to determine cessful Save. A character with 20 HP
how serious or bland the consequences would suffer 4 HP (20% of their Max
were. HP) of harm (or 2 HP for a successful
For example you could use the differ- Save). Higher HP means higher dam-
ence between the roll and the Saving age suffered; and for both characters,
Throw success threshold to count how regardless of their HP, a five storey
many times the disease will inflict its ef- height fall is fatal (100% of the HP).
fects (still at intervals, not all together)
on the character.
Percentage Damage
Falling
A s seen for falling, it is possible to
rule that certain damage affects all
91
Poison Rations (as in the equipment list) are
considered to be adequate for 1 person
92
93
94
W hile proceeding through their
adventures, the characters will
often make contact with other creatures
This chapter is about ruling how each
of these encouters will begin, what
will be the reaction of the creatures in-
- human or not - inside or outside of volved and of course about how to con-
dungeons. duct combat, when needed.
CHAPTER VIII
Encounters
A n encounter is a moment in the
game where the group of charac-
ters is facing another creature or group
ence of monters), it’s time to follow the
encounter procedure. The same applies
technically for any new area of the dun-
of creatures, with defined stats and geon or location, if you apply random
scores, which could turn into combat. encounters rules (again, see the mod-
These other creatures might be hu- ule or GM writeup, or the default rule
mans - and indeed humans would be for random encounters).
the most common encounters in civi-
lized areas - or could be monsters, wild The procedure for the encounters
animals, and so on. resolution is the following:
Many creatures, even in the Wild, • Situation (no dice, but common sense)
might not be hostile from the very be- • Light (d6)
ginning, unless clearly threatened. • Surprise (d6, often the same)
Within the space of a dungeon, in- • Reaction (d8)
stead, it’s safe to assume that the major-
ity (but not all) of the encounters will Each of those takes precedence over
resolve in a fight, since the characters all the items that follow. For example,
are armed intruders in someone else’s the situation might dictate which side
lair or territory. will detect the other first, taking pre-
cedence over lighting or surprise, and
When the characters move into an lighting takes precedence over surprise
area where they could have an encoun- rolls.
ter (entering a room of a pre-made The reaction roll, finally, is resolved
dungeon, for example, where the mod- (if needed) after determining which
ule or GM writeup registers the pres- side detects the other first.
95
Situation
96
Surprise
Note that you can use the same roll If the notes you have about the en-
you would use for light, as follows. counters do not allow for the monster
to be surprised (for example describe
Roll d6 Surprise the enemy as vigilant or waiting for the
Characters are surprised even characters), don’t roll: the enemy just
1 if they march with candles in knows of their presence.
the dark or near darkness This is not an option to abuse, but it’s
Characters are surprised but definitely something that could hap-
2-3 only if they have torches or pen, and should be verified as part of
lamps in dark environments the first stage (“Situation”), without the
4-5 None is surprised need to proceed further down in the list
Monster(s) is surprised by the for light and for surprise.
6
characters In other words, you get to the rolls
for light and then for surprise only if
Table 27: Light and surprise in encounters
the situation allows it.
97
Reaction
Roll Reaction
98
How To Roll
99
Random Encounters
100
Necropraxis Hazard System
A lthough this is named after the
Necropraxis Hazard System, and
indeed takes inspiration from that, it is
A Unique Roll
101
6 ) Environment: introduce a threat
or difficulty based on the environ-
ment, aim to reduce their gear supplies.
12 ) Ruling: make a judgement call
as GM, as you see fit. You can call
for an encounter, for many lights to go
off, many spells to cease, ask for them
102
Combat Basics
I n this game the combat system does
not distinguish between characters’
attacks and enemies’ attacks; the clash
between two adversaries is resolved
with a single roll: either one of the
two hits the other, or both hit each oth-
er, or (rarely) there’s no hit.
103
Note that the chance to hit for a mon- First example: a level one character,
ster increases with the monster’s HD, with no bonus To-Hit and a simple
as in the classic attack tables. The main shield (so the character’s AC is 1), fights
difference is that the monster wants an HD 1 monster, with AC 12.
the player to roll low, instead of using The player rolls a d20:
a GM’s roll and hoping for a high roll. • 12+: on a 12 or more (equal or
higher than the monster AC) the
A more exact system would assign character hits the monster
to the monster a hit on 11 + monster • 11-: on a 11 (10 + the Monster HD
HD, but it’s much easier with 10 + which is 1) or less, the monster hits
HD. Using 10 + HD, an HD 1 mon- the character
ster hits on 11 or less, an HD 2 on 12 • 1: except on a roll of a 1, that’s the
or less, etc. character’s AC thanks to the shield,
thus the monster doesn’t hit
The chance to hit for the monster is
decreased by the character wearing ar- This is a simple example, because
mor. Also in this case, the system uses the two scores are clearly separated. In
the same math of the classic attack ta- some cases there might be even a gap in
bles, taking one point off for each AC the middle, where no one hits the other.
point. If instead the scores overlap (the
The difference is that instead of tak- monster’s AC and the 10 + monster’s
ing those points off at the top of the HD for hitting the character), both the
scale (i.e. increasing the number the character and the monster can hit each
monster needs to roll), the Armor Class other in the same round.
is accounted for at the bottom of the
scale. In other words, the AC simply Second example: here both can hit at
says that the character is not hit when the same time. A character with a +2
rolling equal or lower than the charac- To-Hit and AC 3 faces an HD 5 mon-
ter’s AC. ster, with AC 13.
The player rolls a d20:
Problems arise for monsters with 11+ • 11+: the character has a +2 To-Hit;
HD. A monster with 12 HD would they hit the monster with 11 or more
hit on 22 or minus (on a d20), but still (the monster’s AC is 13 but there’s
miss on a roll equal or lower than the the +2 To-Hit)
character’s AC (thus “wasting” the 2 • 11-15: on a roll between 11 to 15,
points over 20). But you can wrap the both hit each other
excess point(s) above 20 back from 1, • 15-: the monster hits the character
and override the character’s AC. on a 15 or less (10 + monster HD)
• 3-: On a 3 or less (character’s AC)
the monster misses (and so does the
Single Roll Examples character)
104
Reading Single Rolls One-Sided Attacks
105
You may want sometimes to use these 10 + monster’s HD that would hit the
rolls to grant anyway some advantage character. If instead the monster has
to the side that would have inflicted the initiative, you roll the d20 and con-
harm but didn’t have the chance. You sider only a roll that is below the 10 +
can determine a mechanical advan- monster’s HD and has a chance to hit
tage or a twist in fiction that feels ap- the character.
propriate. After the first round, every charac-
ter that is engaged in melee attacks and
defends at the same time and harm in-
flicted and suffered is applied as if hap-
Initiative pening at the same time.
Of course, one-sided attacks are still
106
Damage Roll And Death
107
Rounds & Actions
I n a single combat round, a character
can perform actions as follows:
• Minor movement: a minor move-
You can also forfeit a major move or
action for a minor one; for example:
• Ready a weapon (minor) and move
ment allows a character to move within the Zone (minor)
within the same Zone, for example • Ready a weapon (minor) and hand
to engage a specific enemy, engage another weapon to another character
a different one, or to get in a certain next to you (minor)
position • Ready a weapon (minor) and extract
• Major movement: a major move- a scroll (minor)
ment is to a different Zone. It might
even involve an Attribute check if Because two major actions or move-
the Zone to reach is somehow prob- ments are not allowed (with the ex-
lematic. A major movement means ception of certain Talents), characters
the character cannot make another cannot make more than one attack or
major move cast one spell per round (major actions).
• Minor action: minor actions are At any time, if the character or the
for simple, easy actions; for example monster ends up in a situation where
readying a weapon or an object, but they are not engaged in combat and
not making use of them cannot harm an enemy, but suffer an at-
• Major action: a major action is mak- tack because of someone else’s action,
ing use of an ability, an attribute, a use the regular d20 roll and consider
tool, a weapon; for example an attack the result only if positive for the side
(using a weapon), casting a spell, which is attacking.
aiming with a ranged weapon, using
an item
108
Hold Action
More On Combat
W hile the rules in the previous
pages allow you deal with all the
basic actions in combat, the rules that
Additionally, a roll of a natural 20
is considered a critical hit, a powerful
strike, and inflicts double damage
follow will serve as guidelines for spe- (roll the weapon damage twice).
cial cases and as clarifications for spe-
cific circumstances. Also monsters have the possibility to
score a critic: since they cannot score a
critic on a roll of 1 (that is usually cov-
Criticals ered by the character’s Armor Class), a
monster scores a critic when they roll
The default rule is that a character al- exactly equal to 10 + monster’s HD.
ways hits on a roll of a natural 20. As For example an HD 3 monster scores
in Saving Throws and Attribute checks a critic on a natural roll of 13.
a roll of 1 is always a success, a roll of Also for the monsters, the roll of a
20 in combat is always a hit regardless critic means hitting automatically, and
of the monster’s AC. rolling double damage.
109
Using Spells Aim And Cover
110
Other Cases
111
Morale
112
Healing
Undead and other otherworldly
creatures might roll a d20, or even
need no morale check at all. A skeleton
will never retreat as long as the necro-
H it Points lost are recovered with
rest, medicine and magical healing
by clerics. See also on page 72 the Rest
mancer is nearby, for example. and Recovery times chapter.
For groups, decrease the die size
when a group has been reduced to half A short rest period takes 3 Turns,
of the members, increase it if the en- requires no preparation and gives the
emy has some reason to stay and fight, characters a chance to restore Hit
like protecting their own lair or pup- Points, as shown below. The HP gain is
pies, and similar. cumulative for each of those options.
Remember to use morale checks: A character is allowed to regain Hit
there are conditions when monsters or Points in this manner only once every
enemies will fight to death, but those 24 hours:
should probably not be the majority of • Regain 1 Hit Point at the end of the
your encounters. When a monster or rest period
human NPC flees because of a failed • Regain 1 Hit Point at the start of the
morale check, characters earn XP as if rest period if an Attribute check on
they killed or defeated the opponent. Constitution is passed successfully
If the same opponent reappears in • Regain 1 Hit Point if one ration is
the same session, though, do not award consumed
XP again for defeating it a second time.
Setting camp for the night (or tak-
ing a long rest) is mandatory, once per
day. This time is not counted in Turns
but it’s a much longer period, like 8
hours or so. During a long rest, charac-
ters regain Hit Points in the same way
as in a short rest.
113
114
S orcery, also vulgarly called magic,
is the very special art of gather-
ing ethereal energy and forging it into
hours spent on esoteric text looking
like meaningless garbage to anyone
who’s not a sorcerer. A sorcerer in this
spells. This energy descends from the game, therefore, is someone with a tal-
astral sphere that surrounds our planet, ent but that intensely trained; is some-
where are the sun, the stars, the moon one with a gift that needed to severly
and the comets. cultivate it for years.
It’s an art that requires many years of And despite the years of training, ev-
formal training, involving mathematics ery sorcerer must spend time every day
and astrology, and of course countless studying, to maintain their power.
CHAPTER IX
Sorcery
115
Clearly, given the previous descrip-
tion, there is no cast & forget and no
list of prepared spells, thus the magic
users do not need to prepare their lists
in advance.
Casting Spells
A sorcerer knows all the spells that
are contained in their spellbook
(see the dedicated paragraph about
During the time taken for casting, the
sorcerer cannot do other significant ac-
tions. They can move at slow pace but
spellbooks for more information). The cannot interact with others. If they are
magic use knows and holds in memory interrupted by something stresful or
all the necessary gestures and words of painful (like receiving damage in com-
power of a spell, all the precise calcula- bat), they lose concentration and the
tions about the stars and other ethereal casting fails.
bodies, all the rituals details and so on. Sorcerers have a limited magical en-
All these spells are considered “ready” ergy available, and can cast a number
and can be cast by the sorcerer, at any of spells per day equal to their Level
time, provided that the sorcerer can re- + the Intelligence modifier.
cite the necessary words and make the All spells (cast in a Turn or in a
required gestures. Round) count towards this limit, and
When casting a spell, the sorcerer the level of the spell is irrelevant, un-
takes a Turn (several minutes) to con- less otherwise stated by the spell’s de-
centrate, unless the sorcerer is ready to scription itself.
unleash the spell fast enough (a Round
of combat, a few seconds) at greater Other classic features of OSR games,
risk. such as spellbooks, scrolls, staffs and
Regardless of the casting time (a wands, are part of the magic rules,
Turn or a Round), the sorcerer must with some tuning. Moreover, the mag-
pass an Intelligence Attribute check ic users still need their daily time with
to cast the spell successfully. their spellbook to regain power and be
A success in the Attribute check able to cast again the next day, and to
means the spell casting was flawless; recover unstable spells.
the spell’s effects apply as indicated.
116
Fail To Cast A Spell Unstable Spells
117
Spellbooks Gaining Spells
118
Writing To The Spellbook
119
Magical Instruments
M any sorcerers make use not
only of a spellbook, but also of
scrolls, potions and staffs or wands.
If the spell uses the caster’s level, a
scroll counts as for the Level of the
reader, not the writer.
Rules to deal with these instruments
are presented in this chapter.
All magical instruments are common Potions
among sorcerers, but the game should
emphasize the rarity of magic users
and how precious anything magical is:
scrolls, potions, staffs and wands and
M aking a potion - a ready to use
and liquid versions of a spell - is
possible only for sorcerers, although
other magic items are precious treasure sorcerers can also instill a cleric’s spell
and not for sale on the market. (such as a healing spell) into a potion.
The process will require 1 day for
each PWL of the spell, +1d6 days.
Use And Write Scrolls Each day has a cost of 20 silver pieces,
in various ingredients. At the end of
120
But a sorcerer can carry and own Each staff or wand can hold a num-
only one charged staff or wand at the ber of spells whose total PWL is equal
time: starting to charge or use a second or lower to the sorcerer’s Level.
staff or wand will break the bond with To charge the staff or wand, those
the first one, and discharge it. spells must be cast regularly with the
wood as target, and cost 20 silver per
Since spells do not need to be read to PWL in additional arcane materials.
be cast, other classes can use staffs or A staff or wand can absorb one spell
wands, not only sorcerers. per day, maximum, otherwise it will
Characters of other classes, though, break. Failure in casting the spell often
will not be aware of the spell contained (50% chance plus the normal trouble for
in the staff until it’s cast. A sorcerer, on failed spells) breaks the wood, wasting
the other hand, can use Read Magic to previous spells.
determine which spells are loaded into
a staff or wand.
If multiple spells are loaded into Ready Spell
a wand or staff, determine randomly
which one is cast by a character that
has no knowledge about which spells
are contained in the magical object.
W hile the caster has a staff or
wand in hand, they can also keep
one of their own spells (from their own
A sorcerer, of course, decides which memory, from the spellbook) ready to
spells to trigger, since with Read Magic fire. This is not a spell charged into the
they can gain knowledge of the spells staff or wand: the sorcerer simply uses
contained in the staff or wand. the staff to maintain concentration.
121
To setup this spell, it must be cast The spell requires no roll and does
successfully (for example taking one not count towards the daily quota, but
turn to do it slowly), and it counts to- the spell is then erased by draining its
wards the daily quota. magic. Since it’s erased from the spell-
The spell, then, remains charged book, it’s no longer part of the sorcerer
into the staff or wand until it’s released spell list.
by the sorcerer. Releasing the spell is The sorcerer can re-write the spell
an action that takes an instant: it drains to the spellbook from memory, but this
no additional energy and takes no time, process will require days and silver as
and requires no roll. for any other spell to add to the spell-
Of course, this ready-spell can be dis- book.
charged at any time, and can be changed Until the spell is not re-written to the
for another, by casting a different spell. spellbook, the sorcerer can no longer
A failure in casting to setup the cast it from memory.
ready-spell will cause the wood to
break in 50% of the cases, so this is
potentially quite risky, because it could Sorcerer’s Activities
break a staff or wand loaded with other
precious and useful spells.
A ll the sorcerer’s activities that re-
quire time are mutually exclusive.
In other words, during a period of rest
Casting From The Book when making camp or a day in down-
time, a sorcerer can choose one option:
122
Spells
T he next pages contain the Power-
Level One spells available to the
sorcerers, to roll at character creations.
2 ) Detect Magic
Spell PWL: Sorcerer, 1st Level
Range: 2 zones
Additional spells will be provided in the Duration: 2 turns
sorcery manual planned to be released The caster can detect magic in places,
as Volume Two. people or things. For example, magi-
Having a separate book for spells cal items may be discovered with this
comes handy at the table, because that spell, as well as the presence of a charm
book often remains in the hands of laid upon a person or a place. A magi-
the players running sorcerer(s) and cal light will appear around all magic
cleric(s), while the GM can keep the within the range. Invisible creatures
rules book. are seen as a glowing shape when invis-
ibility is a spell and not a magic feature
Spells are divided by PowerLevel and or property. No details about the mag-
numbered sequentially. Roll a d10 for ic are revealed by this spell, but Read
the sorcerer’s starting spells. Magic can be used as a follow-up spell
You can of course rule that also new to gather information.
spells are rolled randomly (the sorcerer
only determines the PWL by paying
XP, then rolls on the appropriate list). 3 ) Hold Portal
Spell PWL: Sorcerer, 1st Level
Range: 3 zones + Level zones
Duration: 1d6 turns + Level Turns
PowerLevel 1 This spell holds a door (or equiva-
lent) closed for the spell’s duration or
1 ) Charm Person
Spell PWL: Sorcerer, 1st Level
Range: 3 zones
until dispelled (i.e. with a knock spell
or dispel magic). The caster can move
away from the door: the range indi-
Duration: Until dispelled cates the maximum distance from the
This spell affects one targeted living door when casting. Creatures immune
human or humanoid (only sentient bi- to magic can shatter the spell without
peds) of a size not larger than a regular effort (they dispel the Hold Portal at all
human, and only up to HD or Level 4. A effects).
Saving Throw is allowed; if the target
fails it will treat the caster as a trusted
friend. The target is allowed a new Sav-
ing Throw to attempt to dispel the ef-
4 ) Light
Spell PWL: Sorcerer, 1st Level
Range: 2 zones
fects of the charm: roll every hour or Duration: 5 turns + Level Turns
instead every morning at down if the The target (person or object), which
caster is of a Level higher than the vic- must be within range, produces light as
tim. The victim retains full memory of a torch. It illuminates 2 zones, 3 at best.
all their acts while under the effects of The caster can reduce the light, but
the spell. only by ending the spell the light can
be fully extinguished. A target creature
is allowed a Save to negate the spell: if
123
they succeed then the light just affects
the area without following them. 8 ) Read Magic
Spell PWL: Sorcerer, 1st Level
Range: 2 zones
5 ) Magic Missile
Spell PWL: Sorcerer, 1st Level
Range: 2 zones + Level zones
Duration: 2 scrolls/writings or spells’
effects, magic objects, creatures, etc.
This spell allows the caster to read
Duration: Immediate magic scrolls, spell books, dungeon
A magical missile strikes from the walls and similar. When an item has
caster fingertips, against a target which been read once, it remains understand-
must be at least partially visible. The able forever to the caster. A Saving
caster can decide either roll to hit for Throw is allowed for cursed scrolls and
1d6+1 damage, or strike automatically similar, to avoid triggering their effect.
for 1d4+1 damage. No Saving Throw The spell can also be used to under-
is allowed. The caster can strike an ad- stand the power of magical items or
ditional missile at level 4 and a third at creatures within range.
level 8 (no more). In this case the target
can be different for each missile.
9 ) Sleep
Spell PWL: Sorcerer, 1st Level
7 ) Read Languages
Spell PWL: Sorcerer, 1st Level
Range: Normal reading distance
10 ) Shield
Spell PWL: Sorcerer, 1st Level
Range: Caster
Duration: Two readings Duration: 2 turns
This spell allows the caster to deci- An invisible shield protects the cast-
pher any written language that is not er from physical attacks; it grants the
magical, for example directions, in- caster an Armor Class of 7 against
structions, formulae, and maps. This ranged attacks and AC 6 in melee. If
can be particularly useful for treasure the caster AC is already better, simply
maps, but it does not solve any codes grants a +1 AC. All attacks also inflict
nor grants the caster any understand- 1 HP damage less.
ing beyond their actual knowledge.
124
Reversing Spells
125
126
T he kind of magic power used by
clerics is sometimes referred to as
miracles, since they are believed to be
into different rituals, but with the same
source of the ancient pagan rites. Such
opinions, of course, are subject of vio-
a direct emanation of the divine power lent debate and heresy accusations, and
of God and the Christian church. More it’s not rare for blood to be spilled over
often, though, their work is just re- such matters.
ferred to as blessings. For casting their miracles and bless-
Where sorcerers are scholars of the ings, clerics need to hold a small re-
dark arts, clerics represent a power ligious symbol (often a cross hanging
which is divine and requires not just from their neck). Lacking that, also fix-
studying, but prayer and meditation. ing their eyes on a religious represen-
Clerics need this type of prayers and tation - such as a statue or a painting,
meditation as much as sorcerers need will do.
time with their spellbooks, although
clerics do not depend on books to mem- Using Clerics of a real religion might
orize their blessings. It’s interesting to be a problematic choice for some GM
notice, though, that the loss of faith or or players. Discuss together if instead
even plain blasphemy has never made a your game should feature original
cleric lose their power. gods and spiritis, rather than those of
For this reason, sorcerers believe that christianity - although these are those
the power used by the Christian clerics everyone is likely familiar with, thus
is nothing but Wild Magic reworked usually works well for immersion.
CHAPTER X
Blessings
Blessings’ Rules
127
Casting Blessings
S ame as a sorcerer, a cleric has access
to all the blessings they’ve learned
so far, without the need to decide which
Clerics have a limited number of
blessings to cast per day: equal to
their Level + the Wisdom modifier.
ones to memorize on each day. The clerics believe that the exhaustion
When casting a blessing, the cleric caused by casting is a sign of the div-
takes a Turn (several minutes) to con- ity to warn the cleric not to abuse their
centrate and speck the appropriate power.
words and prayers. As for spells, bless- All blessings (cast in a Turn or in a
ings can also be cast within a few sec- Round) count towards this limit, and
onds (a single Round of combat), but at the level of the blessing is irrelevant,
greater risk. unless otherwise stated by the bless-
Regardless of the casting time (a ing’s description itself.
Turn or a Round), the cleric must pass
a Wisdom Attribute check to cast the
blessing successfully. Fail To Cast A Blessing
A success in the Attribute check
means the blessing casting was flawless
and that the blessing’s effects apply as
indicated.
A failure in casting, because of an in-
terruption or because of a failure
with dice, requires the cleric to roll on
While casting the cleric cannot per- the table to the side.
form other significant actions; they can If the blessing was cast taking more
move at slow pace but cannot really time (a Turn), roll twice on the table:
interact with other people or things. the player will decide which effect to
Stress or pain, as for sorcerers, will apply of the two possible results. If
cause the blessing to fail. both results are the same, just apply that.
128
Roll 1d6 Effect lost or forgotten but the cleric needs
1-2 Energy drain; additional cost to regain trust and confidence, and
3-4 Blessing backfires; suffer harm strenghten their soul, before casting it
5-6 Blessing becomes unstable again.
Usually clerics can do their prayers
Table 33: Failure to cast a blessing
and ceremonies when the group takes a
long rest or camps for the night.
If the blessing was cast in haste, tak- Only one Unstable blessing can be
ing only one Round in combat or just regained during a period of rest or
a few instant (for example to face an while making camp. If more than one
emergency situation), roll twice but the blessing is Unstable, the cleric needs
GM decides which effect to apply, to to wait until the next long rest or occa-
maximum deteriment for the character. sion to make camp, to recover another.
The negative effects for failing the If the characters are back to civiliza-
roll to cast are described below. In all tion, assume that two blessings per day
cases, remember that casting fails, so are recovered from the Unstable state.
the blessing’s effects do not apply.
129
Blessings
T he next pages contain the Power-
Level One blessings available to
the clerics, to roll randomly (1d10) at
Additional blessing will be provided
in the manual planned to be released as
Volume Two.
character creations.
PowerLevel 1
3 ) Detect Magic
Blessing PWL: Cleric, 1st Level
Range: 2 zones
around the caster, blocking out all evil
creatures, mind control, summoned
creatures and similar. The caster gains
Duration: 2 turns a +2 AC against their attacks, and +2
The caster can detect magic in places, for Saving Throws against their spells
people or things. For example, magi- and similar. The spell does not grant
cal items may be discovered with this immunity but serves as additional pro-
spell, as well as the presence of a charm tection, and allows the caster to attack
laid upon a person or a place. A magi- those evil creatures from behind this
cal light will appear around all magic magic protection.
within the range. Invisible creatures
are seen as a glowing shape when invis-
ibility is a spell and not a magic feature
or property. No details about the mag-
6 ) Purify Food and Drink
Blessing PWL: Cleric, 1st Level
Range: Touch
ic are revealed by this spell, but Read Duration: Immediate
Magic can be used as a follow-up spell Enough food and water for up to a
to gather information. dozen people is made pure, removing
spoilage and poisons. The spell does
130
not make edible something that is not,
but for example can turn the flesh of a
monster into something that could feed
a human being without making them
sick or poisoning them. It also removes
poison, but only from food and drinks.
131
Analytical Index
Abbreviations 18 Classes 27
Cleric 32
Armor Class 15, 19 Fighter 30
Armors And Shields 48 Rogue 38
Initiative penalty 48 Sorcerer 36
Armors 48 Cleric 32
Cleric’s Talents 33
Attributes 13
Attributes Checks 65 Climb 68
Attribute Score Loss 89
Charisma 15 Combat
Constitution 15 Aim And Cover 110
Dexterity 15 Armors And Shields 48
Gift 13 Attacks from an advantage point 111
Increase an attribute score 14 Attacks from behind 111
Intelligence 15 Combat Bonuses 19
Modifiers 13 Criticals 109
Strength 16 Death 107
The primary attribute 18 Disadvantageous situations 111
Wisdom 16 Helpless opponents 111
Holy water, flaming oil 111
Attributes Checks 65 Initiative 106
Melee Weapons 46
Blessings 127
Morale 112
Blessings’ Rules 127 Mounted combat 111
Fail To Cast A Blessing 128 One-Sided Attacks 105
Gain new blessings 81 Penalties To Initiative 106
PowerLevel 1 130 Ranged Weapons 47
Unstable BLessings 129 Rounds & Actions 108
Blessings List The Single Roll 103
Unarmed 111
Cure Light Wounds 130
Using items in combat 111
Detect Evil 130
Using Spells 110
Detect Magic 130
Weapons & Armors Penalties 110
Light 130
Zones And Combat 73
Protection from Evil 130
Purify Food and Drink 130 Constitution 15
Turn minor Undead I 131 Hit Points bonus 15
Characters Save vs. Death 15
Attributes 13 Damage Bonus 16
Character Improvement 82
Character Sheet 55 Dangers 89
Classes 17 Attribute Score Loss 89
Identity 22 Diseases 90
Levels And Xp 79 Falling 91
Traits 23 Percentage Damage 91
Persistent Penalty 90
Character Sheet 55
Poison 92
Charisma 15 Sleep Deprivation 92
Starvation 92
Discount 15
Max. Hirelings 15 Darkness
Reaction 15 Light And Vision 76
132
Death 107 Limitations 85
Loyalty 86
Dexterity 15 Max. Hirelings 15
Armor Class bonus 15 Morale 112
Initiative 15 Retainers 85
Ranged Attacks bonus 15 Specialists 87
133
Perception Slots-Based Equipment 53
Perception & Search 74
Sorcerer 36
Poison 92 Sorcerer’s Talents 37
Potions 120 Sorcery 115
Casting From The Book 122
Reaction 98 Casting Spells 116
Fail To Cast A Spell 117
Reaction roll 98
Gaining Spells 118
Recovery 72 Magic Rules 115
Potions 120
Healing 113
Ready Spell 121
Sleep Deprivation 92
Scrolls (magical) 120
Rest 72 Sorcerer’s Activities 122
Spellbooks 118
Rogue 38 Staffs (magical) 120
Rogue’s Talents 40 Starting Spells 118
Skills 40 Unstable Spells 117
Wands 120
Rounds 71, 108
Space 71
Rounds & Actions 108
Time & Space 71
Saving Throws 18, 64 Zones 73
Attributes And Saves 64 Zones And Combat 73
Class Modifiers 65
Spellbooks 118
Divine protection 33
Lucky bastard 38 Casting From The Book 122
Moon-guard 36 Writing To The Spellbook 119
Robust 30 Spells 123
Save vs. Death 15
Gain new spells 81
Scrolls (magical) 120 PowerLevel 1 123
Casting From The Book 122 Reversing Spells 125
Using spells in combat 110
Search
Spells List
Light And Vision 76
Perception & Search 74 Charm Person 123
Detect Magic 123
Shields 48 Hold Portal 123
Light 123
Silver Pieces 21 Magic Missile 124
Protection from Evil 124
Skills 40, 67 Read Languages 124
Assassin 40 Read Magic 124
Basic list of skills 67 Shield 124
Climb 68 Sleep 124
Explorer 40
Finesse 68 Staffs (magical) 120
Foraging 68 Ready Spell 121
Guide 40
Hunter 40 Stealth 70
Hunting 68
Strength 16
Mapping 69
Notice 70 Damage Bonus 16
Stealth 70 To Hit bonus 16
Swim 71 Weight 16
Thief 40
Tinkerer 40
Traps 71
134
Surprise 97
Swim 71
Talents 28
Cleric’s Talents 33
Fighter’s Talents 31
Innate Talents 28
Rogue’s Talents 40
Sorcerer’s Talents 37
Starting talents 14
Time 71
Necropraxis Hazard System 101
Rest And Recovery Times 72
Rounds 71
Time & Space 71
Turns 71
To Hit bonus 16
Traps 71
Turns 71
Necropraxis Hazard System 101
Wands 120
Ready Spell 121
Weapons
Melee Weapons 46
Ranged Weapons 47
Wisdom 16
Blessings per day 16
Notice 16
XP
Experience Points 79
Zones 73
Zones And Combat 73
Zones and distances 73
135
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