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By This Axe

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©Copyright John Briquelet 2021

James Howard (Order #31076445)


James Howard (Order #31076445)
Table of Contents
Chapter I: What’s This All About? .................................................................................................. 1
1.1 What is a Role-Playing Game? .............................................................................................................. 1
1.2 A Glossary of General Role-Playing Terms.......................................................................................... 2
1.3 Legal Stuff .............................................................................................................................................. 4
1.4 Art Credits .............................................................................................................................................. 4
1.5 Swords and Sorcery and Sexism ........................................................................................................... 4
1.6 Dedication .............................................................................................................................................. 4
Chapter II: Character Creation ........................................................................................................ 5
2.1 Traits ....................................................................................................................................................... 5
2.2 Attributes ................................................................................................................................................ 5
2.3 Skills ....................................................................................................................................................... 6
2.3.1 Language Skills .......................................................................................................................... 10
2.3.2 Similar Weapon Skills................................................................................................................ 10
2.4 Gifts ...................................................................................................................................................... 11
2.5 Supernormal Powers ............................................................................................................................ 16
2.6 Faults .................................................................................................................................................... 17
2.7 Allocating Traits................................................................................................................................... 22
Chapter III: Action Resolution........................................................................................................ 23
3.1 Action Resolution Terms ..................................................................................................................... 23
3.2 Applying Traits and Rolling the Dice.................................................................................................. 24
3.3 Action Modifiers .................................................................................................................................. 26
3.4 Relative Degree .................................................................................................................................... 26
Chapter IV: Combat ......................................................................................................................... 27
4.1 Combat Terminology ........................................................................................................................... 27
4.2 Combat Sequence................................................................................................................................. 29
4.3 Combat Actions.................................................................................................................................... 29
4.4 Sample Combat Modifiers ................................................................................................................... 32
4.5 Damage and Wounding ....................................................................................................................... 33
4.6 Stun, Knockout, and Pulling Punches ................................................................................................. 34
4.7 Fatigue .................................................................................................................................................. 34
4.8 Other Sources of Damage .................................................................................................................... 35
4.9 Healing ................................................................................................................................................. 36
4.10 Critical Successes and Critical Failures in Combat .......................................................................... 37
Chapter V: Magic .............................................................................................................................. 38
5.1 Invoking a Miracle ............................................................................................................................... 38
5.2 The Parameters of Miracles ................................................................................................................. 39
5.3 Spell Casting ........................................................................................................................................ 39
5.4 Spell Casting Action Difficulty ........................................................................................................... 40
5.5 The Price of Magic ............................................................................................................................... 41
5.6 Spell Evasion ........................................................................................................................................ 41
5.7 Schools of Magic.................................................................................................................................. 42
5.8 Countering and Dispelling Magic........................................................................................................ 47
5.9 Magic Critical Successes and Critical Failures ................................................................................... 48
5.10 Sample Spells ..................................................................................................................................... 49
5.11 Handling the Gods in By This Axe ..................................................................................................... 52
5.12 Handling Magic in By This Axe ......................................................................................................... 53

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Chapter VI: Character Advancement and Fudge Points ............................................................ 55
6.1 Advancement Points ............................................................................................................................ 55
6.2 Fudge Points ......................................................................................................................................... 55
Chapter VII: Money and Equipment ............................................................................................. 56
7.1 Starting Gear ........................................................................................................................................ 56
7.2 Sample Prices ....................................................................................................................................... 57
Chapter VIII: Bestiary ..................................................................................................................... 60
8.1 Cave Bear ............................................................................................................................................. 60
8.2 Centaur ................................................................................................................................................. 60
8.3 Corpse Eater ......................................................................................................................................... 61
8.4 Dog ....................................................................................................................................................... 61
8.5 Drakon (pl. Drakoi) .............................................................................................................................. 61
8.6 Drus (pl. Drui) ...................................................................................................................................... 62
8.7 Fae ........................................................................................................................................................ 63
8.8 Ghoul .................................................................................................................................................... 63
8.9 Giant Rat............................................................................................................................................... 64
8.10 Giant Spider........................................................................................................................................ 64
8.11 Giga (pl. Gigas) .................................................................................................................................. 64
8.12 Gorgon ................................................................................................................................................ 65
8.13 Griffin ................................................................................................................................................. 65
8.14 Guard or Militia.................................................................................................................................. 66
8.15 Harpy .................................................................................................................................................. 66
8.16 Horse................................................................................................................................................... 67
8.17 Hydra .................................................................................................................................................. 67
8.18 Kobalos (pl. Kobaloi)......................................................................................................................... 68
8.19 Lycanthrope (Werewolf, Werecat, Werebear, etc.) .......................................................................... 68
8.20 Manticore............................................................................................................................................ 69
8.21 Minotaur ............................................................................................................................................. 69
8.22 Myrmidon ........................................................................................................................................... 70
8.23 Pygmy................................................................................................................................................. 70
8.24 Revenant (Animated Dead) ............................................................................................................... 70
8.25 Roc ...................................................................................................................................................... 71
8.26 Shade .................................................................................................................................................. 71
8.27 Skeleton (Animated Dead)................................................................................................................. 72
8.28 Soldier................................................................................................................................................. 72
8.29 Thunder Warrior................................................................................................................................. 72
8.30 Troglodyte .......................................................................................................................................... 73
8.31 Troll .................................................................................................................................................... 73
8.32 Venus Man Trap................................................................................................................................. 74
8.33 Wolf, Greater...................................................................................................................................... 74
Chapter IX: A Sample Setting ......................................................................................................... 75
9.1 You Are a Carthaginian ....................................................................................................................... 75
9.2 You Are a Celt...................................................................................................................................... 76
9.3 You Are a German ............................................................................................................................... 77
9.4 You Are a Greek .................................................................................................................................. 78
9.5 You Are a Numidian ............................................................................................................................ 79
9.6 You Are a Persian ................................................................................................................................ 80
9.7 You Are a Roman ................................................................................................................................ 81
9.8 You Are a Scythian .............................................................................................................................. 82

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9.9 You Are a Thracian .............................................................................................................................. 83
9.10 Campaign Setting Map ...................................................................................................................... 84
9.11 By This Axe Character Record .......................................................................................................... 85
Appendix ............................................................................................................................................ 86
Open Game License Version 1.0a .............................................................................................................. 86
15 COPYRIGHT NOTICE ......................................................................................................................... 87
Designation of Product Identity .................................................................................................................. 87

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Chapter I: What’s This All About?
By This Axe is a sword and sorcery role-playing game based upon the wonderful Fudge rules created by Steffan
O’Sullivan.

1.1 What is a Role-Playing Game?


A role-playing game is a form of interactive theater built around rules and guidelines intended to provide consistency
and permit the suspension of disbelief. Such games are, in truth, an evolution of the games of cops and robbers we once
played as children. Most of us remember those games with great fondness; however, we often selectively forget that
many sessions of play devolved into arguments over who shot whom or who did what, something like this:

“Bang! I shot you—you’re dead.”


“No, you didn’t! You missed me because I ducked.”
“No way! I shot you right in the heart!”
“You couldn’t shoot me in the heart because you were out of bullets!”

Those early role-playing experiences relied almost entirely upon the participants’ sense of fair play and their willingness
to share the spotlight. Unfortunately, when questions of action and interaction occurred, there were few concrete rules in
place that could help solve disagreements. Therefore, extended character development and a sense of continuity were
nearly impossible to achieve.

While today’s role-playing games can inspire the same sense of joy we had as we played make-believe in our backyards,
they also provide clear guidelines for the development and play of characters in nearly infinite settings and situations.
Moreover, most of these games ensure that play is monitored, guided, and refereed by an impartial player—the Game
Master or GM. It is the responsibility of this individual to create a basic outline or skeleton for an adventure and then
engage the players in completing the objectives of that mission. In essence, the GM describes the setting, plays the parts
of all personas the players' characters encounter, adjudicates rules ambiguities, and generally works to ensure that all the
participants have fun. Players state their characters’ actions in relation to what the GM describes, roll any dice requested
by the GM, and try to act the part of the player characters they have created—in fact, many role-playing games reward
players for good acting. What follows is an example of what the “cops and robbers” encounter described previously
might look like when played out in a fantasy role-playing game, such as By This Axe:

GM: (Speaking to the two players) Okay, the two of you dismount from your horses and begin moving down the muddy
alleyway on foot. You have already told me that you have drawn your swords and are prepared for combat. Is there
anything else I need to know?

Player One: Bruk (Player One’s character) will stay close to the alley wall and scan the rooftops to either side.

Player Two: Ok, and I—I mean Acos (Player Two’s character)—will watch the corners up ahead for any sign of
movement.

GM: You are approximately 15 yards into the alleyway when (rolls dice and consults the characters’ Observation skill
levels) Acos hears sloshing footsteps from behind him.

Player Two: Acos spins around, sword raised, and simultaneously drops into a combat crouch! He shouts, “Hold there,
brigand!”

Player One: Yeah, me, too!

GM: There is a rumble of thunder and a brilliant lightning flash as Acos spins around; the momentary illumination reveals
a lone figure standing at the entrance to the alleyway. The man is holding what appears to be a drawn bow, and he
immediately fires the weapon; in fact, Acos barely gets to the words “Hold there” when there is a wicked “thwack” from
the bowstring. (The GM rolls dice…) Make a roll against Acos’s Dodge skill but remember to subtract two levels from
the rolled degree because you are trying to dodge an arrow.

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Player Two: (Rolls dice) Dang! Acos only received a rolled degree of Mediocre on his Dodge skill.

GM: Hmmm. Not pleasant. The brigand hits Acos with a rolled degree of Superb, meaning your character takes +4 more
damage from the attack; therefore, Acos is struck squarely in the chest by the bolt and crumples to the ground. He is
incapacitated.

Player Two: What about his leather hauberk?

GM: I am glad you reminded me! Ok, the shirt adds +1 to his Defensive Damage Factor, so Acos is only Very Hurt.

Player Two: Whew! That beats being out of the fight. Can I charge the bowman?

GM: You cannot charge because you dodged, but you move as quickly as you can toward him. Your injury slows you a
bit, but you will be within two yards of him at the end of the combat round.

Player One: What about Bruk? Is it my turn? Does he see the bowman, too?

And so on…

1.2 A Glossary of General Role-Playing Terms


Adventure: A task or series of tasks that must be completed to achieve some end. An adventure can take one or several
sessions of play to complete and might be broken into numerous segments. For example, rescuing a princess from an evil
baron could be an adventure, but this quest could also be broken down into smaller parts: learning of her capture,
investigating the scene of the kidnapping, meeting with the keeper of the baron’s dungeon, finding the princess within
the dungeon, etc.

Battlemat or Battleboard: A GM may choose to provide players with visual representations of the action taking place
during adventures. Such representations might take the form of quick sketches drawn on paper, or they might involve the
use of a detailed battlemat or battleboard—a mapping surface specifically designed for use in role-playing games. Most
of these boards and mats are marked with hexagons or squares of various sizes as an aid to spatial visualization, a
particularly helpful adjunct when miniatures are used. For purposes of this game, we assume each square or hex is two
yards across.

Campaign: A series of thematically connected adventures that generally involve the same group of characters. For
example, the campaign could focus upon restoring freedom to a conquered kingdom. The various adventures within the
campaign might include spying on the enemy, locating an ancient and powerful artifact that can aid the heroes, raising
an army, sneaking into the necromancer’s lair to recover the rightful heir to the throne, etc.

Death: Characters, both player and non-player, can be killed during a role-playing game. This death may or may not be
permanent, depending upon the genre of the game, available resources, and GM fiat. If a player’s character should die,
the player in question will usually have to generate a brand-new character to continue playing.

Die Roll or Dice Roll: Whenever there is a question as to the outcome of any action undertaken by a character or creature
in a role-playing game, one or more dice are rolled to determine the outcome. In By This Axe, four Fudge dice, henceforth
referred to as 4dF, are rolled and totaled to achieve this.

Experience: Role-playing games often gauge the success of characters’ actions through the awarding of experience points
that are used to improve a character’s attributes, skills, and other traits. By This Axe is no different in this regard; it uses
Advancement Points and Fudge Points to reward innovative and successful play.

Game Master: Also called a GM, this is the player who takes on the responsibilities of creating adventures and guiding
the other players in their efforts to accomplish the tasks set before their characters. The GM should be fair and impartial
and possess a solid knowledge of the game’s rules.

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Miniatures: Small paper, plastic, or metal miniatures can be used to provide a special representation of the action
occurring within a role-playing game. While such miniatures are not necessary, they can add much to the game.

Non-Player Character: Also called an NPC, this is any make-believe persona created and played by the GM.

Player Character: Also called a PC, this is any make-believe persona created by a player and played over the course of
one or more adventures.

Run: This verb is used to describe the process of a GM conducting a role-playing session for his players. For example,
“Tonight Marcus is going to run us on an adventure.” Alternatively, the acronym GM can be used to describe much
the same activity. For example, “Tonight Marcus is going to GM an adventure for us.”

Traits: These are the various qualities possessed by any creature or character in a role-playing game. In By This Axe,
traits are further classified as attributes, skills, gifts, faults, and powers.

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1.3 Legal Stuff
About This Fudge Roleplaying Game Document
The text content of this document is released under the terms of the Open Game License, which can be found in the
Appendix of this book on page 81.

About Fudge
Fudge is a roleplaying game written by Steffan O’Sullivan, with extensive input from the Usenet community of
rec.games.design and other online forums. The core rules of Fudge are available free on the Internet at
http://www.fudgerpg.com and other sites. Fudge was designed to be customized, and it may be used with any gaming
genre. Fudge game masters and game designers are encouraged to modify Fudge to suit their needs, and to share their
modifications and additions with the Fudge community.

Open Game Content


The contents of this document are declared Open Game Content except for the portions specifically declared as
Product Identity.

Product Identity
Any elements of the proprietary setting, including but not limited to capitalized names, organization names, characters,
historic events, and organizations; any and all stories, storylines, plots, thematic elements, maps, documents within
the game worlds, quotes from characters or documents, and dialogue constitute product identity.

1.4 Art Credits


500 B.C.E. Map © Grace Briquelet with assistance from Inkarnate.com.
Some artwork © Daniel Comerci at danielcomerci.com and hounworks.it. Thank you, Daniel.
Some artwork © Christos Georghiou | Dreamstime.com.
Some artwork © Ian MacLean.
Some artwork © 2016 Bradley K McDevitt.
Some artwork created by Jeremy Mohler © 2019 Outland Entertainment LLC
Color cover designed by Ted Shambaris.
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
Some artwork provided by Wikimedia Commons. (Thank you, Mariana Ruiz Villarreal!)
Thracian Peltast drawing © Darius T. Wielec and used under the Free Art License found at the following location:
https://artlibre.org/licence/lal/en/.

1.5 Swords and Sorcery and Sexism


Although sword and sorcery fiction has been historically androcentric and rife with sexist characters and plots, this
game dispenses with those stereotypes as much as possible. The players’ characters may be male, female, or any other
gender. No distinction is made between any of these in terms of game mechanics, and all are welcome. The nations
and empires of By This Axe have queens, kings, emperors, empresses, and many others leading them into this bloody
age.

1.6 Dedication
This book is dedicated to the Games and Booze Crew—Brandon, Dimitri, Forrest, Gil, Grace, Griffin, Mason, Steve,
and Ted—for putting up with me and bringing much fun to our gaming table. It is also dedicated to Steffan O’Sullivan,
Ann and Paul Dupuis, and all the Fudge fans out there who know a great game system when they meet it. Finally, By
This Axe is dedicated to the greatest sword and sorcery author of all time—there is no substitute.

“By this axe I rule!”


― Robert E. Howard, By This Axe I Rule

James Howard (Order #31076445)


Chapter II: Character Creation
This chapter contains all the information you need to create characters for By This Axe.

2.1 Traits
All characters, creatures, and objects are described in terms of one or more traits; essentially, a trait is anything that
describes the subject in some way. Traits are broken down into five different categories: Attributes, Skills, Gifts, Faults,
and Powers. All attributes and skills are further defined by quantitative adjectives and associated numerical values that
span a Nine-Point scale. That scale is presented below, along with illustrative examples.

Trait Level Value Possible Examples


Legendary (+4) +4 One of a Kind; Beyond Compare
Superb (+3) +3 Olympic Champion; Top 1% of the Population
Great (+2) +2 Professional Athlete; Renowned for Trait
Good (+1) +1 Above Average; Sought for Trait
Fair (0) 0 Average Person; Skilled
Mediocre (-1) -1 Below Average; A Novice to the Trade
Poor (-2) -2 Known for a Great Weakness; Lacking a Skill
Terrible (-3) -3 Unskilled and Inept; Notorious for Awful Trait
Abysmal (-4) -4 Significantly Impaired; Pitied for a Curse

Whenever the rules state that a trait’s level should be added to a die roll or to another value, the numerical value of the
trait is what is being indicated. If the rules require a bonus or penalty in levels to be applied to a trait, simply find that
trait on the Nine-Point Fudge Scale and move up or down the indicated number of levels.

Example: Brul swings his axe at a charging foe and hits. He must add his Might level to the weapon’s base damage.
With Might: Great, Brul adds +2 to the damage total. If Brul later drinks a magic potion that increases his Might by
one level, he will have Might: Superb for the duration of its effect.

Gifts, faults, and powers are not usually defined on the Nine-Point Fudge Scale because they are abilities that one either
possesses or does not. For example, a character either has Combat Reflexes or they do not. Of course, there are a few
exceptions that follow the Nine-Point Fudge Scale or some other numerical hierarchy, and these will be explained later.

2.2 Attributes
All living beings are defined by six attributes that each fall somewhere on the Nine-Point Fudge Scale: Mettle, Might,
Move, Senses, Smarts, and Spine. Each of these attributes begins at a default level of Fair. Note: Inanimate objects or
animated creatures may lack one or more of these traits, as indicated in their descriptions.

Mettle: This trait is an indicator of the stamina, general fitness, and overall constitution of the subject; it plays a large
role in determining how much damage they can endure and whether they resist illness, intoxication, and poisoning.

Might: A measurement of the raw physical force that the subject can exert, it plays a large role in the damage they can
cause in combat and determines how much they can lift and carry.

Move: This trait represents the coordination, dexterity, flexibility, speed, and accuracy of the subject’s movements.

Senses: This attribute defines the acuity of the subject’s five senses and ability to accurately interpret various stimuli.

Smarts: This trait serves as an indicator of the subject’s intellect, knowledge, education, memory, and common sense.

Spine: This attribute measures the subject’s determination, mental toughness, and animal magnetism. It is particularly
important for determining whether an individual can resist magical effects and mental hardships.

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2.3 Skills
Skills are learned traits that can be improved through practice and training; each skill has a difficulty of easy, average, or
hard. The default value for each skill is based upon its difficulty, as follows:

Skill Difficulty Skill Default


Easy Mediocre
Average Poor
Hard Terrible

A few skills have No Default (marked ND), and these cannot be employed without at least minimal initial training. When
acquiring No Default skills, the first skill bump (during character generation) or Advancement Point spent (after play
begins) provides the character with a starting skill level equal to the normal default for that skill difficulty. Such skills
can then be improved normally from that point forward.

When a character attempts to perform a feat for which no skill applies, the GM should permit the player to roll against
an applicable attribute. For example, if Hrukk the Hirsute attempts to lift the heavy portcullis that bars the entrance to a
fortress, the GM should have the player roll against Hrukk’s Might attribute.

The following list of skill descriptions is not exhaustive; GMs should add, modify, or delete skills as they wish.

Acrobatics (Hard): A character with this skill can perform impressive balancing, tumbling, and aerobatic feats. If a player
desires, their character may use this skill in lieu of the Dodge skill.

Art (Default Varies)(Specify Type): Each Art skill enables a character to produce works of art in a specific medium or
style of performance, be it Acting (Average), Singing (Average), Painting (Hard), Drawing (Hard), Dancing (Average),
Sculpting (Hard), Writing Music (ND: Hard), Playing an Instrument (ND: Hard), Storytelling (Average), etc.

Athletics (Average): This is an “umbrella” skill covering basic physical activities, such as climbing, jumping, swimming,
throwing (non-weapons), etc.

Axe, One-Handed (Average): A character with this skill can capably wield one-handed axes and picks. This skill applies
to both attack and defense with weapons of this type.

Axe, Two-Handed (Average): A character with this skill can capably wield two-handed axes and picks. This skill applies
to both attack and defense with weapons of this type.

Bow (Average): This skill allows a character to employ all manner of hand-drawn bows. Note: A character’s Might
attribute does factor into the determination of their Offensive Damage Factor with a bow because a stronger character
likely uses a bow with a heavier pull.

Brawl (Easy): This skill permits a character to engage in old-fashioned street fighting, a combination of punching,
grappling, kicking, and other more vicious combat maneuvers. Furthermore, an individual with Brawling skill can use
impromptu weapons to increase the damage caused; a broken chair leg, a chain wrapped around a fist, a truncheon, a
broken bottle, a small knife, and many other items can be employed in this manner. This skill applies to both attack and
defense.

Con (Average): A character with this skill is adept at cheating others through sundry schemes, deceptions, lies, and fast
talk. Highly skilled conmen can live quite comfortably on the naiveté and kindness of others.

Conceal (Average): This is the ability to conceal objects or individuals by disguising them or placing them out of sight;
it can be equally useful in both urban and wilderness settings. Note: This skill requires much more time to employ than
Sneak, but it can also be more effective in thwarting efforts to discover what has been hidden.

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Crossbow (Easy): This skill permits a character to effectively employ the Greek gastraphetes, the much heavier oxybeles,
and other similar crossbows. Note: Unlike most weapons, crossbows are not muscle-powered; therefore, a user’s Might
score is not considered in the determination of Offensive Damage Factor with one of these ranged weapons.

Dagger (Average): A character with this skill can capably wield all manner of knives and daggers. This skill applies to
both attack and defense with weapons of this type.

Disguise (Hard): A character with the disguise ability can alter a person’s appearance sufficiently to avoid detection.
Attempts to disguise an individual as a specific person will require a greater level of action difficulty (GM discretion).

Dodge (Average): Anyone can attempt to avoid large, slow objects and feeble blows, but a character with this skill has
made evasion an art form. A character may use Dodge skill against melee weapons or missile attacks, but device-launched
missiles (arrows, quarrels, sling stones, etc.) and attack spells incur a -2 penalty to avoid them. Furthermore, a character
cannot dodge blows they do not see coming. A character who employs the Dodge skill during a combat round can take
no other actions that round, but they can move up to their Pace.

Escape (Hard): A character with this skill knows various tricks, ploys, and maneuvers that can aid escape from all sorts
of restraints, be it chains, manacles, ropes, etc.

Evaluate Goods (Average): A character with the Evaluate Goods skill can recognize the worth of all manner of goods.
GMs should feel free to apply action modifiers when assessing common or rare items.

Evaluate Opponent (Average): A character with this skill can estimate the general capabilities, toughness, and fighting
style of a foe before engaging them in combat.

Fencing (Average): This skill permits a character to employ any type of lightweight, finesse blade—foil, rapier, epee,
etc. This skill applies to both attack and defense with weapons of this type.

First Aid (Average): This is the ability to treat injuries in the manner of a battlefield medic. Treating a vastly different
species may require a separate skill or incur a penalty to the First Aid attempt. A character can attempt a single First Aid
skill roll for each separate wound they are treating; the difficulty level of each roll is based upon the severity of the wound
in question. If the First Aid roll is successful, then the wound being treated is reduced by one level in severity. No single
wound can ever be reduced in severity more than once by the application of First Aid.

First Aid Treatment


Wound Severity Difficulty Level Treatment Time
Scratch Mediocre One Minute
Hurt Fair Five Minutes
Very Hurt Good 30 Minutes
Incapacitated Great One Hour
Near Death Superb Six Hours

Haggle (Average): A character with this skill can effectively negotiate over the prices of goods bought and sold; however,
they must also have knowledge of their actual value to avoid losing money in the exchange.

Intimidate (Average): This skill reflects the character’s ability to frighten others into compliance. This form of persuasion
always requires a threat of harm, be it physical or otherwise, and it is likely to leave its victims seeking revenge.

Knowledge (ND: Varies)(Specify Type): Knowledge of an academic nature, be it Accounting (Hard), Area Knowledge
(Average), Heraldry (Hard), Tactics (Hard), Language (Varies), Literacy (Varies), Occult Lore (Average), History
(Average), Geography (Average), Navigation (Hard), etc.

Leadership (Average): This skill is the ability to give orders and have them obeyed. Those with particularly high
Leadership scores can inspire tremendous devotion in their followers.

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Mace, One-Handed (Average): A character with this skill can effectively employ one-handed maces, hammers, and
clubs. This skill applies to both attack and defense with weapons of this type.

Mace, Two-Handed (Average): A character with


this skill can effectively employ two-handed maces,
hammers, and clubs. This skill applies to both attack
and defense with weapons of this type.

Martial Art (ND: Hard)(Specify): The various


martial arts are unarmed combat skills relying
primarily upon speed, precision, and technique; they
are much more refined than Brawling. This skill
applies to both attack and defense. The character’s
skill level value in the Martial Art is added to their
ODF when fighting unarmed!

Observe (Average): This skill permits a character to


employ one or more of his five senses to detect anything
that is not blatantly obvious.

Persuade (Average): This is the ability to use rhetoric to


sway others without resorting to deceit or dishonesty.

Polearm (Average): This skill provides a character with the


ability to use all manner of hooks, bills, poleaxes, and other long
arms. This skill applies to both attack and defense with weapons of
this type.

Profession (Varies)(Specify): A character with this skill can perform


tasks and manufacture items related to the specific profession chosen, be it
Alchemist (ND: Hard), Blacksmith (ND: Average), Fletcher (Average),
Locksmith (Average), Weaver (Average), Tailor (Average), Baker (Average),
Farmer (Average), Dyer (Average), Leatherworker (Average), Mapmaker
(Average), Physician (Hard), etc.

Quick Draw (Easy)(Specify Weapon Type): This skill permits a character to


rapidly prepare a specific type of weapon, thereby eliminating the need to
spend a combat round to do so.

Ride (Average): This is the ability to control and properly care for an
equine mount, be it horse, mule, donkey, or a related breed. It is
important to note that a character fighting from horseback can never
use a weapon at a skill level greater than their Ride. At the GM’s
discretion, this skill can be purchased separately for other types
of mounts.

Sail (Average): This is the ability to operate small sail


craft or to perform sailing actions competently on
larger vessels. Sailors had best not move out of
sight from shore unless they also possess the
Navigation skill.

School of Magic (ND: Hard)(Specify Type): Each


school of magic provides a character with the ability to
perform rituals and incantations related to the specific
category chosen. There are 10 schools or types of magic

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known in the present day: Enchantment, Conjuration, Elementalism, Extra-Sensory Perception, Healing, Kineticism,
Mesmerism, Necromancy, Sorcery, and Transmutation. Players must have GM permission to select Schools of Magic
skills.
Shield (Easy): This skill permits a character to use a shield to attack or actively
defend. A character fighting with a weapon and shield in melee combat may
defend using the greater of their weapon or Shield skill when determining
their rolled degree for defense. A character may only defend against
mechanically launched ranged weapons (bows, crossbows, and slings)
and combat spells (those that generate ODF) by using either their
Shield or Dodge skill.

Sleight of Hand (Hard): This is the ability to use misdirection,


dexterity, and various tricks to make small items disappear or
reappear, seemingly without the performer’s interaction. It also
includes the ability to pick pockets.

Sling (Hard): This skill allows a character to employ any type of sling
as a missile weapon.

Staff (Average): This skill permits a character to use the quarter staff, battle
staff, and other similar weapons. This skill applies to both attack and
defense with weapons of this type.

Sneak (Average): This is the ability to move noiselessly and unseen if conditions exist to make such movement possible.
The GM will set the action difficulty level of any Sneak feat and may also provide bonuses or penalties to a character’s
skill level as need and circumstance dictate. For example, being dressed entirely in black while moving about in the
shadows might be worth a +1 bonus to Sneak skill.

Spear, One-Handed (Average): This skill permits a character to use all varieties of one-handed spears. This skill applies
to both attack and defense with weapons of this type.

Spear, Two-Handed (Average): This skill permits a character to use all varieties of two-handed spears and pikes. This
skill applies to both attack and defense with weapons of this type.

Survival (Easy or Average)(Specify Type): This skill permits a character to survive in one of many different
environments, be it jungle, polar, desert, mountains, forests, plains, or urban. A character with this skill will be able to
find sufficient resources to sustain their own life, but ongoing survival may be very difficult in particularly hostile
locations. Survival skill for the character’s home environment is Easy but all others are of Average difficulty.

Sword, One-Handed (Average): This skill permits a character to use any one-handed sword effectively. This skill applies
to both attack and defense with weapons of this type.

Sword, Two-Handed (Average): This skill permits a character to use any two-handed sword effectively. This skill applies
to both attack and defense with weapons of this type.

Throw Axe (Average): This skill permits a character to accurately throw all varieties of axes weighted specifically for
this purpose. This skill does not encompass the ability to attack and defend with such weapons in melee combat.

Throw Dagger (Average): This skill permits a character to accurately throw all varieties of daggers weighted specifically
for this purpose. This skill does not encompass the ability to attack and defend with such weapons in melee combat.

Throw Spear (Average): This skill permits a character to accurately throw all varieties of spears weighted specifically
for this purpose. This skill does not encompass the ability to attack and defend with such weapons in melee combat.

Track (Average): This skill permits a character to follow man or beast by the residual evidence of its passing. This is not
a superhuman ability; it requires reasonable circumstances to be successful.

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Traps (Average): This skill permits a character to build, disarm, and conceal traps for a wide variety of purposes. These
include pitfalls, deadfalls, spike traps, snares, and countless other mechanisms for catching, disabling, or killing prey.

Veterinarian (Average): This is the First Aid skill for animals. Particularly rare species or magical creatures will require
a separate skill or incur a penalty to the Veterinarian attempt.

Worship (ND: Average)(Specify Deity): This skill reflects a character’s knowledge of the rituals and prayers necessary
to please an immortal; it is also a measure of their relationship with that particular god.

2.3.1 Language Skills


Every character begins with a free Knowledge (Language) skill for their native tongue at a level equal to their Smarts
attribute. A character cannot read and write this native language (assuming it has a written form), unless the player
purchases the Knowledge: Literacy skill for that language. Knowledge: Language and Knowledge: Literacy are Easy
skills when purchased for a character’s native tongue. A player can purchase the Knowledge (Language) and Knowledge
(Literacy) skills repeatedly to provide their character with facility in other languages.

2.3.2 Similar Weapon Skills


If a character has skill with one weapon type, they may use another that is similar in some respect at a -2 penalty. For
example, a character could use a greatsword at a -2 penalty to their Sword, One-Handed skill because both are swords.
Similarly, the character could also use a battle axe at their Mace, One-Handed skill -2 because they are both one-handed
weapons swung at a foe in similar fashion. GMs should apply common sense in this regard.

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2.4 Gifts
Gifts are abilities, qualities, and other benefits that are neither learned nor trained. A character either has a given gift or
they do not; therefore, no default level is available in most cases. Gifts do not usually function on the Nine-Point Fudge
Scale, but there are exceptions, such as Status. Furthermore, some gifts operate on a level-based hierarchy entirely their
own. An (L) indicator beside the name of a gift indicates that it can be purchased at more than one level, with each
subsequent acquisition increasing the potency and benefits provided—read the specific gift’s description for details. A
gift or one level of a “stackable” gift usually costs six Advancement Points (APs) to purchase; exceptions are noted within
their respective descriptions.

Ally: A character with an Ally has a loyal friend who will provide aid in times of need. Of course, logic must dictate how
and when the assistance can arrive. An ally should be roughly as competent as the character, but a group of less competent
individuals could also serve in this role.

Ambidexterity: This gift permits a character to use either hand with equal facility, a particularly helpful ability when they
have suffered a severe injury to a weapon arm or when they wish to employ two weapons simultaneously. A character
with this trait ignores the –2 penalty for using a skill with his off-hand.

Animal Empathy: This gift permits a character to determine the emotional state of non-sentient creatures. Natural animals
will react positively toward an empathic character unless provoked.

Attractive: A character with this gift is considered beautiful or handsome by members of their own species. This can
provide them with a +1 bonus (GM discretion) on a variety of die rolls, particularly those related to communication skills.
A +1 bonus can also be applied to situational rolls to determine others’ reaction to an attractive individual. This gift can
create problems for a character, especially if members of the opposite sex cannot take “no” for an answer.

Authority: This gift reflects an individual’s authority over others in some capacity: legal, military, religious, etc.
Authority permits a character to give orders to those of their Status and lower, and they may be permitted to mete out
justice when necessary. A player selecting this gift should work with the GM to determine what this Authority
encompasses and why the character has been so empowered. Some positions bearing Authority in By This Axe include
Road Warden, City Watchman, Lochagos (Hoplite Commander), Politeia, Chief Priest, Inquisitor, Magistrate, Headman,
Tax Collector, etc.

Beautiful Voice: A character with this gift has a particularly attractive voice that greatly enhances their verbal
communication skills. The GM may apply a +1 bonus on verbal communication skill rolls attempted by this character,
depending upon circumstance and audience. A +1 bonus can also be applied to die rolls to determine others’ reaction to
this individual, but only if they speak.

Combat Reflexes: An individual with this gift is never caught flat-footed in combat and reacts to danger much more
readily than most people. The GM may permit a bonus on relevant skill and attribute checks for this character.
Furthermore, when facing multiple opponents in melee, the character with Combat Reflexes takes -1 to their attack and
defense for every two additional enemies faced. Thus, when facing only two opponents, the character is not penalized!

Contacts (Specify Type): The character has one or more contacts in useful positions, and these individuals will generally
supply information or minor aid if asked. The nature of the contacts should be defined when this gift is selected and may
include city guardsmen, military personnel, craftsmen, or even members of the royal court.

Cool: A character with this gift never panics, overreacts, or loses their calm and collected outward appearance. At GM
discretion, this gift can provide up to a +1 bonus to a wide variety of Spine tests, including those required to resist spell
effects.

Danger Sense: This gift provides a character with an opportunity for a Senses action roll prior to encountering dangerous
situations. The difficulty of this action and the nature of the situations covered by this gift are left to the GM’s discretion.
This gift simply alerts a character to approaching danger—it does not identify its source.

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Deadeye: When using any ranged weapon, a character with this gift treats the range as one level closer and halves any
penalties (round down) for small target size.

Direction Sense: A character with this gift has an unerring sense of direction and never becomes lost, even when
underground.

Empathy: A character with this gift has a natural affinity with sentient creatures and can sense their emotional state with
uncanny accuracy. This gift usually provides a +1 bonus to communication actions.

Famous: A character with this gift has attained fame and respect for their deeds, traits, or something else—the player
and GM should collaborate to determine the source. The character whose identity is known receives a +1 bonus to social
interactions.

Favors: One or more people owe favors to a character with this gift. The GM and the player should work together to
determine the origin and magnitude of each debt.

Flexible: A character with this gift is capable of incredible bodily contortions and gains a +1 bonus to all Escape die
rolls, Acrobatics rolls, and other actions dependent upon flexibility.

Green Thumb: A character with this gift has an incredible knack for planting, tending, and nurturing all manner of
flowers, trees, vines, grasses, crops, and other verdure. Plants under their care grow at the maximum natural rate and
become exquisite examples of their kind.

Heightened Senses: A character with this gift gains a +1 bonus to Observation rolls and other relevant trait tests at GM’s
discretion.

High Pain Threshold: A character with this gift does not suffer the same debilitating effects that ordinary people do
when injured. An individual with High Pain Threshold incurs no penalty to trait rolls when Hurt and only takes a -1
penalty when Very Hurt.

Lucky: Most characters begin their careers with five Fudge Points; however, a Lucky character begins with six.
Furthermore, they always begin each new session with at least one Fudge Point.

Magic Resistant (L): Each level of this gift provides a character with a +1 bonus to all die rolls made to avoid the effects
of magic; however, a character with this gift can consciously permit a spell to take hold.

Night Vision (L): A character with this gift can see in all but absolute darkness just as well as someone with normal
vision can see during the day. Certain creatures and various species have a more powerful form of night vision that
permits them to see in absolute darkness. Purchasing the Night Vision gift a second time will provide a character with
this enhanced ability.

Patron: This gift provides a character with a patron who provides reasonable resources and support in exchange for
service. A patron can take many forms, such as a mentor, an employer, a religious group, a government, a king, the
Thieves’ Guild, etc. GMs should feel free to use patrons as springboards to adventures or as plot complications. A
character can have more than one patron by selecting this gift repeatedly; however, this might create a conflict of interests.

Perfect Timing: A character with this gift has an internal clock that is as accurate as a modern watch. This provides a +1
bonus to various trait rolls when timing is especially important for determining the success.

Peripheral Vision: This gift permits a character to see into his periphery far better than most people, making it very
difficult for enemies to gain advantage by attacking from the flank. A character with this gift may act normally against
flanking foes, and they get no bonus to their attacks for advantageous position.

Pet (Specify): The character has a highly intelligent mundane creature—no dragons, griffons, etc.—that serves loyally in
any capacity such a creature is capable. If this pet is killed or otherwise lost, it can be replaced without the further
expenditure of APs, but the GM may require the character to seek out and train a new, suitable pet.

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Rapid Healing: A character with this gift recovers from wounds at twice the normal rate, which is explained in the
chapter on combat. Furthermore, an individual with this gift can recover over time from all but Near Death states without
the intervention of first aid or magical healing. Finally, a +1 bonus to First Aid skill is provided to anyone attempting to
treat a character with Rapid Healing.

Scale (L)(Specify Type): Scale is a useful numerical tool for comparing the mass and movement traits of different species.
It is usually defined as Mass Scale or Speed Scale, and human beings are considered the benchmark for both
measurements—meaning that they are Mass Scale: 0 and Speed Scale: 0. Nonhuman characters and exceptional humans
may have different mass and speed scales; and with the GM’s consent, a player may increase or decrease a character’s
mass and speed traits. Each level of mass scale increase costs six Advancement Points, and each level of decrease is
worth six Advancement Points. Each level of Speed scale increase costs three APs, and each level of decrease is worth
three APs.

Scale Mass Mass Speed Scale Mass Mass Speed


Score Mult. (Lbs) Mult. Score Mult. (Lbs) Mult.
-11 .01 1.5 .13 5 7.5 1125 2.5
-10 .02 3 .16 6 10 1500 3
-9 .03 4.5 .2 7 15 2250 3.5
-8 .04 6 .23 8 25 3750 4
-7 .06 9 .28 9 40 6000 5
-6 .1 15 .3 10 60 9000 6
-5 .15 23 .4 11 90 13,500 7.5
-4 .2 30 .5 12 130 19,500 9
-3 .3 45 .6 13 200 30,000 11
-2 .5 75 .7 14 300 45,000 13
-1 .7 105 .8 15 450 67,500 15
0 1 150 1 16 650 97,500 18
1 1.5 225 1.2 17 1000 150,000 22
2 2.3 345 1.4 18 1500 225,000 27
3 3.5 525 1.7 19 2500 375,000 32
4 5 750 2 20 4000 600,000 38

If a creature is large but not particularly strong, the GM can provide it with a limited form of Mass Scale that does not
increase Might-related functions. Each level of this limited Scale increase would only cost only three APs each. If a
creature is much stronger than its mass would indicate, then the GM should simply increase its Might trait. Remember,
the GM is always the final arbiter on how much a creature or character’s scale scores can be modified.

A creature’s Mass Scale value modifies its Might score, Offensive Damage Factor (ODF), and Defensive Damage Factor
(DDF) because bigger combatants are stronger, hit harder, and absorb more damage. Mass Scale should never be added
to a creature’s Mettle for purposes of resisting disease, drowning, etc.

Example: Brom is a massive barbarian with Might: Great and Mass Scale: +1. Because he is Mass Scale: +1, his
Might is treated as though it were Superb (Great +1), his Broadsword damage increases from ODF: 5 to ODF: 6, and
his defense improves from DDF: 2 to DDF: 3.

A character’s Speed Scale is not usually applied as a modifier to their attribute or skill actions, but it is important for
determining their movement rate. Add Speed Scale to a character’s Move value and consult the Movement Table above
to determine that individual’s Pace and Run values. Movement is further explained in Chapter IV: Combat.

At GM discretion, a target’s scale can also modify an attacker’s weapon skill rolls when attacking with missile weapons.
The modification will normally be equal to one-half of the scale number, rounded to the value nearest zero.

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Example: As his horse suddenly bolts away with a giggling, Scale: -9 fae clinging to its mane, Ruric decides to shoot
an arrow at the diminutive creature. Normally, at such close range the difficulty level would be Poor—an easy shot
to be sure; however, the GM rules that an attempt to hit such a small creature incurs a penalty of -4 to Ruric’s die roll.

Although scale is most used to equate differences in mass and speed, GMs should feel free to apply it to other attributes.
Furthermore, GM’s may use various nomenclature rather than numerical values. For example, a dog may possess Smarts:
Terrible (Scale: -3) when compared to its human masters, but it might have Smarts: Fair when compared to other dogs.
In this case, a GM could indicate this with a denotation of Smarts: Fair (Canine), where the term “canine” indicates the
scale of measurement being used.

Status (L)(Specify Type): This gift indicates a character’s position in society, and it is measured on the Nine-Point Fudge
Scale. Normal characters automatically have a default Status of Fair, making them the equivalent of commoners. By
purchasing one or more levels of this gift, a player can improve their character’s social standing and relative influence.
Usually, this also improves their material wealth, as the two are not usually separate from one another. There are
exceptions to this rule, though, such as wealthy farmers, poor noblemen, destitute merchants, etc. A player can also take
Status as a fault by decreasing their character’s social position by one or more levels; each level of decrease counts as an
additional fault. It is important that GM’s remind players from time to time of the stratified nature of medieval society.
The ancient world is a place where birth and position can make all the difference in a character’s career, and those of
lower status should always be made to feel inferior by those of higher status. Movement upward through the social strata
is generally rare, but people sometimes find ways to improve their lives. The GM should feel free to apply a character’s
Status level as a modifier to relevant trait and situational rolls.

Status Barbarian Culture Examples Civilized Culture Examples


Legendary (+4) Tribal Queen or King Very Wealthy Noble—Consul, Queen or King
Superb (+3) Tribal Chieftain Wealthy Noble—Count, Patrician
Great (+2) Clan Chieftain Noble—Senator, Baron
Good (+1) Tribal Warrior or Priest Poor Noble—Equites, Knight
Fair (+0) Tribesperson (Land owner) Commoner—Farmer, Skilled Laborer, Soldier
Mediocre (-1) Itinerant Tribesperson (Nomadic or landless) Peasant—Unskilled Laborer, Tenant Farmer
Poor (-2) Social Outcast Beggar, Indentured Servant
Terrible (-3) Slave, Prisoner Slave, Prisoner
Abysmal (-4) A Condemned Person A Condemned Person

Sweep: This gift permits a character with a suitable, two-handed weapon to strike a second engaged target during a
combat round without penalty to attack or the weapon’s ODF.

Total Recall: This gift allows a character to recall instantly and precisely anything they have read, heard, or seen. This
gift usually provides a +1 bonus to any action that could benefit from a flawless memory. However, Magic Schools are
excluded from receiving this benefit due to their intuitive natures.

Tough: The character with this gift may add +1 to their Defensive Damage Factor (DDF). At GM discretion, certain
creatures and non-humans may be able to purchase additional levels of this gift, each adding another +1 to DDF.

Two-Fisted Fighter: The character with this gift is expert in the use of two weapons in combat. They fight using the
lower of the two weapons’ skills, but if the character attacks successfully, both weapons strike home. Remember, both
attack and defense still take a -2 penalty if the dual-wielding character does not have the Ambidexterity gift.

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2.5 Supernormal Powers
A supernormal power—called “power” for short—is a trait that is beyond the capability of human beings as we know
them, and it may encompass abilities such as flight, clinging to walls and ceilings, invisibility, super strength, etc. Various
powers may or may not be available in each game; therefore, the best way to design a supernormal character is through
close collaboration with the GM. A player should describe what the character is able to do, and the GM must decide if it
is within the limits of the setting. If not, the GM should make suggestions about adapting the character to fit the campaign.

If a power logically requires a skill to use it efficiently, that skill must be bought separately. For example, the superpower
Flight allows a character to fly, and usually no skill roll is needed. But the ability to make intricate maneuvers in close
combat without slamming into a wall requires a roll against a Flying skill. Of course, the GM may ignore this and simply
say that no roll is needed for any flying maneuver with a Flight power.

If a supernormal power can be used to attack a foe, the GM must


determine the strength of the power for damage purposes—preferably
during character creation. An offensive power is usually handled as
a propelled weapon, such as a gun, or it is treated as
being equivalent to a certain melee weapon. This can be
expressed in terms of damage, such as Ball of Fire: +6
damage, or Large Claws: +3 damage.

Some powers are so effective that they are worth more


than others. Certain supernormal powers are equal to two or
three "average" supernormal powers, and these are identified
in their respective descriptions. Unless otherwise indicated,
a power costs two faults or 12 Advancement Points to
purchase.

Undefined powers have no default; if a supernormal power is


not defined for a character through the expenditure of
Advancement Points, then he simply does not possess that power.

The following powers are those most common to By This Axe, but
this is not intended to be an exhaustive list. GMs are encouraged to
add additional powers to their games. Only NPCs may possess these
powers unless the GM decrees otherwise.

Divine Favor (Specify Deity): Miracles are magical feats performed


by a deity on behalf of a worshipper, and an individual with the
Divine Favor superpower can invoke the assistance of their god(s).
Although a character need not be a member of the clergy to
purchase this power, most miracles are performed through senior ranking priests of the various religions. Some immortals
exact a terrible price for their aid, but others are content to bask in the glow of their worshippers’ veneration.

Magical Aptitude: Those with the ability to harness and channel magical energies are often referred to as wizards, magi,
conjurers, sorcerers, or witches. To become one of these rare and mighty individuals, a character must possess the Magical
Aptitude superpower. While the Magical Aptitude power does permit a character to gather and focus magical energy, the
would-be spell caster must attain knowledge of one or more magical schools if they are to perform magical feats.

Shapeshift (Specify Type): Certain individuals can transform themselves into animals at will. These are natural animal
forms, not the quasi-bestial shapes taken on by were creatures. Moreover, a character in this shifted state gains the
animal’s inherent abilities while retaining their own sentience. The Shapeshift power grants the ability to change into one
animal type, specified at time of purchase; however, this power can be purchased repeatedly for the ability to change into
various other animal types. Bears, wolves, and eagles are some of the most common animal forms that shapeshifters
adopt.

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2.6 Faults
Faults are limitations that make life more difficult for a character, and these restrictions may be physical or mental.
Attitudes, obsessions, phobias, delusions, and certain behaviors can all be faults, as can physical disabilities and social
stigmas. Some faults may be heroic in nature, such as a code of honor or the inability to tell a lie. While not signs of a
flawed personality, they do restrict a character’s actions significantly. Unless otherwise stated, accepting a fault grants
a character six Advancement Points that can be used to purchase other improved capabilities in other traits.

Players will often try to avoid the negative consequences of their characters’ faults, especially those that result in mental
impairment. In such cases, the GM can permit a player to attempt an uncontested Spine roll for the character against an
action difficulty level left to the GM’s discretion. If the character fails the Spine test to overcome a fault, the player must
role-play that fault to the hilt until the GM or circumstances dictate otherwise. Remember, faults should make life more
challenging.

Example: Palacus is investigating a maze of tunnels beneath an ancient Babylonian temple. Before long, the intrepid
warrior comes to the edge of a small pit filled with writhing serpents. Normally, jumping across a pit such as this
would not be difficult, but Palacus has the fault Phobia: Snakes. His player states that Palacus will simply close his
eyes as he jumps, but the GM decrees that no jump can be attempted unless he first succeeds at a Great Spine roll.

The following list of faults is not exhaustive, and GMs should feel free to create new ones or modify those found here.

Absent-Minded: This fault causes a character to be rather scatter-brained when it comes to keeping appointments, finding
equipment, and remembering seemingly minor details. A GM may require a player to make Spine checks to ensure that
the absent-minded character has brought all needed supplies, remembered to make necessary contacts, turned off the
stove before leaving on vacation, etc.

Addiction (Specify Type): A character with this fault is addicted to some ingested substance that is illegal, harmful, or
prohibitively expensive. The effects of ingesting the substance are up to the GM, but a Spine test (GM sets difficulty)
should be required each day to forgo indulgence.

Ambitious: An ambitious character is obsessed with ascending to the highest levels of power and is easily tempted to do
unsavory things to get there. A GM may require Spine tests in appropriate situations to determine whether a character
succumbs to temptation.

Berserker: A berserker experiences battle rage when wounded in combat. Sustaining a wound level of Hurt or a Very
Hurt causes the character to make all-out attacks (+2 Attack, +1 ODF, and No Defense) until all enemies are slain. Once
the opposition is dead, the berserker must make a Smarts roll at Good or better to recognize any friends present. Failure
means the berserker attacks them during each subsequent round until the Smarts roll succeeds.

Big Mouth: A character with this fault talks too much, and this distracts the big mouth and any others in earshot. It may
even endanger the character and their companions when silence is necessary for survival.

Bloodlust: A character with the Bloodlust fault loves to cause injury, pain, and suffering to those who stand in their way.
Such a character sees killing as an acceptable way to end disputes and seeks out conflict at every opportunity.

Blunt and Tactless: A character with this fault tends to say exactly what comes to mind and in the most obnoxious way
possible. This fault should cause the character to take a -1 or greater penalty to various communication skill attempts.
“Gee, for a fat guy, you sure don’t sweat much!”

Bully: A bully loves to intimidate, insult, and pummel the weak into submission. This predator thrives on the fear of
others and usually mistakes it for respect. Many bullies are cowards at heart, but there are exceptions—dangerous ones.

Code of Ethics (Specify): A character with a code of ethics has adopted a specific set of strict guidelines by which they
live. Chivalry is one example, but there are many others, such as Self Defense Pacifist, Serve the Greater Good, Social
Justice Warrior, and Truth Above All.

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Compulsive Behavior (Specify): A character with this fault should select a behavior that they perform constantly during
times of stress or frustration: finger tapping, throat clearing, repeating “Yup” to every comment, etc. This should be
annoying for others.

Cowardly: A coward avoids danger at every opportunity and is probably devious or covert when doing so. Ultimately, a
cowardly character must flee from battle, unless they are certain of victory or fear that something more terrifying will
happen should they run.

Curious: A character with this trait must make Spine rolls (the difficulty to be determined by the GM) to avoid looking
into the unknown, be it an abandoned cellar, a closed legal case, or an ancient tome sitting on the necromancer’s podium.

Dependent: This fault indicates that a friend, relative, employee, or some other person is dependent upon the character.
The dependent is usually much less competent than the player’s character and often finds themself in dangerous situations
from which they must be rescued.

Duty (Specify Type): This trait provides a character with a responsibility to some individual or group, and the
responsibility can take many forms. A character might have a duty to guard the city walls, or they might have a duty to
serve the temple of Anu as a rural priest. There are countless forms of this fault, but each should restrict the character’s
actions and freedoms to some degree.

Easily Distracted: The easily distracted character takes a –1 penalty to die rolls for protracted activities unless they make
a suitable Spine roll. The GM has final say in the difficulty of this check to remain focused.

Enemy (Specify Type): A character with this fault has a capable and dangerous enemy who wants to see them laid low.
This enemy may attempt to injure the character physically, emotionally, or socially and usually turns up at the worst
possible times. A character who kills or otherwise eliminates an enemy must pay the APs to remove this fault, or another
enemy soon arrives as a replacement.

Fanatic Patriot: A fanatic patriot serves a specific country in any way possible, even if it means committing acts of
terrorism and murder. The patriot does not tolerate disrespect for that nation and quickly challenges anyone who sullies
its honor.

Finicky: A finicky character is picky in the extreme—clothing, food, living accommodations, weapons, etc. must all be
just so. Worse still, a finicky character tends to complain endlessly when they do not get things their way.

Getting Old: A character with this fault is beginning to experience the myriad problems associated with aging. Creaking
joints, low back pain, and slow recovery from exertion and wounds are just some of the ways it manifests. The GM has
discretion to assign penalties; these should be relatively minor but frequent enough to constantly remind the character
that getting old stinks.

Glutton: A glutton eats and drinks to excess and is likely overweight as a result. A GM should require a glutton to succeed
at Spine rolls to resist dainties and overindulgence.

Gossip: This fault makes for an individual who loves to spread rumors and talk about others behind their backs. Gossips
are seldom trusted by those who realize what they are, and they often find themselves in trouble when it is determined
that they are the sources of malicious rumors. Known gossips take penalties to communication skill rolls at the GM’s
discretion.

Greedy: A greedy character desires material wealth to the exclusion of nearly everything else and may engage in illegal
activities to acquire it.

Gullible: Although not necessarily stupid, a gullible character accepts whatever they are told. This makes them a favorite
mark of conmen and a popular target for practical jokes.

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Honorable: This fault prevents a character from engaging in activity that would bring dishonor to their name. What is
considered honorable or dishonorable is generally a direct reflection of the character’s culture, and GMs should take this
into account.

Humanitarian: A humanitarian character is a bleeding-heart for every imaginable cause. They give money to beggars
and organize relief for starving peasants. Their need to be altruistic can quickly chafe the local nobility and create a
variety of problems.

Indecisive: Indecision plagues many of us, but it is especially dangerous for heroes standing in the jaws of danger. An
indecisive character has difficulty with even simple decision-making tasks, such as which fork to use, what cloak to wear,
and which limb to strike.

Intolerant (Specify): An intolerant character has a strong bias against another ethnic, cultural, or racial group and makes
life difficult for its members. This is an ugly, villainous fault that should usually be limited to the GM’s characters.

Jealous: A character with this trait has a very difficult time when others receive more attention or praise, have greater
wealth, or possess superior attributes. As a result, jealous characters go to great lengths to denigrate their competition and
prove themselves superior.

Lazy: A lazy character hates to do much of anything except relax and enjoy life. When forced to do otherwise, this slug
usually complains or cuts corners. Not surprisingly, lazy people are often unkempt and unwanted in the eyes of more
productive members of society.

Loyal: A loyal character places the safety and well-being of friends and comrades above all else. Such an individual
never leaves allies in combat and never fails to rush to their aid in times of need. Enemies who know of this fault may
exploit it by capturing the character’s friends and loved ones.

Lustful: A lustful character is obsessed with sex, cares little for the feelings and needs of others, and views every sexual
conquest as an indicator of success. Jealous spouses and angry siblings can make such a character’s life very interesting.

Macho: A character with this fault never misses an opportunity to aggressively demonstrate their masculinity. This
foolish behavior can result in significant danger for the macho character and any companions. Macho characters are often
chauvinistic toward women.

Manic Depressive: A manic depressive character goes from one extreme of feeling bigger, better, and brighter than
everyone else to the other extreme of feeling weak, inept, and stupid. A GM may ask a player to roll 4dF at any time, but
usually during periods of duress, to determine the character’s current state of mind. Generally, this state of mind continues
until some event, perhaps even a good night’s sleep, causes it to change.

4dF Roll Manic Depressive’s State of Mind


0 to -4 You are worthless and beyond hope: Take a –1 penalty to all tests.
+1 to +2 Things are ok, but they could be better: Feel no effects.
+3 or +4 You are brilliant, beautiful, and masterful: Gain a +1 bonus to all tests.

Melancholy: This fault makes your character morose and depressing; others may pick up on this and actively avoid
contact thereafter. The GM should assign penalties to communication skills, as logic dictates.

Multiple Personalities: A character with multiple personalities shifts personas during times of extreme duress. Often
there are one or more dominant personalities and one or more passive personalities. It is up to the GM and the player to
determine how many individual personalities there are and under what circumstances they manifest themselves.

Nosy: A nosy character cannot resist getting involved in others’ business by asking too many questions—most of them
personal—listening at doors, and even stalking those who have juicy secrets. In essence, this is a more narrowly focused
form of the curiosity fault.

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Notorious: A character with this gift has attained fame for some bad quality or deed. The player and GM should
collaborate to determine the cause. The character receives a -1 (or possibly greater) penalty to rolls for social interactions
when their reputation is known.

Obsession (Specify Type): An obsessive character has a focus to which they devote far too much time and energy. They
may even perform irrational and illegal acts to be more closely involved with the subject of this compulsion. A GM is
well within their rights to force a player to attempt an uncontested Spine test when the character must resist the temptation
to indulge in the obsession.

Overconfident: An overconfident character is convinced they are impervious to most forms of danger and gladly goes
where angels fear to tread. Headlong charges and defiance in the face of overwhelming odds are their forte.

Owes Favors (Specify Type): A character with this fault is indebted to one or more people. Unfortunately, these debts
are not the kind easily or thoughtlessly repaid. This fault could place the character in a moral dilemma or grave danger,
depending upon the nature of the situation.

Petty: This fault is but one annoying symptom of a character’s lack of self-esteem and need to be in control. A petty
individual argues and debates until blue in the face and enjoys nothing better than a pointless argument over semantics.
This character always insists upon having the last word, even if it means shouting over others or whispering a final
rejoinder.

Phobia (Specify Type): A character with a phobia has an irrational fear of a relatively common creature, situation, or
object. This fear can only be overcome at GM discretion and through a successful Spine roll.

Practical Joker: A practical joker loves to catch others off-guard with immature, embarrassing, and sometimes dangerous
pranks; in fact, this individual finds it almost impossible to pass up a good gag. This can quickly result in others becoming
angry and physically violent.

Quick-Tempered: This fault causes a character to “fly off the handle” for the most minor offenses. Although this anger
need not turn physical, a quick-tempered character readily demonstrates displeasure by screaming and yelling, breaking
objects, and/or ridiculing others.

Quixotic: A Quixotic character is idealistic in a romantic and impractical way. This noble but entirely irrational individual
may champion imaginary causes or fight for the liberation of those who are already free.

Reckless Bravery: This fault is similar in some respects to the Macho fault, but it stems less from a need to be perceived
as being tough and more from an addiction to adrenaline. A recklessly brave character takes unnecessary risks in the face
of nearly impossible odds and often acts rashly unless kept in check.

Scale (L)(Specify Type): See Scale in the previous section on gifts.

Secret (Specify): This individual has a one or more skeletons in their closet and works hard to keep them concealed. The
nature of the secret determines the consequences of its discovery, but it should be something that could be very damaging
or dangerous to the character.

Socially Awkward: A socially awkward character has difficulty conducting themself in social situations with all but close
friends. The character’s behavior in social gatherings can take a variety of unseemly forms that earn plenty of negative
attention. Such a character should receive a -1 or greater penalty to most communication attempts in public settings.

Social Stigma (Specify): A character with a social stigma is a member of a group determined to be highly undesirable in
mainstream society. Often, social stigma is the result of the subject being a member of another culture, ethnicity, or
species that is disliked or distrusted. However, it can also occur as the result of one’s job, religion, affiliations, etc. A
character with a social stigma should take a -1 or greater penalty to communication and reaction rolls, at GM’s discretion.

Status (L)(Specify Type): See the gift of the same name.

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Stubborn: A stubborn individual does not part easily with any decision they have
made; in fact, the character can be downright unreasonable about it. This
constant refusal to compromise often leaves others angry and
frustrated.

Taciturn: A taciturn
character is grossly
uncommunicative and
seldom bothers with speech.
Such an individual can seem
downright anti-social and, therefore,
receives penalties to many reaction and
communication actions.

Unlucky: An unlucky character is often the butt


of Fate’s jokes and probably feels as though the
whole universe is conspiring against them. This
poor soul begins play with no Fudge Points and
cannot acquire any until this fault is eliminated.
Being Unlucky is worth 12 Advancement Points!

Vain: A character with this fault is convinced they


are better looking, smarter, and more talented than
everyone else. They are particularly obsessed with
how they look and do everything possible to look
their very best at all times. As others are tending to
the wounded on the battlefield, this character is
likely searching for a comb and a looking glass.

Vow (Specify Type): A character with this fault has


sworn a solemn vow that influences their everyday life in
some way. They may have sworn to avenge a fallen friend,
accept every challenge to a duel, slay the Great Drakon of
Lesbos, etc. The Celtic concept of accepting a geis (geasa
pl.) can be reflected through this fault.

Worrywart: A character with this fault is concerned


about every possible outcome of every situation and
stresses about everything. Worrywarts tend to engage in
obsessive compulsive-behaviors to allay their fears, and
these can annoy others.

Xenophobic: A xenophobe is distrustful or possibly


even fearful of members of other species, cultures, and
societies. This can manifest itself in countless ways
and should create difficulties for the character.

Zealot (Specify Type): This fault causes a


character to behave fanatically about some
cause, activity, or concept—so much so that
death may be a reasonable outcome. The drui, for
example, are zealots when it comes to
protecting nature; they gladly die to save their
forests. The most dangerous zealots are
those who give everything for a god.

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2.7 Allocating Traits
Character creation in By This Axe occurs in three simple stages or
steps:

Step One: The player and the GM develop a character concept.


Is the character from a barbarian culture or civilized? Does
this individual have family? What were this person’s
formative experiences? And so on. The player should do
most of the conceptualizing, and the GM can provide
helpful suggestions for the creation of a viable persona
for the game setting. Creating a complete backstory for
the character does much to aid role-playing and is
highly recommended. Try to create a character that is
playable, memorable, and enjoyable.

Step Two: A human character has default values of


Fair in each of the six attributes—Mettle,
Might, Move, Senses, Smarts, and
Spine—and a player gets three
attribute bumps to modify these. Each
bump increases an attribute by one level. The
player can also reduce an attribute by one level to
gain a bump for a different attribute. No attribute
can begin greater than Superb or less than Poor.

Each character begins with one gift chosen by the


player at no cost, or the player apply its equivalent as
increases to skill or attribute levels. This is one of the
benefits of being a hero.

Each character begins with 50 skill bumps that are used to


increase skills from their default levels. Each skill bump
increases one of the character’s skills by one level.
If a skill begins at No Default, then a default skill
level (determined by the skill’s difficulty) must first be
acquired through the expenditure of one skill bump. It is
recommended that no character begin play with skill levels greater
than Superb.

A character can also be given up to four faults to permit the purchase of


additional gifts and/or increase attribute and skill levels. These
additional faults should be selected strategically to promote the
creation of an interesting and playable character. Each fault
accepted is worth the following:

1 Fault = 1 Gift
1 Fault = 2 Attribute Levels
1 Fault = 6 Skill Levels

Step Three: Determine the character’s starting


gear and wealth by consulting Chapter VII:
Money and Equipment. However, the GM has the
authority to provide different or additional starting items.
Finally, note that the character begins play with five Fudge
Points (unless Lucky or Unlucky).

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Chapter III: Action Resolution
The action resolution system of By This Axe uses at least four Fudge dice, hereafter referred to as 4dF. If Fudge dice are
not available, regular six-sided dice may be used instead; simply count each “1” or “2” as a minus, each “3” or “4” as a
zero and each “5” or “6” as a plus.

3.1 Action Resolution Terms


Action Difficulty Level: This is a measure of difficulty that a GM assigns to an uncontested action, and it is expressed as
one of the nine adjectives of the Nine-Point Fudge Scale. Often, the difficulty level will be Fair, but some actions are
easier or more difficult. Climbing a large tree with many low branches might be an action of only Poor difficulty;
however, climbing a sheer cliff would be an action of Great difficulty. To succeed at an uncontested action, a player
must roll 4dF plus any relevant modifiers and attain a rolled degree equal to or greater than the action’s difficulty level.
To succeed at a contested action, a character must roll 4dF plus relevant modifiers and achieve a rolled degree that is
greater than his opponent’s rolled degree.

Rolled Degree: This is the actual level of success or failure achieved when attempting an action. Consult the Nine-Point
Fudge table and find the adjective of the trait being tested. Then move up or down the number of levels indicated by the
action die roll. For example, if a character has Sword: Good and the die roll to use his skill results in a total of +1, then
the character has achieved a rolled degree of Great.

Relative Degree: The relative degree is a measurement of how well a character performs a contested or an uncontested
action. Unlike rolled degree, relative degree is expressed as the number of levels of difference between the skill roll and
the action difficulty level (uncontested actions) or the differential between two opponents’ skill rolls (contested
actions). Simply count the number of levels of difference between the two values.

Example: Grimm slashes at a kobalos with his broadsword and gets a rolled degree of Superb. The kobalos attempts
to defend with its spear and shield and receives a rolled degree of Fair. Thus, the relative degree is +3 in favor of
Grimm because Superb is three levels higher than Fair.

Uncontested Action: This is any action not directly opposed by another individual or creature. Climbing a wall, searching
a room, and forging a sword are all examples of uncontested actions. Uncontested actions require the acting player to roll
4dF plus any modifiers, and the total generated is used to modify the trait being tested in the action. The GM sets the
difficulty level for any uncontested action attempted by a character, and the player must achieve a rolled degree equal to
or greater than that action’s difficulty level to succeed.

Example: Grimm wants to jump across a pit to escape the kobaloi that are chasing him, but he is carrying a large bag
of loot, so the GM assigns a difficulty level of Great to the required Might roll. Grimm’s player throws 4dF for a total
of -1, giving him a rolled degree of Great. Grimm just barely makes the leap and keeps running.

Contested Action: This is any action a character attempts which is directly opposed by another force or entity. Examples
include fighting, haggling, arm wrestling, debating, tug-of-war, etc. Contested actions require each participant to roll 4dF
and add any relevant modifiers; the resulting total is then used to modify the trait being tested in the contest. The GM
does not usually set the difficulty level in a contested action; instead, a character must exceed the rolled degree of the
opposition to win the contest. A tie results in a stalemate or a status-quo situation. Note: The traits being tested in a
contested action need not be the same for each participant. For example, one contestant might use Axe skill to attack
while the other uses Shield skill to defend.

Example: Horsa and Hengist are fighting over the last haunch of mutton left on the platter. Horsa attacks and gets a
rolled degree of Fair with his Brawling skill, and Hengist receives a rolled degree of Fair. Because they tied in their
rolled degrees for this contested action, the GM rules that they roll around on the floor and struggle for advantage, but
there is no appreciable effect. Next, Hengist gets a rolled degree of Great on his Brawling roll, and Horsa earns a
rolled degree of Mediocre. This is a relative degree of +3 in Hengist’s favor (Great is three levels higher than Mediocre
on the Fudge Nine-Point Scale), and the GM rules that Hengist clobbers Horsa with an uppercut and reaches the
mutton without further difficulty.

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Situational Roll: The GM may wish to make a general die roll to randomize an event or situation unconnected to a
character’s traits. This roll is made using the standard 4dF and is measured on the Nine-Point Fudge Scale: 0 is Fair, -1
is Mediocre, +2 is Great, etc. The GM is left to interpret the results of the die roll as it applies to the situation at hand.

Example: The players want to know if anyone can help their characters find a safe inn for the evening. The GM makes
a situational roll resulting in +1 (Good) and decides that a passerby is willing to direct them.

Critical Failures and Critical Successes: Whenever the 4dF trait die roll for any action results in four minuses, the
character in question has achieved a Critical Failure. In this case, the GM should decide upon an additional negative
consequence for failing the action. Conversely, if the 4dF trait die roll for an action results in four plusses, then the
character attempting the action has achieved a Critical Success, and the GM should apply some form of bonus to the
outcome.

Example: Jill’s character Rhiannon is searching her missing patron’s home for clues to his whereabouts. The GM asks
her to attempt an Observation skill roll for Rhiannon at a difficulty level of Fair. Jill rolls 4dF and receives four
plusses. Not only does this give her a rolled degree of Legendary and a successful attempt, but the GM also decides
that her critical success results in Rhiannon finding hidden coins in addition to her employer’s journal.

Beyond Legendary and Abysmal: A die roll can carry the rolled degree to a level above Legendary or below Abysmal.
Additional levels are assumed to extend beyond those listed in the Nine-Point Fudge Scale and are referred to by adding
numerical designations. Thus, levels beyond Legendary are indicated as Legendary +1, Legendary +2, etc.; likewise, the
levels below Abysmal are referred to as Abysmal –1, Abysmal -2, and so forth.

Example: Grimm has Sword: Superb and attempts to cleave a rabid wolf. His 4dF result in +1, 0, 0, and +1. Adding
the die roll total of +2 to his sword skill results in a rolled degree of Legendary +1, an impressive blow.

3.2 Applying Traits and Rolling the Dice


Characters can perform mundane actions suited to their skill and attribute levels without rolling the dice at all; in fact,
dice are usually rolled only when there is a real question as to whether a character will succeed at an action. It is entirely
up to the GM to determine when die rolls must be made, but such moments should enhance the suspense of the story and
provide characters with opportunities to do the extraordinary.

Example: Grimm has Riding: Fair and wishes to take a leisurely jaunt through the countryside. This action requires
no die roll because even a novice rider should be able to perform this feat. Should the horse rear and bolt for some
reason—not a mundane occurrence—the GM might then determine that Grimm must succeed at a Riding roll to stay
in the saddle.

For each action a character wishes to perform, the GM must determine which trait is being tested—usually a skill or an
attribute. If the character does not know a skill necessary for performing an action, that skill must be employed at its
default level—if there is one—which is usually Poor. If there is no logical skill that can be applied to an action, then the
GM selects a suitable attribute instead.

Example #1: Grimm wishes to open a locked chest by picking it up and smashing it against a nearby boulder. There
is no skill to cover this feat, so the GM decides that Grimm must attempt an uncontested Might check with an action
difficulty of Good. Grimm’s player rolls 4dF and adds the total to his Might score. He receives a rolled degree of
Good, so Grimm succeeds in cracking the chest open.

Example #2: Danu wishes to climb a cliff blocking her route to the Necromancer’s Tomb. Unfortunately, she does not
possess the Athletics skill, so she must use its default skill value of Poor.

To have a character attempt any action based upon a trait, simply roll 4dF and total the dice—add all the plusses, subtract
all the minuses, and ignore all the zeroes to determine the die roll total. (Remember, the roll of 4dF will produce a result
ranging from –4 to +4, with 0 being the most likely outcome.) If there are other modifiers to the attempted action, add
them to the dice total now. The final value of this roll plus modifiers is the number of levels added to or subtracted from

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the acting character’s trait to determine the rolled degree of the action. Using the Nine-Point Fudge Scale, the player or
GM simply places a finger on the relevant trait’s value and then moves up or down a number of levels equal to the rolled
degree: positive results are steps up and negative are steps down. Remember, if using regular six-sided dice, instead of
4dF, simply treat each “1” or “2” as a minus, each “3” or “4” as a zero, and each “5” or “6” as a plus.

If the action to be performed is uncontested, the GM determines its action difficulty level—usually Fair (easier or more
difficult feats may require lower or higher difficulty levels). If the acting character’s rolled degree is equal to or greater
than the action’s assigned difficulty level, then the character has succeeded. Again, when setting the action difficulty
level of any action, the GM should keep in mind that most skills have a default level of Poor for the average untrained
person; thus, using a Poor skill most often results in a Poor rolled degree of success.

If the action attempted is a contested action, then the GM does not set an action difficulty level; instead, the opposing
participants make their respective trait die rolls, and the individual with the highest rolled degree is the winner. In the
event of a tie, the contest is a stalemate. Note: The trait each contestant rolls against is dictated by circumstances and
need not be the same; in fact, depending upon the actions described, the opposing traits can be very different.

In some cases, particularly in combat, the players and GM need to know the margin of success by which an action has
been accomplished. This margin of success is called the relative degree, and it is calculated by finding the numerical
difference in levels between the character’s rolled degree for the action and the difficulty level required for success. For
uncontested actions, simply compare the acting character’s rolled degree to the action’s difficulty level; for contested
actions, compare the winning character’s rolled degree to the loser’s rolled degree.

The Nine-Point Fudge Scale is printed below and on all By This Axe character sheets to facilitate the determination of
characters’ action results.

Nine-Point Fudge Scale


Legendary (+4)
Superb (+3)
Great (+2)
Good (+1)
Fair (0)
Mediocre (-1)
Poor (-2)
Terrible (-3)
Abysmal (-4)

Example #1: Ted must roll a Dodge skill test (uncontested action) with a GM determined difficulty of Good to have
his character Grimm throw himself out of the way of a rampaging giga that has smashed through the taverna door.
Ted rolls 4d6 with results of 6, 5, 2, and 3, which equates to +, +, -, and 0. He totals the dice and adds the resulting +1
modifier to his Dodge: Fair skill; therefore, his rolled degree for the test is Good (Fair +1). Grimm barely leaps out
of the giga’s path.

Example #2: Grimm avoided being smashed under the door and the giga’s mass, but now he is face-to-face with the
angry brute. Ted decides that Grimm will use his Quick Draw: Sword skill (an uncontested action) to avoid spending
a full combat round to ready his weapon. Grimm’s skill level is Mediocre, and the GM sets the difficulty level for the
action at Fair. Ted rolls his 4dF and gets +1, -1, -1, and 0 for a grand total of -1. Checking the Nine-Point Fudge Scale,
Ted determines that Grimm has earned a rolled degree of Poor (Mediocre -1); therefore, the frustrated barbarian
spends the entire combat round fumbling with his weapon.

Example #3: Demetria is attempting to use her Con: Good skill on a city guardsman (a contested action) to gain access
to the city jail. Demetria rolls 4dF and adds the resulting +1 to her Con skill level. The guardsman rolls 4dF and adds
the resulting +2 to his Smarts: Mediocre. Demetria’s rolled degree of Great (Good +1) is better than the guardsman’s
rolled degree of Good (Mediocre +2); therefore, she succeeds in convincing the fool to let her in.

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Example #4: Grimm has knocked two guardsmen into an underground stream, and they are being swept rapidly toward
a cataract. The GM decides that escaping the swift-moving water poses a difficulty level of Good. Guardsman One
has Athletics: Fair and rolls a +1 on his 4dF; therefore, his rolled degree is Good, and he reaches the shore. Guardsman
Two is untrained in Athletics, so he has a default skill of Poor. He rolls his 4dF and receives a lovely total of +2;
however, this only gives him a rolled degree of Fair, so he is sent screaming over the falls.

Note: The GM should roll certain actions for players without their knowledge, especially when failing the action attempt
could provide them with information they should not have. For example, if the PCs are about to be ambushed and the
GM asks the players to attempt for Observation rolls, this simple request informs them that something unusual is
happening and gives them reason for undue caution, even if their Observation attempts failed. Smart players could then
use this information to mitigate the outcome for failing the action attempt. For example, if the PCs failed the Observation
check mentioned above, their players might suddenly decide that their characters are drawing weapons and readying
shields.

3.3 Action Modifiers


Countless situations can provide modifiers to characters’ actions, and these modifiers take the form of bonuses and
penalties to the acting character’s relevant trait. A +1 or –1 is considered a moderate modifier; +2 or –2 is a large modifier;
and +3 or –3 is the greatest individual modifier that should ever be granted, except under extreme circumstances. It is
possible, however, for several applicable modifiers to “stack” for a total bonus or penalty greater than +3 or -3.

Example: Grimm tries to move stealthily down the central corridor of Black Turloch’s castle. The mighty barbarian
is wearing noisy metal armor that causes a –2 modifier to his skill, and he is Hurt, resulting in an additional –1.
Grimm’s Sneak: Good is temporarily reduced by three levels to Sneak: Poor for this action.

At the GM’s discretion, a bonus of +1 may be granted to a die roll if the character possesses a secondary trait that could
significantly aid in completing the action, but only if that secondary trait is Great or better.

Example: Grimm tries to use his Intimidate skill to convince a group of Etruscan peasants to throw down their
weapons. The GM notices that Grimm possesses the skill Etruscan Culture: Great and decrees that the fearsome
warrior gains a +1 bonus to his skill for this action. Grimm’s player makes a contested roll of his character’s Intimidate
skill against the average peasant’s Spine score (reflecting their mob mentality). Grimm receives a rolled degree of
Good for his attempt, including his previously mentioned +1 bonus, and the GM gets a rolled degree of Good for the
peasants. This indicates a stalemate, so the GM decrees that the peasants are wary but not particularly intimidated.

3.4 Relative Degree


Sometimes a character attempts a contested action, and the GM needs to know more about the results of the attempt than
simply which contestant received the higher rolled degree. In such cases, the GM also asks for the relative degree, which
is the number of levels of difference between two contestants’ rolled degrees. The relative degree is especially important
in combat: a greater margin of success results in more damage dealt to an opponent.

Example: Grimm is facing a knife-wielding assailant in a darkened alleyway. The aggressor attacks with a rolled
degree of Superb, and Grimm dodges back with a rolled degree of Good. The relative degree is +2 in favor of the
mysterious attacker and results in two more points of ODF caused by the blow.

Relative degree might also need to be determined for an uncontested action, especially in a combat situation. For example,
when an archer fires an arrow at a non-defending target, the relative degree must be calculated because it can modify the
actual damage caused. To calculate the relative degree of an uncontested action, simply determine the number of levels
of difference between the acting character’s rolled degree and the action’s difficulty level.

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Chapter IV: Combat
Physical confrontations are an important part of many role-playing games, and By This Axe is no exception. There will
undoubtedly be times when a character’s words or intentions are not be enough to resolve conflicts; therefore, this chapter
provides both GMs and players with everything they need to engage in melee, missile, or magical combat.

4.1 Combat Terminology


There are several terms players must know to understand combat in By This Axe.

Combat Round: This is a period of roughly five seconds in duration. During a single combat round, a character can
usually move a distance up to their Pace score and still engage in combat—either melee or missile. Alternatively, a
character can move a distance up to their Run score, but they lose all opportunities to attack and defend (see Charge).
Most action in a combat round occurs simultaneously, but when it becomes important to know whether one combatant
can act before another, compare the levels of the traits being used. The highest trait goes first, then the next highest, and
so on. In the event of a tie, the actions are truly simultaneous.

Melee Combat: This is normally a contested action requiring the roll of 4dF plus any applicable modifiers, and this total
is added to the attacker’s weapon skill. If the rolled degree of a melee attack is at least Poor and better than the defender’s
rolled degree, then that attack is successful. Should a melee attack be uncontested—the target cannot or does not defend
itself—then the attacker simply needs to equal or exceed a difficulty level of Poor to hit. Whether or not an attack is
contested, the relative degree is always calculated and added to the attacker’s ODF total.

Ranged Combat: This is an attack with any form of projectile or thrown weapon. It may be an uncontested action or a
contested action. If the rolled degree of a ranged weapon attack is equal to or greater than the targeting action’s difficulty
level—based upon range and other modifiers—and better than the defender’s rolled degree, then the ranged attack is
successful. To hit with an uncontested ranged weapon attack—the target cannot or does not defend itself—the attacker
needs to equal or exceed the ranged weapon’s range difficulty level. Whether or not an attack is contested, the relative
degree is always calculated and added to the attacker’s ODF total.

Damage Factor: This is the amount of damage done to the target. The DF
is figured by subtracting the target’s total DDF from the attacker’s
total ODF; if the result is a positive number, then the target has been
wounded. Consult the wound track to determine the severity of a
wound.

Defensive Damage Factor (DDF): This number is the amount


of defense that a target can present against a successful attack.
DDF = base armor value + Mettle value + Mass Scale +
modifiers.

Encumbrance: We do not waste time in By This Axe counting


the weight of items characters are carrying. Generally, a
character should not carry more than seems reasonable for their
Might score, and the GM has the ultimate say on what is reasonable
and what is not. If a character insists upon carrying more than what
seems reasonable, the GM should penalize their Move attribute and
all physical skills that are dependent upon quick and accurate movements.

Hold Action: A character may choose to delay their action during a combat round until a later point in the same round or
until any point in a later round; they may preempt anyone acting after them. For example, a character might choose to
hold off on attacking an opponent until that opponent has attempted to raise the alarm.

Offensive Damage Factor (ODF): This number is the potential damage that can be caused by a successful attack. The
ODF = base weapon damage + attacker’s Might value (if applicable) + attacker’s Mass Scale + the relative degree of the
attack roll + applicable modifiers.

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“By this axe I rule!”

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4.2 Combat Sequence
The following outline is provided to simplify the process of adjudicating combat in By This Axe.

Combat Sequence
1. Players state their characters’ general intentions for the round and simultaneously reveal their choice of combat
stance if engaging in melee combat.
2. All participating characters move and act simultaneously. However, if it becomes important to know whether
one combatant can act before another, compare the levels of the traits being used. The highest trait level goes
first, then the next highest, and so on. In the event of a tie, the actions are truly simultaneous.
3. The results of all actions are determined immediately. A character may choose from one of the following options
each combat round:
• Move up to Pace and engage in melee combat
• Charge up to Run distance into melee combat (+2 to hit, +1 ODF, and no defense)
• Move up to Pace and make a ranged attack with a thrown weapon
• Move up to one space and make a ranged attack with a projectile weapon (no defense permitted)
• Move up to Pace and use the Dodge skill to defend
• Move up to one space and cast a spell (no defense permitted)
• Use a non-combat skill (movement may or may not be possible at GM discretion)
• Move up to Run distance (no other actions or defense permitted)
• Move up to Pace Distance and Hold Action
• Move up to Pace distance and ready a melee weapon, shield, or ranged weapon
• Take any other action at GM’s discretion
4. Take care of any required bookkeeping: changes in wound level, skill modifications, eliminated combatants,
etc.
5. Repeat steps 1-3 until the combat has concluded.

4.3 Combat Actions


Melee Combat
A character can engage in melee with any target by moving next to it. Each combatant rolls 4dF + weapon skill +
applicable modifiers and must achieve a rolled degree of at least Poor and greater than their opponent’s rolled degree to
hit. If a combatant is not defending against the attack (an uncontested action), then the attacker must simply achieve a
rolled degree of Poor or better to hit. The relative degree for a successful attack should always be noted because this
number will be added to the attacker’s Offensive Damage Factor (ODF) to determine wound severity.

Attack vs. Defense in Melee Combat


It is important to realize that although combat is resolved as single contested or uncontested action, a character will
always have two actual combat values—one for attack and one for defense. If there are no modifiers, then these values
are the same. However, modifiers for combat stance, shield, footing, etc. may cause attack and defense values to vary
significantly. Therefore, although combat may be a single contested action, both combatants could conceivably wound
each other during the same round.

Example #1: Einar is engaged in melee combat against a Roman brigand armed with a gladius and medium shield.
Einar takes a highly aggressive stance for +2 to attack and -2 to defense. Einar’s player rolls 4dF and gets +1, +1, -1,
and 0. He adds that resulting +1, the +2 for his combat stance, and the -1 for his opponent’s shield to his 2H Axe:
Good skill, giving him a final rolled degree of Superb for his attack. However, the -2 penalty for his combat stance
leaves his rolled degree for defense at Mediocre. The Roman is no fool and selects a balanced combat stance that
provides neither bonuses nor penalties. The GM rolls 4dF and gets a result of -1, 0, 0, and +1; adding this net +0 to
the brigand’s 1H Sword: Good skill results in a rolled degree of Good for both attack and defense. Einar has hit the
Roman with a relative degree of +2 (Einar’s Superb attack vs. the Roman’s Good defense); however, the Roman has
also hit Einar with a relative degree of +2 (The Roman’s Good attack vs. Einar’s Mediocre defense).

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Called Shot
All ranged and melee attacks are considered to hit the torso of the target; however, an attacker may strike at a specific
location by accepting a penalty to their attack roll. The penalty is -1 to hit a limb; -2 to hit the head, hand, or a foot; and
-3 or greater to strike the eyes, throat, groin, etc.

Charge
A character may both Run and engage in melee combat during a combat round only if using a melee weapon and they
“charge” an opponent with whom they are not already engaged. The charge attack is made with a +2 to the weapon skill
roll and +1 to ODF, but the charging character has no defense until the start of next combat round.

Combat Stance
A character engaging in melee combat must declare their combat stance each round: Charge, Highly Aggressive,
Aggressive, Balanced, Defensive, or Highly Defensive. The combatant holds that stance for the remainder of the current
round and is subject to its bonuses and penalties throughout that entire period.

Dodging
A character may use their Dodge skill to defend against melee or ranged attacks; however, this takes up their action and
does not permit them to attack or otherwise act. The dodging character may still move up to their Pace.

Dual Wielding
A character wielding two melee weapons may opt to strike with both during a given combat round, and both attacks are
considered to occur simultaneously. A character attacking in this manner takes a –2 penalty to their attack and defense
unless they have the Ambidexterity gift. The player rolls dice for the lower of the two weapons’ skills used. The second
weapon attack takes an additional -2 penalty to hit. The Two-Fisted Fighter gift negates this penalty.

Moving
To determine how far a character can move during a single combat round, add their Move attribute value to their Speed
Scale and consult the Movement Table below. A character can move up to their Pace value in two-yard squares or hexes
and still attack and defend during a combat round. This movement may occur before their attack or after, but not both
before and after. Alternatively, a character can move up to their Run value in two-yard spaces but cannot perform other
actions during the combat round, unless they charge. The Movement Table below lists movement rates for unencumbered
characters. GMs should reduce encumbered movement.

Movement Table
Move + Speed Pace Run Move + Speed Pace Run
Scale (Squares/Hexes) (Squares/Hexes) Scale (Squares/Hexes) (Squares/Hexes)
-11 0.8 1.6 5 15 30
-10 1 2 6 17.5 35
-9 1.2 2.4 7 20 40
-8 1.4 2.8 8 25 50
-7 1.5 3 9 30 60
-6 2 4 10 37.5 75
-5 2.5 5 11 45 90
-4 3 6 12 55 110
-3 3.5 7 13 65 130
-2 4 8 14 75 150
-1 5 10 15 90 180
0 6 12 16 110 220
1 7 14 17 135 270
2 9 18 18 160 320
3 10 20 19 190 380
4 12.5 25 20 230 460

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Multiple Combatants in Melee
When multiple opponents attack a single fighter, they have a positional advantage. To reflect this, the lone fighter is
penalized with -1 to their combat skill for each additional foe beyond the first. The lone fighter rolls once and compares
their result to each opponent’s rolled degree, one after the other. The solo combatant must at least tie the opponent with
the highest rolled degree to have a chance to inflict a wound on any one of them. The lone fighter who beats all their
foes’ rolled degrees may hit any one of them. The lone fighter who ties the rolled degree of the best opponent may inflict
a wound on another whom they have beaten.

Alternatively, a well-armored fighter facing weak opponents can simply concentrate on one foe and let the others try to
get through their armor—that is, not defend themself at all against the other attackers. In this case, the lone fighter takes
no penalty to their attack and defense against the chosen foe but has no defense against the other ignored foes. This is
historically accurate for heavily armored knights wading through peasant levies, for example.

There is a limit to the number of foes that can simultaneously attack a single opponent. Six is about the maximum under
ideal conditions (such as wolves or spearmen), while only three or four can attack if using weapons or martial arts that
require a lot of maneuvering space. If the lone fighter is in a doorway, only one or two opponents can reach that character.

When multiple NPCs beset a lone PC, the GM can save time by treating combat as an uncontested action—simply assume
each NPC always gets a result equal to their trait level. Thus, the PC must tie the NPC’s trait level to have a stand-off
round or beat the NPC’s trait level to inflict damage. This option stresses the player characters’ abilities by disallowing
fluke rolls for the NPCs.

Example: Three Suebi pirates are foolishly attacking the PC hero Cormac Redhand. The pirates—Wulf, Olaf, and
Gunnar—are respectively Fair, Good, and Mediocre, at their combat skills. Cormac is a Superb swordsman, but he
suffers a –2 penalty for facing two extra fighters simultaneously. The GM decides to forgo rolling for the pirates and
lets their combat traits serve as their rolled degrees. If Cormac scores a Great or better result, he can hit the pirate of
his choice and remain untouched. On a Good result, Cormac remains untouched and can land a blow on Wulf or
Gunnar. On a Fair result, Cormac does not hit anyone, but Olaf lands a blow. If Cormac rolls a Mediocre result, both
Wulf and Olaf hit him. If Cormac manages to roll a Poor result, all three pirates strike true.

Ranged Combat
A ranged weapon attack can be made against any target within range and line of sight. The attack roll is always 4dF +
weapon skill + applicable modifiers. To hit a non-defending target (an uncontested action), the attacker need only achieve
a rolled degree equal to or better than the difficulty level of the shot, as determined by the Ranged Weapon Table. To hit
a defending target (a contested action), the attacker must achieve a rolled degree that is higher than the defender’s rolled
degree and at least equal to the difficulty level of the shot. The relative degree for a successful missile attack should be
added to the attacker’s Offensive Damage Factor to determine wound severity. Note: A character aiming or making a
ranged attack during a combat round cannot defend while doing so.

Ranged Weapon Table (Squares/Hexes)


Close Short Medium Long V. Long Extreme Reload
Weapon
Poor Mediocre Fair Good Great Superb Time*
Axe 0-2 3-4 5-6 7-8 9-10 11-12 1
Dart 0-2 3-4 5-8 9-12 13-16 17-20 1
Gastraphetes 0-3 4-10 11-20 21-30 31-40 41-50 3
Javelin 0-2 3-4 5-8 9-12 13-16 17-20 1
Knife or Dagger 0-2 3-4 5-6 7-8 9-10 11-12 1
Long Bow 0-3 4-20 21-40 41-60 61-80 81-100 1
Oxybeles 0-3 4-15 16-30 31-45 46-60 61-75 5
Recurve Bow 0-3 4-15 16-30 31-45 46-60 61-75 1
Short Bow 0-3 4-10 11-20 21-30 31-40 41-50 1
Sling 0-3 4-8 9-15 16-20 21-25 26-30 1
*Note: The reload time is the number of rounds that must be spent to prepare a weapon before it can be fired. Use of the Quick Draw skill will reduce
this time by one round.

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Shield Use
A character who knows the Shield skill may use the greater of their Shield skill or their weapon skill when defending in
melee combat. A character must use Shield skill if they wish to attack with a shield. Finally, a character may only
actively defend against a spell or a mechanically launched projectile weapon—an arrow, quarrel, sling stone, etc.— using
Dodge or Shield skill. Remember, all such attacks cause the defender to suffer a -2 penalty to their defense.

Spellcasting in Combat
A spell caster may invoke a single miracle or cast a single spell during a combat round. The caster makes a roll of their
skill in the Magic School or Worship skill vs. the difficulty level of the action (uncontested) or the target’s defensive trait
roll (contested), whichever is higher. Casting a spell denies the caster a defense in combat and limits movement to a
single space during that combat round.

Sweep Attacks
A character with a suitable, two-handed weapon can strike a second engaged target during a combat round. The second
attack takes an additional -2 penalty to hit and a -2 penalty DF for momentum loss. The Sweep gift negates these penalties.

Withdrawing from Melee


A character engaged in melee combat with an active opponent can choose to disengage; to do so, they simply move out
of their opponent’s reach. However, doing this permits the opponent to make a free and immediate attack against the
withdrawing character. A parting blow of this nature is modified by the attacker’s combat stance, as usual. A character
can choose to Dodge when disengaging, but they lose their attack and can move only up to their Pace.

4.4 Sample Combat Modifiers


The Combat Modifiers Table below provides the GM with sample situational bonuses and penalties.

Sample Combat Modifiers Table


Situation Modifier
Called Shot or Partially Concealed Target -0 to –3 or Greater Attack Penalty
Ranged Attack vs. Large or Small Target +1/2 Target’s Scale to Attack (Round Down)
Aiming a Ranged Weapon for A Round Before Attacking +1 to Attack
Fighting from Advantage (Higher ground, etc.) +1 to +2 to Attack and Defense
Fighting from Disadvantage (Fallen, low light, rain, etc.) -1 to -2 or Greater to Attack and Defense
Dual Wielding or Using Off-Hand (Ambidexterity negates) -2 to Attack and Defense
Charge (Melee combatants only) +2 to Attack, +1 ODF, and No Defense
Defending Against a Bow, Crossbow, Sling, or Spell -2 to Defense
Each Additional Melee Opponent Beyond the First -1 to Attack and Defense
Fighting While Hurt -1 to Attack and Defense
Fighting While Very Hurt -2 to Attack and Defense
Stance: Aggressive (Melee combatants only) +1 to Attack, -1 to Defense
Stance: Balanced (Melee combatants only) No Modifiers
Stance: Defensive (Melee combatants only) -1 to Attack, +1 to Defense
Stance: Very Aggressive (Melee combatants only) +2 to Attack, -2 to Defense
Stance: Very Defensive (Melee combatants only) -2 to Attack, +2 to Defense
Using a Very Heavy Shield -1 to Attack
Target Using a Light Shield -1/-0 to Foe’s Attack*
Target Using a Medium Shield -1/-1 to Foe’s Attack*
Target Using a Heavy Shield -2/-2 to Foe’s Attack*
Target Using a Very Heavy Shield -3/-2/-1 to Foe’s Attack**
*The first penalty is to melee attacks, and the second penalty is to ranged attacks.
**The first penalty is for use under ideal circumstances, such as part of a shield wall; the second penalty is to missile attacks, and the third penalty is
against a melee attack in the open where a foe can quickly maneuver around the shield.

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4.5 Damage and Wounding
Once an attack has succeeded, the resulting damage must be determined. Calculate the Damage Factor (DF) by
subtracting the target’s Defensive Damage Factor from the attacker’s Offensive Damage Factor (ODF - DDF =
Damage Factor). The following table provides the determinants for calculating the attacker’s ODF and the defender’s
DDF; simply add the determinants together:

Offensive and Defensive Damage Factoring


ODF Determinants DDF Determinants
Base Weapon ODF Base Armor DDF
Attacker’s Might (Not for crossbows) Defender’s Mettle
Attacker’s Mass Scale Defender’s Mass Scale
Relative Degree of the Attack
Other Modifiers
Other Modifiers

Most weapons have base damage values based upon their size and whether they are edged. Of course, modifiers for
magic, weapon quality, level of care, and numerous other factors can also play a part in determining a weapon’s base
damage value. Calculate weapons’ base ODF values using the following base numbers:

Weapon Damage Table


Weapon Type Base ODF
Unarmed (Fist or Kick) -1
Small Weapon (Sap, Knife, Cestus, Sling, Rock, Etc.) 0
Medium One-Handed Weapon (Club, Short Sword, Epee, Hatchet, Etc.) +1
Large One-Handed Weapon (Broadsword, Axe, Large Club, etc.) +2
Light Two-Handed Weapon (Spear, Bow, Quarterstaff, Etc.) +2
Most Two-Handed Weapons (Polearm, Great Sword, Maul, Etc.) +3
Mechanism-Fired Weapons: Gastraphetes and Oxybeles +3 and +4
Weapon Damage Modifiers Bonus
Edged or Piercing Weapon (Short Sword is +2, Bow is +3, Etc.) +1
Heavy, Blunt Bashing Weapon (Mace, Flail, Etc.) ½ Armor

If the DF (ODF – DDF = DF) is a positive number, then the target has been wounded. Locate the DF caused on the
wound track below and determine the severity of the injury.

Wound Track
O O O O O O O
DF: 1, 2 DF: 3, 4 DF: 5, 6 DF: 7, 8 DF: 9+
Scratch Hurt (-1) Very Hurt (-2) Incapacitated Near Death
Examples: Shallow Examples: Bad sprain Examples: Deep Examples: Dangerous Examples: Severed
laceration, deep or small fracture, puncture or laceration, skull fracture, severed limb, massive head
bruise, lesser sprain, broken jaw or nose, compound fracture, tendons and muscle, trauma, destroyed
broken tooth, creased moderate lacerations, badly broken ribs, shattered limb, internal organ(s),
scalp, gashed cracked ribs, minor collapsed lung, major massive tissue loss, broken neck or back,
knuckles, etc. concussion tissue damage internal organ trauma severed major artery
If the DF is 11+, the GM may rule the victim has been slain instantly!

Mark a bubble in the corresponding wound category. If all a wound level’s bubbles have already been filled, mark the
next highest available wound bubble. The number in parenthesis is the penalty applied to all the wounded character’s
skill and attribute rolls until the injury has been healed. It also serves as a penalty to Move for determining the character’s
Pace and Run rates. Wound penalties are not cumulative; only the greatest applies.

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Example: Grimm slashes a kobalos with his sword. His Might: Great (+2), Scale: +1, broadsword (ODF: +3), and +2
relative degree of success result in an ODF +8 blow. The goblin is Scale: -1, Mettle: Good (+1), and wears heavy
leather armor (+2), for a total DDF of +2. ODF: 8 minus DDF: 2 becomes DF: +6. Consulting the wound track, we
learn that Grimm’s blow caused a result of Very Hurt, so the GM marks the creature’s record sheet to indicate this. In
a later round, Grim hits the kobalos again for a DF: 5 wound. This blow would also normally cause a Very Hurt result;
however, since the monster’s Very Hurt box has already been checked, the wound’s severity increases to Incapacitated
and leaves the kobalos unconscious and bleeding.

4.6 Stun, Knockout, and Pulling Punches


A player can announce that their character is trying to stun or knock an opponent out rather than cause damage. Using
the flat of a blade instead of the edge, for example, can accomplish this. Damage is figured normally, but any damage
inflicted does not wound the opponent; instead, it stuns them. In this case, a Hurt result is called a Stun—a stunned
character cannot attack and is at -1 to all trait rolls for one combat turn. However, the Stun result stays on the character
sheet: that is, a second Stun result, even if delivered more than one combat round after the first, will cause the character
to become Very Stunned. A Very Hurt result in a stunning attack is called a Very Stunned result, instead: no attacks and
-2 to all actions for two combat rounds. A result of Incapacitated or better when going for stun damage results in a
Knockout. A knocked-out character does not need healing to recuperate to full Mettle, just time—usually ten minutes or
so). Stun results heal like Scratches—after combat is over. (Only a harsh GM would roll for the possibility of brain
damage: After all, this is fiction, not reality.)

Alternatively, the GM may simply decide that a successful blow to the head of Good or better rolled degree knocks
someone out automatically. In an opposed action, the Good blow would also have to win the combat, of course.

A player may always choose to have their character do reduced damage with any given attack. This is known as “pulling
your punch.” This most commonly occurs in duels of honor where it is only necessary to draw “first blood” to win and
killing an opponent can get the character charged with murder. Even a Scratch wins a duel to the first blood; it is not
necessary to Hurt someone.

To pull their punch, the player or GM simply announces the maximum wound level they will cause if the attack is
successful. For example, a player declares that their character is going for a Scratch. Therefore, even if the PC wins the
opposed action by a relative degree of +8 and then adds in +2 for their rapier, the maximum damage the blade causes is
a Scratch. However, the Scratch is probably in the shape of the letter “Z” with such a fantastic result!

4.7 Fatigue
Lack of sleep, extended physical exertion, and a variety of other factors can cause fatigue, and there may be times when
the GM feels it is appropriate to simulate the effects of fatigue upon a creature or character. GMs should address this
mechanically through temporary penalties to the victim’s Mettle score. If fatiguing factors reduce a character’s Mettle
score below Fair, the negative level value should serve as a penalty to the character’s trait rolls, DDF, and Movement
until that PC rests sufficiently to return to Mettle: Fair or better. Should fatigue reduce their Mettle score to Abysmal, the
character falls unconscious until they have recovered sufficient fatigue that Mettle is restored to Terrible or better.

Fatigue recovers only with rest. If fatigue did not reduce the character’s Mettle below Fair, the lost Mettle levels are
recovered at the rate of one per 10 minutes of rest. If fatigue reduced the character’s Mettle below Fair, each level below
Fair recovers in a number of hours equal to its absolute value on the Nine-Point Fudge Scale.

Example: Tantavorus the Mage was knocked unconscious by fatigue that reduced his Mettle from Good to Abysmal.
Recovering from Abysmal to Terrible requires 4 hours, Terrible to Poor takes 3 hours, Poor to Mediocre requires 2
hours, and Mediocre to Fair is one more hour, for a grand total of 10 hours spent resting. Recovering from Fair to
Good takes only ten more minutes.

Note: If fatigue is lost to disease or poison, the recovery time is much longer. The lost Mettle levels are recovered at the
rate of one per day of rest. If fatigue due to disease or poison reduced the character’s Mettle below Fair, each level below
Fair recovers in a number of days equal to its absolute value on the Nine-Point Fudge Scale.

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4.8 Other Sources of Damage
There are many other dangers that can cause damage to characters, far too many to be described in a game book of such
limited scope. A few of the more common threats are described below.

Burning: A character who is burned will take damage as though he had been hit by a weapon, and the ODF of the injury
will be left to GM discretion. Armor DDF, Mass Scale, and the Tough gift will only reduce the damage taken until the
DDF total has been exceeded. From that point onward, the character will take full damage from the flames, modified
only by his Mettle score.

Example: Old Gertie is thrown into a huge bonfire by angry peasants. The GM rules that the fire is ODF: 5 and that it
will take Gertie two rounds to get out of the flames. The first combat round, the witch receives a DF: 5 wound that
leaves her Very Hurt. In the next combat round, Gertie takes another Very Hurt wound; however, this becomes an
Incapacitated result because her Very Hurt wound box has already been checked.

Disease: There are countless maladies out there to menace a character; some are only an annoyance, while others are
deadly. A character must succeed at an uncontested Mettle roll against the difficulty level of the disease or contract it. A
character who successfully resists will take either half or no effect, at GM discretion. Here are three sample Sword and
Sorcery diseases and their effects; GMs are encouraged to create others:

The Aches
Difficulty: Fair
Symptoms: The victim suffers fever and aching joints.
Effect: The disease causes one level of fatigue and imparts a -1 penalty to all physical trait rolls for the first
week. At the end of that time, the character must attempt a second Mettle roll with a difficulty of Good. If this
fails, the fatigue penalty increases to two levels and the penalty to physical trait rolls increases to -2.
Duration: One to two weeks

Black Plague
Difficulty: Good
Symptoms: Patients develop sudden onset of fever, headache, chills, and weakness and one or more swollen,
tender, and painful lymph nodes (called buboes). The bacteria multiply in the lymph node closest to where the
bacteria entered the human body and soon spread from there. This form of the disease is usually the result of an
infected flea bite.
Effect: Mettle x 2 days after being infected (a minimum of one full day), victims begin losing one fatigue level
every 12 hours unless they succeed on a Mettle roll with a difficulty of Good. Infected individuals must attempt
this roll every 12 hours until five full days have passed (ten total rolls), and they cannot regain any lost fatigue
during this time. If they survive beyond the five days of infection, they can begin to recover fatigue normally.
Duration: If not cured, the disease runs its course five days after symptoms begin, and it kills any character
whose Mettle falls below Abysmal.

Skull Rot
Difficulty: Great
Symptoms: The character experiences a low-grade fever, general malaise, and agitation.
Effect: The disease permanently destroys a victim’s memories at the rate of one year per week. To reflect this,
the one infected loses two skill levels each week. The GM and player should work together to determine which
skills must be reduced. Skills learned most recently are usually the first to be lost.
Duration: If not cured, this disease kills the victim when there are no remaining skill levels to reduce.

Drowning: A character begins drowning when they have run out of breath. Assuming the victim had a chance to catch a
breath before being submerged, they may hold it for six combat rounds (30 seconds). Add six rounds (30 seconds) to this
duration for each level of Mettle above Fair and subtract one round for each level of Mettle below Fair. After their
oxygen has been used up, the victim loses one level of Mettle for each additional combat round they are denied air. When
their Mettle attribute falls below Abysmal, the character expires. If they are rescued prior to drowning, a character’s lost
Mettle regenerates at the rate of one level per day.

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Example: Gil the Graceful throws himself into the Tigris River to escape pursuing city guards. He realizes too late
that he cannot swim very well and is soon swept under by the current. Gil has Mettle: Good; therefore, he has 12
combat rounds (60 seconds) before he runs out of oxygen.

Falling: A character suffers a wound with an ODF of 4dF + 1 per five feet fallen. This ODF is reduced only by the
victim’s Tough gift, Mass Scale, etc.—armor worn does not reduce this damage. If a falling character succeeds at an
uncontested Acrobatics skill roll of Mediocre or better, the fall’s ODF is reduced by the relative degree attained.

Example: Gil is running along a ledge at the top of a three-story building. He loses his balance and falls to the street
30’ below. The fall causes a wound of ODF: 6 (30’/5’) + 4dF. The 4dF roll results in a net value of -1, so now the
total is ODF: 5. Gil’s player then rolls against Gil’s Acrobatics: Fair in an effort to reduce the damage taken. He
achieves a rolled degree of Good, which is a relative degree of +2 (Good is two levels higher than Mediocre), and this
reduces the fall to ODF: 3. Gil’s DDF; 0 does nothing for him, so when all is said and done, he takes a DF: 3 wound
(ODF: 3 - DDF: 0 = DF 3) and is Hurt.

Poisoning: A poisoned character must succeed at an uncontested Mettle roll against the difficulty level of the poison or
suffer its full effect. A character who successfully resists takes either half or no effect, at GM discretion. A few sample
poisons are included below, and the information for each assumes a deadly dose has been ingested or introduced.

Example: Gil is captured and brought in for interrogation. Captain Ghebrana decides to employ a truth powder to
loosen the rogue’s tongue. The powder has a difficulty level of Great to resist, and Gil’s Mettle is Poor after his recent
dip in the river. Gil fails his Mettle roll and begins to tell all.

Aconitum (Wolf’s Bane) (Ingested or Introduced by Sharp Weapon)


Difficulty: Great
Symptoms: Cramps, vomiting, burning sensation in mouth, vertigo, difficulty breathing, and irregular heartbeat.
Effect: Success means the character suffers a -2 penalty to all traits for an hour. Failure means the victim suffers
a wound of ODF: 4dF + 6. This is resisted only by DDF generated from the victim’s Mettle and Scale.

Hemlock (Ingested)
Difficulty: Good
Symptoms: Trembling, burning in the digestive tract, increased salivation, dilated pupils, muscle weakness or
paralysis, tachycardia followed by bradycardia, loss of speech, convulsions, coma, and death.
Effect: Success means the character suffers a Very Hurt that can only be cured by magic or time. Failure means
the character falls into a coma 30 minutes after ingesting the poison and dies shortly thereafter.

Nightshade (Ingested or Introduced by Sharp Weapon)


Difficulty: Superb
Symptoms: Blurred vision, vertigo, migraine, rash, slurred speech, tachycardia, coma, cardiac arrest, and death.
Effect: Success results in a -2 penalty to all traits for an hour. Failure means the character loses a level of Might
and Move each minute and dies from asphyxiation upon falling below Might: Abysmal.

4.9 Healing
Scratches sustained by a character are considered healed after a few minutes rest. More severe wounds each heal at the
rate of one level per week if the wounded individual rests and focuses upon recuperating. Physical exertion during
recovery causes a character to heal at a reduced rate left to the GM’s discretion. A character usually heals naturally, even
without the benefit of First Aid or magic, unless brought to a Near Death state. Any character wounded this badly
eventually dies unless medical aid is received.

Example: Valeria the Amazon has suffered three wounds in combat: a Scratch, a Hurt, and a Very Hurt. A few minutes
after the battle, she can catch her breath; therefore, the GM rules that she no longer suffers from her Scratch. After a
week of rest back at her village, Valaria’s Hurt becomes a Scratch and is then removed, and the Very Hurt result she
suffered is reduced to a Hurt. The Amazon warrior wisely decides to rest for a second week, and at the end of that
time her Hurt becomes a Scratch and is removed.

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4.10 Critical Successes and Critical Failures in Combat
A 4dF roll of four plusses on any attack or defense test results in a Critical Success; likewise, a roll of four minuses on
an attack or defense test results in a Critical Failure. In either case, the character in question should immediately roll 4dF
and consult the appropriate table below for the results.

Critical Success Table


4dF Result
Your effort is so masterful that you can immediately attempt an unopposed attack against your foe with a
-4
+1 bonus to your skill!
Your effort results in a riposte, flurry of blows, or a volley of missile fire. You may immediately attack
-3
your foe again, and they suffer a -2 penalty to defend.
Your effort sends your foe sprawling and causes them to lose morale. This results in a -1 penalty to all their
-2
skill rolls until the end of the combat and a further -2 penalty until they stand up.
Your effort eliminates your foe’s armor DDF until they repair it. If your opponent is unarmored, they are
-1 instead Stunned and fall to the ground until the end of the next combat round. They may make no attacks or
defenses during that time and suffer a -2 penalty in combat until they stand up.
Your effort knocks the target's weapon from their hand. It may be recovered by spending an action during a
0
later round.
+1 Your effort shatters your foe’s weapon or shield—your choice.
Your effort knocks the victim off their feet and leaves them Stunned until the end of the next combat round.
+2 They may neither attack nor defend during this time. Afterward, the fallen victim's combat skills take a -2
penalty until they stand up.
Your effort results in a riposte, flurry of blows, or a volley of missile fire. You may immediately attack
+3
your foe again, and they suffer a -2 penalty to defend.
You lead into a pinpoint strike to the vitals with an amazing feint. Roll 4dF and add it to your ODF. Your
+4
foe takes the total as DF straight past their DDF!

Critical Failure Table


4dF Result
Roll an unopposed attack against a nearby ally. If no allies are near, then you injure yourself: Roll 4dF +
-4
ODF and compare the result against your own DDF.
You are blinded by blood, sweat, bile, thrown dirt, etc. for the remainder of this round and all the next. You
-3
are Stunned and may neither attack nor defend during this time as you struggle to regain your sight!
You break your weapon! It is now useless, so you had better draw another. Magical weapons may be
-2 immune to this, at GM discretion. In that case, your weapon is knocked 4dF spaces in a random direction,
and you must spend an action if you wish to recover it.
You lose your footing and fall! You lose all remaining movement, attacks, and defenses this round, and your
-1
combat skills suffer a -2 penalty until you rise to your feet in a later round.
0 You cleverly drop your weapon and must spend an action if you wish to recover it.
Your armor unfastens, thanks in large part to your painfully clumsy maneuvering. Your armor DDF falls to
+1 0 until you refasten the straps (takes two combat rounds). If you wear no armor, you stumble and lose your
balance. Your DDF falls to 0 until the end of the next combat round.
Your shield is destroyed. If you do not carry a shield, your weapon is destroyed! Magical weapons may be
+2 immune to this, at GM discretion. In that case, your weapon is knocked 4dF spaces in a random direction,
and you must move and spend an action if you wish to recover it.
Your foolish capering results in a fall and a knock on the head. You are Very Stunned for the remainder of
+3 this round and all the next—no attacks or defenses. Your attacks and defenses in later rounds suffer a -2
penalty until you stand up.
You step directly into the path of your enemy's next blow which hits you in an unarmored location for their
+4
ODF + 4dF. Armor DDF does not count against this!

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Chapter V: Magic
There are two fundamental forms of magic in By This Axe—divine miracles and caster-generated spells. The former
requires the intervention of a deity on the behalf of a worshipper, and the latter requires intensive study, tremendous self-
control, and some innate ability on the part of the mage.

5.1 Invoking a Miracle


Miracles can be invoked by a character with the Worship skill and the Divine Favor superpower. The petitioner simply
states the request in the form of a prayer and offers any sacrifice they feel is appropriate. The GM determines the difficulty
of the requested miracle by comparing it to the examples provided on the Sample Divine Effects Table, and the player
then attempts a Worship skill roll at the determined difficulty. Unlike casting a spell, invoking a miracle is always an
uncontested action because its effects
cannot be resisted.

If the Worship roll is a success, the


miracle occurs with no negative
consequences for the petitioner; however,
the rolled degree of success or failure may
be interpreted as a measurement of the actual
aid supplied. If the Worship roll fails, the
invoking character’s Worship skill is
temporarily reduced by two levels and no
divine intervention occurs. These temporary
skill level losses recover at the rate of one level
per day of meditation and prayer; however,
certain sacrifices might accelerate this recovery.
The GM may further penalize or reward the
petitioner if the Worship skill roll is a critical
failure or success. Finally, the GM should apply
bonuses and penalties to the petitioner’s
Worship skill based upon the propriety of the
request, the level of need, the nature of the deity
invoked, and a variety of other factors.

Miracles can be incredibly subtle or flashy in the


extreme; in either case, the desired effects must be
clearly stated by the petitioning character. A
setting’s descriptions of its gods should provide
rough ideas of the types of miracles that might be
provided by each, and any miracle performed should
be in keeping with the nature of the acting immortal.
A healing god, for example, will not improve the
damage of their followers’ weapons, and a war god is
not going to bless the village crops. Moreover, a deity
is unlikely to provide any benefits at all to members of
other religions, unless doing so is beneficial to their
own cause.

Note: Any character acting against their god’s desires


might have their Worship skill penalized and could
temporarily lose their Divine Favor superpower. The
miscreant is penalized until they atone for their
sins. A particularly angry or vengeful deity might
even destroy a wayward worshipper, especially one
who has previously benefited from Divine Favor.

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5.2 The Parameters of Miracles
For purposes of determining the difficulty of invoking miraculous effects, a basic miracle is considered to have a range
of 20 yards, cause some relatively minor effect, affect one human-sized target or 12 cubic feet of material, take five
seconds to invoke, last for one minute, have a difficulty of Mediocre, and require the invoking character to verbalize the
request. However, unlike spells, the various aspects of any miracle—range, duration, number of targets, etc.—cannot be
systematically increased in effectiveness simply by modifying the action difficulty level of invoking that miracle. Instead,
it is up to the GM to determine the specific parameters of the miracle, based upon the invoking character’s devotion, the
propriety of the request, the relative degree of success, and a variety of other factors.

Divine Favor Table


Difficulty Sample Effects
Conjure a hazy image of an object; Cause a fire to burn brighter; Increase sensory ranges; Divinate for
information obtainable through simple observation; Eliminate pain; Heal all Scratches; Cure
Mediocre
intoxication; Calm a patient; Shatter glass; Slight speed increase; Other minor effects at the GM’s
discretion
Summon a simple, common inanimate object; Breathe water; Walk through fire; Turn water to ice;
Fair Attack with ODF: 1; Divinate for information obtainable through mundane means; Heal a Hurt; Cure a
non-lethal disease or poison; Destroy wood; Telekinesis; Cling to walls; Add +1 to ODF or DDF
Summon a complex or uncommon inanimate object or a common lesser life form; Fly; Attack with
ODF: 2; Disguise one person as another; Divinate for information obtainable only through complex or
Good dangerous mundane means; Heal a Very Hurt; Cure a possibly fatal disease or poison; Shatter stone;
Fly; Walk through walls; Create a DDF: 2 force-field; Add +2 to ODF or DDF; Add +1 level to an
attribute or a skill
Summon a non-magical beast or a rare inanimate object; Attack with ODF: 8; Create a castle; Conjure
armor of fire; Cause a landslide, large waves, or powerful winds; Scry or divinate to gain information
Great the caster could not have obtained otherwise; Perform astral projection; Heal Incapacitated; Cure a
highly fatal disease or poison; Shatter steel; Teleport; Create a DDF: 4 force-field vs. mundane attacks;
Add +4 to ODF or DDF; Add +2 levels to an attribute or a skill
Summon a magical creature, sentient being, or magical object; Convert element; Attack with ODF: 10;
Create an earthquake; Divinate to gain information otherwise unobtainable; Heal Near Death; Cure
Superb
deadly magical diseases or poisons; Reattach or regrow limbs; Shatter magical materials; Planar shift;
Create a DDF: 6 force-field vs. all attacks; Add +6 to ODF or DDF; Add +3 to an attribute or a skill
Summon an immortal’s avatar or a magical relic; Alter matter and energy as desired; Attack with ODF
Legendary 12; Create a moveable DDF: 8 force-field against all attacks; Resurrection; Add +8 to ODF or DDF;
Add +4 to an attribute, or a skill

Example: Chione is a devout priestess of Horus who possesses the Divine Favor: Horus superpower and the Worship:
Horus skill. A band of drunken sailors have cornered her in an alley in Alexandria. Realizing she is in grave danger,
Chione asks for her god’s protection from the thugs. The GM rules that this is an action of Fair difficulty, but states
that a higher rolled degree will influence the amount of aid provided. Chione’s Worship: Horus die roll results in a
rolled degree of Great; therefore, the GM rules that the immortal provides the priestess with a +4 bonus to her DDF
for the duration of the combat.

5.3 Spell Casting


Spells can be cast by individuals with the Magical Aptitude superpower and specific knowledge of one or more School
of Magic skills. A spell casting attempt can be an uncontested action or a contested action depending upon the desired
effects, and the actual action difficulty level of casting any spell is based upon the complexity of the specific
manipulations of its magical energies. The Spell Effects Tables are intended to provide players and GMs with benchmarks
they can use to determine the difficulty of performing various magical feats. If the specific effect being attempted is not
found in the many examples provided, then the GM should select an analogous difficulty level.

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Example: Asardin the Unassailable uses his Magic School: Mesmerism skill to cast a brief sleep spell upon a charging
Minotaur. Checking the Mesmerism Spell Effects Table, the GM decides that this is an action of Great difficulty
because the Minotaur does not want to fall asleep at this moment.

Like melee and ranged attacks, any spell that causes direct damage to a target gains a bonus to its ODF equal to the
relative degree of success achieved. In this case, relative degree is calculated as the numerical difference between the
caster’s rolled degree and the casting action difficulty level OR the defender’s rolled degree, whichever is greater.

Example: Mastakos casts Mystic Bolt (a Kineticism spell of difficulty of Good and ODF: 2) at a brigand. The target
sees the bolt and attempts to dodge, making this a contested action. Mastakos’s player rolls 4dF and gets +2 for a
rolled degree of Great with his Kineticism skill. The brigand has Dodge: Good and rolls 4dF and gets +1. However,
avoiding a spell incurs a -2 penalty to the defensive skill roll, so the man only achieves a rolled degree of Fair. The
relative degree is +1 because we compare the rolled degree of the spell to the defensive skill’s rolled degree OR the
action difficulty of the spell, whichever is higher. Therefore, the magical bolt strikes the brigand for ODF: 3.

5.4 Spell Casting Action Difficulty


For purposes of determining the difficulty of creating magical effects, a basic spell has a range of 20 yards; causes some
relatively minor effect; affects one man-sized target or a small, closet-sized area; takes five seconds to cast, lasts for one
combat round, has a casting difficulty of Mediocre, and requires the caster to gesture and incant.

The final difficulty level for casting a spell is the greatest of its base difficulty level (see the table for the appropriate
magic school) and its highest modification difficulty level for target area, number of targets, range, and spell duration.

Example: Firehawk is a Scythian conjurer who wishes to replace his wagon’s broken wheel. The GM rules that this
requires a Conjuration skill roll of Fair difficulty. However, this wheel would only remain for one combat round. If
Firehawk needs the wheel for the day, he must increase the spell’s casting difficulty to Great.

To successfully cast an uncontested spell, the rolled degree of the casting attempt must equal or exceed the highest
difficulty level of the magical effect being attempted—base spell difficulty, number of targets or area, range, or duration.
To successfully cast a contested spell, the rolled degree must equal or exceed the highest difficulty level of the magical
effect being attempted—base spell difficulty, target size, target number, spell range, or spell duration—and it must exceed
the rolled degree of the target’s defense roll. Casting a spell is never an action of less than Mediocre difficulty.

Not all spell modifications are relevant to all spells or even all magical schools. For example, Healing spells generally
have no spell duration—their effects are instantaneous and permanent. Of course, a healer could cast a charm against
poisons that would provide protection over time. Players and GM’s must use common sense in this regard.

Spell Modification Difficulty Table


Target Area Targets Spell Range Spell Duration Difficulty Level Injury Cost
Closet 1 20 Yards One Round Mediocre None
Pantry 2 200 Yards One Minute Fair Scratch
Room 5 One Mile One Hour Good Hurt
House 20 Ten Miles One Day Great Very Hurt
Hamlet 80 100 Miles One Week Superb Incapacitated
Village 320 1,000 Miles One Month Legendary Near Death
Factors Modifying Injury Cost Injury Cost Modifier
Caster’s Spine ≥ Spell’s Final Difficulty Level -1 Injury Level
Caster’s Relative Degree with Spell -1 Injury Level / Level of Relative Degree
Using a Magical Focus—Staff, Wand, Ring, etc. -1 Injury Level
Greatly Increased Casting Time (GM Discretion) -1 Injury Level
Sacrifice, Human -2 Injury Levels

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5.5 The Price of Magic
Performing magic should result in significant cost to the caster, and GMs must play this up—bleeding eyeballs, death of
all plant life in the area, human sacrifices, etc. Remember, magic is more a plot device than anything else in most games
of By This Axe, so make the casting of spells appropriately dramatic. While not all practitioners of magic are necessarily
evil, many are vile creatures who gladly sell their own souls and pervert the laws of nature for personal gain.

If the GM permits player characters to use magic, then casting spells is a dangerous activity that can cause injuries or
even death to the PC mage. The cost must be paid, whether the spell is successful or not, and ranges from a Scratch to
the death of the caster, but the caster may be able to modify the final injury result, as shown in the table above. The cost
is applied for the base spell difficulty level AND each manipulation of the spell beyond the basic parameters described
previously. If the total injury cost is reduced below a Scratch, there is
no damage to the spell caster.

Example: A mage wishes to cast an ODF 4 Kineticism bolt at four


enemies who are 20 yards away. The base difficulty of this
spell is Great and causes a Very Hurt wound to the mage
unless somehow modified. In addition, increasing the
number of targets causes a Hurt. Thus, without
further modification, the spell causes both Very Hurt
and Hurt wounds to the caster. However, the caster
has Spine: Great, uses a magical focus, and manages
to achieve a Superb rolled degree with the spell (+1
relative degree). Therefore, the mage may reduce
the wounds incurred by a total of three injury
levels. Wisely, the mage’s player reduces the Very
Hurt by two injury levels, making it a Scratch, and
then reduces the Hurt by one level also making that
wound a Scratch.

5.6 Spell Evasion


Spells cast directly upon a target are contested actions;
thus, their effects may be resisted. Magic that affects an
individual's mind or body in a non-damaging fashion—such
as mesmerism, transmutation, etc.—permits that target
to attempt a contested action roll of Spine vs. the
spell caster's rolled degree with the spell. If the
victim’s defensive rolled degree equals or
exceeds the caster’s rolled degree, then the
spell has no effect. Resisting magic is not
easy, and the target takes a -2 penalty to this
Spine roll if unaware of the specific nature of the
spell being resisted.

Ranged spells that cause physical damage—magic bolts,


gouts of flame, poison sprays, etc.—may be
avoided if the target is aware of the incoming
attack and succeeds at a contested Dodge (or
possibly Shield) roll vs. the attacker's rolled
degree with the spell. Again, the defender's
result must equal or exceed the spell
caster's result if the spell's effects are to be
avoided. Attempts to evade incoming
spells of this nature receive a -2 penalty
due to the speed of such attacks.

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5.7 Schools of Magic
Enchantment: This is the school of magic required to create magical elixirs, powders, talismans, charms, weapons, and
a variety of other artifacts. Unlike other forms of magic, Enchantment must be used in conjunction with the knowledge
of one or more other schools of magic to produce viable results. Enchantment always involves the use of the finest or
rarest materials and lengthy rituals; the more powerful the desired effect, the more difficult and costly the enchantment.
duration. However, GMs should feel free to limit or eliminate certain modifications as need and logic dictate.

Once all the ingredients have been gathered and the appropriate tools prepared, the enchanter’s player attempts an
uncontested Profession skill roll to create the object that will contain a spell, a process that could take weeks or months
and tremendous sums of cash. The actual crafting must be performed by the enchanter, and the rolled degree of success
achieved on the crafting test determines the maximum spell difficulty level that can be imbued into the item. Once an
item that can store a spell has been created, the enchanter must then successfully cast the desired spell—including all
injury costs for target size, target number, range, and duration—into that object. If this casting roll is a success, the
enchanter may then attempt an uncontested roll of their Enchantment skill versus the difficulty level of the spell just cast
into the would-be artifact. If the enchanter succeeds, the object now stores the spell in question; mages and non-mages
alike can activate it.

Example: Kyrios gathers a roc feather, sweet water from a drus spring, a bit of arrowroot, various common herbs, a
mortar and pestle, and a silver lined bowl—all the things the GM decided are necessary for creating a Potion of Flying.
The test difficulty to cast such a spell is Kineticism: Great; therefore, Kyrios can create a suitable potion base by
making an Alchemy skill roll of Great or better. He is successful and creates a suitable medium for storing his flying
spell. Now he must cast his flying spell into the mixture. Kyrios barely succeeds with a rolled degree of Great against
his Kineticism skill. Finally, the mage must succeed at an uncontested Enchantment skill roll at a test difficulty level
of Great—the Flying spell’s difficulty level. He earns a roll degree of Superb and creates a one-use Potion of Flying.

Some Notes on Enchantments


• An enchanter can only place one spell in an object without disastrous side effects.
• The qualities of a spell are set when it is enchanted into an object—an individual using that enchanted item
cannot improve, diminish, or otherwise manipulate the spell contained within.
• Activating an enchanted item is simply a matter of concentrating on making it work. An enchanter can design
the item so that it requires an activating word or phrase.
• Single use items are less costly and less time consuming to enchant than reusable artifacts. A whole cauldron of
material suitable as a potion’s base might take only a week to brew, depending upon the complexity of the magic
and rarity of the ingredients. However, each dose still requires that the spell in question be cast into it.
• Reusable items can provide their spell once before they must recharge using ambient magical energy—a process
that may take several weeks. The time required to recharge is equal to the time it would take the enchanter to
heal the injury levels sustained from casting the spell imbued in the artifact.

Example: Hasdrubal the Smith is creating a magic sword for his mercenary companion Gisco. The enchanter gathers
steel forged from meteoric iron ore, drakon hide, and special fuels for his forge. He begins by constructing the sword
itself and rolls a Superb result after six weeks of hard forging. He can now imbue magic into the blade with a final
spell difficulty level of up to Superb. Next Hasdrubal begins the ritual to imbue the blade with +6 ODF, a Superb
Kineticism feat. He decides to modify the spell’s duration to an hour (difficulty Good). Hasdrubal barely succeeds at
his casting roll with a rolled degree of Superb. Finally, he must complete the artifact by succeeding at a test of his
Enchantment skill at a difficulty level of Superb—remember, the test difficulty level of the Enchantment skill roll is
always equal to the test difficulty level of the spell imbued. He succeeds once again; therefore, Hasdrubal has a created
a broadsword that adds +6 to its ODF for one hour and can be activated by Gisco or any other wielder!

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Hasdrubal used a spell focus to aid his casting, so he reduced the spell’s base cost of Incapacitated to a Very Hurt. He
also sustained a Hurt for increasing the duration. These wounds would normally recover from natural healing in two
weeks, so that is the length of time required for the sword to recharge between activations of its magic.

Conjuration: Those who study this school can summon objects and creatures for a variety of purposes. It is not known
from whence the summoned forms come or why they are selected from those settings and not others; consequently,
conjurers cannot summon specific items or individuals away from their current locations. Summoned creatures are
seldom friendly or helpful to the conjurer, and additional means of persuasion or control are likely necessary. Note:
Conjuration effects are strictly of a temporary nature and are subject to spell duration modifications.

Conjuration
Base Difficulty Sample Spell Effect
Mediocre Conjure a hazy image of an object
Fair Conjure a simple, solid, and common inanimate object (axe, ham, sword, cask, etc.)
Conjure a complex or uncommon inanimate object (silver coins, a dwarven toy) or a common
Good
lesser life form (insect, spider, etc.)
Conjure a non-magical beast (wolf, bear, etc.) or a rare inanimate object (a ruby, a gold crown,
Great
the royal coach, etc.)
Conjure a non-magical sentient being (human, kobalos, centaur, etc.) or a lesser magical object
Superb
(potion of flying)
Legendary Conjure a magical beast (unicorn, cockatrice, dragon) or a permanent magical object

Elementalism: The control of the four elements—earth, wind, fire, and water—and their manipulation are the dual foci
of elementalists. Note: Knowledge of the Elementalism school does not provide a mage with the ability to summon the
four elements; therefore, elementalists always needs at least a small amount of the relevant element before their spells
can take effect.

Elementalism
Base Difficulty Sample Spell Effects
Cause a fire to burn brighter; Increase the range that noises carry; Make cold water warm, or
Mediocre
vice versa
Cause a flame to brighten or travel; Breathe water; Firewalk; Soften soil; Water to ice; Whisper
Fair
on the wind; Attack with ODF: 1
Walk through earth; Move malleable elements (part waters, dig ditch, etc.); Winds of flight;
Good
Attack with an element for ODF: 2; Create a DDF: 2 elemental shield
Attack with ODF: 4; Sculpt element (create walls of stone, armor of fire, etc.); Cause a
Great
thunderstorm, a landslide, large waves; Create a DDF: 4 elemental shield
Attack with an element for ODF: 6; Cause an earthquake, tornado, tidal wave, in the immediate
Superb
area; Create a DDF: 6 elemental shield
Change one element to another; Attack with an element for ODF: 8; Create a DDF: 8 elemental
Legendary
shield

Example: An elementalist casts Flame Tongue—an ODF: 4 attack with an action difficulty of Great—at a lunging
wolf. The mage’s rolled degree with the Elementalism skill is Superb, and the wolf fails to dodge with a rolled degree
of Good. Therefore, the beast is struck with ODF: 5—ODF: 4 plus the relative degree between the spell difficulty and
the caster’s rolled degree.

Extra-Sensory Perception: The province of prophets, oracles, mystics, and seers, this school teaches the mage to perceive
objects, people, events, and thoughts that could not normally be perceived using the five mundane senses. Not
surprisingly, charlatans claiming to possess Extra-Sensory Perception are common to many regions, and some of these
hucksters are quite convincing. Justice is usually swift in dealing with such individuals.

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Extra-Sensory Perception
Base Difficulty Sample Spell Effects
Speak a dialect of a known language; Read a target's emotions; Scry or divinate to gain
Mediocre
information obtainable through observation
Speak unknown language; Read target's aura and intentions; Scry or divinate to gain
Fair
information obtainable through mundane means
Communicate telepathically; Scry or divinate to gain information obtainable through complex,
Good
lengthy, or dangerous mundane means
Communicate with the spirits; Scry or divinate to gain information the caster could not have
Great
obtained otherwise; Astral projection
Speak with an extra-planar entity; Scry or divinate to gain information no one could have
Superb
obtained otherwise; Dreamwalk
Legendary GM discretion

Healing: This school of magic provides the mage with the ability to repair damage to all forms of living creatures,
whether that damage takes the form of torn tissue, broken bones, disease, or poison. Extremely powerful healers are said
to be able to restore life to the deceased! Healing spells do not require a duration aspect, as their effects are usually
instantaneous and permanent.

Healing
Base Difficulty Sample Spell Effects
Mediocre Eliminate all pain; Heal all Scratches; Cure intoxication; Calm a patient; Sterilize wound
Fair Heal a Hurt; Cure a non-lethal disease; Detoxify non-lethal poison
Heal a Very Hurt; Cure a potentially deadly disease; Detoxify a potentially deadly poison;
Good
Cure mild disorders
Heal an Incapacitated; Cure highly lethal diseases; Detoxify a highly lethal poison; Cure
Great
diminished senses
Heal a Near Death; Cure a deadly magical disease; Detoxify a lethal magical poison;
Superb
Regenerate or reattach a limb; Cure blindness
Legendary Raise the recently dead!

Kineticism: This magical school concerns itself with the creation, control, and manipulation of kinetic energies. Even a
small pebble becomes a deadly weapon in the hands of a kineticist because it can be propelled at tremendous speeds.
Interestingly, many of the spells created by kineticists are loud and flashy, but this is usually a matter of choice rather
than necessity. The spell duration modification does not usually apply to kinetic missile spells—these are strictly
instantaneous effects.

Kineticism
Base Difficulty Sample Spell Effects
Mediocre Shatter glass; Cause minor discomfort; Open unlocked doors; Poltergeist
Destroy wood; Telekinesis; Levitate or cling to walls like a spider; Attack for ODF: 1; Add
Fair
+1 ODF to a weapon or +1 DDF to armor
Shatter stone; Create a DDF 2 force-field; Add +2 ODF to a weapon or +2 DDF to armor;
Good
Attack for ODF: 2
Shatter steel; Create a DDF: 4 force-field; Add +4 ODF to a physical weapon or +4 DDF to
Great
armor; Attack for ODF: 4; Fly; Walk through walls
Shatter magical materials; Create a DDF: 6 force-field against all attacks; Add +6 ODF to a
Superb
weapon or +6 DDF to armor; Attack for ODF: 6; Teleport
Move across the dimensional boundaries; Create a DDF: 8 force-field against all attacks; Add
Legendary
+8 ODF to a weapon or +8 DDF to armor; Attack for ODF: 8

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Mesmerism: This school of magic focuses upon the alteration of a target’s senses and thought patterns; it includes the
creation of illusions and the employment of their potentially destructive effects upon frail minds. Interestingly, illusions
are not universally perceived; in other words, they cannot be experienced unless an observer has been specifically targeted
by the illusionist’s spell. If the power of an illusion is convincing enough, it can cause physical damage to the victim.
This is determined by the level of the illusion and the target’s Spine roll to resist.

Mesmerism
Base Difficulty Sample Spell Effects
Make a target sneeze or itch; Create a minor, illusory effect that slightly modifies one minor
Mediocre
quality, such as color or taste; Distract
Make a target do something it is already inclined to do; Create a simple, stationary auditory or
Fair
visual illusion (a dead body); Basic hypnosis; Basic sleight of hand
Make a target do something it mildly opposes; Create a complex, mobile, believable illusion
Good that affects one or two of the five senses (a highwayman calling to your carriage from the road
ahead)
Make a target do something it strongly opposes; Create a complex, mobile, realistic illusion
Great
affecting all five senses and harming those who fail to resist it (a demon killing bystanders)
Make a target do something unthinkable; Create a fantastic illusion that can harm those who
Superb
fail to resist it (a demon biting you)
Replace the target’s memories and thereby possibly alter its personality and behaviors related
Legendary
to those memories

Necromancy: This is a “dark art” that is generally shunned or forbidden in most lawful societies; however, secret
practitioners of “death magic” can be found nearly everywhere. Necromancy focuses upon the processes of death and
the continued existence of unbound souls in the afterlife. Necromancers have widely varying views on the nature of their
chosen course of study: Some view the deceased as mere tools for gaining power and knowledge; other practitioners are
respectful or even reverent in their interactions with the dead. In either case, necromancers are almost universally feared
for their dire powers, unspeakable practices, and the terrifying physical changes they seem to undergo as their careers
progress. In fact, many necromancers look much like cadavers, having unnatural skin pallor, wide unblinking eyes, gaunt
facial features, rictus grins, etc. Due to the inherently evil nature of this school of magic, GMs may wish to restrict
knowledge of this arcane art to truly villainous NPCs. Note: The duration of any Necromantic spell involving the creation
of undead—Create Revenant, Create Skeleton, etc.—can be extended at the creator’s whim.

Necromancy
Base Difficulty Sample Spell Effects
Mediocre See spirits and ghosts; Feign death; Cause unease
Contact and communicate with spirits and ghosts in general vicinity; Cause fear; Drain the life
Fair force from a living target for ODF: 1 (the wounds you cause repair your own wounds);
Preserve corpse
Bind a spirit to a specially prepared object; Exorcise a spirit or ghost; Drain the life force from
Good a living target for ODF: 2 (the wounds you cause repair your own wounds); Summon spirit;
Death vision; Putrefy corpse; Cause a non-lethal disease
Create and control zombies or skeletons; Drain the life force from a living target for ODF: 4
Great (the wounds you cause repair your own wounds); Deactivate undead; Death pact; Cause a
potentially lethal disease; Transfer a soul to an object; Inspire terror
Create a shade; Drain the life force from a living target for ODF: 6 (the wounds you cause
Superb repair your own wounds); Summon spirits of retribution; Cause a deadly plague; Summon a
Soul Eater
Sever Spirit; Transfer a soul from one body to another; Drain the life force from a living target
Legendary
for ODF: 8 (the wounds you cause repair your own wounds)

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Sorcery: This dangerous school of magic is concerned with the summoning of infernal powers and the subsequent control
of those fell beings; any action that can be performed by a demon, devil, or infernal spirit can be accomplished through
this black art. Like Necromancy, Sorcery is generally outlawed in most lawful societies, and sorcerers are as greatly
feared for their affiliations as they are for their willingness to do almost anything to attain their desires. Therefore, most
practitioners of Sorcery have the Secret fault. Like Necromancy, GMs may wish to restrict knowledge of this arcane art
to their most villainous NPCs, due to its inherently evil nature. It is important to remember that the GM should play
summoned infernals as ruthless, clever, and vengeful creatures that drive incredibly hard bargains whenever possible.
Furthermore, a sorcerer is wise to remember that summoning a demon does not ensure its compliance; therefore, a
sorcerer of any merit is always prepared for a hostile visitor.

Sorcery
Base Difficulty Sample Spell Effects
Summon minor demonic influence (imp); Communicate with demons and other infernals;
Mediocre
Track infernal
Summon lesser servitor demon with Fair combat abilities or magical powers—caster specifies
Fair
type; Create a Circle of Holding
Summon lesser demon with Good combat abilities and/or magical powers—caster specifies
Good
type; Charm minor demon; Bind lesser servitor demon
Summon greater servitor demon or a lesser demon with Great combat abilities and/or magical
Great
powers—caster specifies type; Charm lesser demon
Summon lesser demon with Superb combat abilities and/or magical powers—caster specifies
Superb
type; Contact a demon prince; Bind greater servitor demon
Legendary Summon a demon prince!

Transmutation: This school of magic functions on the premise that energy and matter are never destroyed or lost, they
simply change form. Understanding the magical laws of Transmutation provides a mage with the ability to convert matter
and energy for nearly any purpose. Such a character should be feared for the ability to change enemies into countless
ignoble forms. Moreover, a particularly powerful mage can create entirely new forms that never previously existed. A
GM must often determine the long-range consequences of certain transmutations on the fly. Note: Unlike the restructuring
of elements that can be accomplished through Elementalism, Transmutation effects are strictly of a temporary nature
and are subject to spell duration modifications.

Transmutation
Base Difficulty Sample Spell Effects
Mediocre Make a person look different in some way; make an ugly person attractive
Fair Make one person look like another; change the shape of something
Change a human into a minotaur (same class and similar species); Change an oak into a maple;
Good
Modify an attribute or skill by one level
Change a man into a pig (same class and different species); Turn water into wine; Transform
Great
lead into gold; Modify an attribute or skill by two levels
Turn a man into a spider (different class and species); Transform blood into gold; Modify an
Superb
attribute or skill by three levels
Turn a man into living bronze (not even remotely related); Modify an attribute or skill by four
Legendary
levels; Transform fire into water

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5.8 Countering and Dispelling Magic
A mage can attempt to dispel an existing magical effect or counter an incoming spell under the following circumstances:
• The countering mage must have knowledge of the school(s) being used by the enemy caster.
• Although a mage can decide at a moment’s notice to perform a
dispel or counter-magic action, the countering action itself
takes a full combat round to perform, just like casting a
regular spell does, and it prohibits the dispelling mage from
taking any further actions (attacking, casting, running, etc.)
during that combat round. Therefore, any mage who has
already acted during a combat round is unable to counter a
magical effect created later in that round; however, casters
who have not yet acted during a combat round should
always be provided an opportunity to counter an
incoming spell.
• Finally, the dispelling mage must succeed in
contested action of their skill in the magic school
versus the rolled degree of the enemy caster. A tie
result goes to the defender.
• It is much less costly to unravel a spell than it is to
create one. Therefore, the injury costs for
countering or dispelling magic are equal to one
injury level lower than each potential injury
sustained by the spell caster. For example, if a
mage is dispelling a Kineticism attack that
should cost its caster a Very Hurt, a Hurt, and
a Scratch. The injury cost to counter the
spell would be a Hurt and a Scratch. (The
Very Hurt is reduced one level to Hurt;
the Hurt is reduced one level to Scratch;
and the Scratch is reduced to no injury.)

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5.9 Magic Critical Successes and Critical Failures
A roll of four plusses on a spellcasting action is a Critical Success, and a roll of four minuses is a Critical Failure. Roll
4dF and consult the appropriate table below for the results.

Spell Critical Success Table


4dF Result
The caster’s spell has tapped into the life force of any nearby enemies. Therefore, the spell’s injury cost is
-4 applied to the caster’s nearby enemies or the nearest non-allied life forms of the caster’s choosing. Additional
spells cast in the next minute function in the same manner unless the caster rolls a Critical Failure.
The spell’s injury costs are reduced by three levels, and spell variables (target area, number of targets, range,
-3 or duration) may be increased by three levels total. In this case, a variable may be increased beyond the
caster’s skill level with the Magic School in question.
The spell’s injury costs are reduced by two levels, and spell variables (target area, number of targets, range,
-2 or duration) may be increased by two levels total. In this case, a variable may be increased beyond the caster’s
skill level with the Magic School in question.
The spell’s injury costs are reduced by one level, and a spell variable (target area, number of targets, range,
-1 or duration) may be increased by one level. In this case, a variable may be increased beyond the caster’s skill
level with the Magic School in question.
The spell provides some minor, additional benefit, as determined by the GM. This benefit is roughly half as
0
potent as that for the spell itself.
The spell’s injury costs are reduced by one level, and a spell variable (target area, number of targets, range,
+1 or duration) may be increased by one level. In this case, a variable may be increased beyond the caster’s skill
level with the Magic School in question.
The spell’s injury costs are reduced by two levels, and a spell variable (target area, number of targets, range,
+2 or duration) may be increased by two levels. In this case, a variable may be increased beyond the caster’s
skill level with the Magic School in question.
The spell has no injury cost, and the chain casting mage may immediately cast a second spell during the same
+3
combat round or actively defend in combat.
The spell has no injury cost because the caster has tapped into a ley line. This provides a temporary, unlimited
+4 reserve of magical power. All further spells cast from this location during the next minute require no injury
cost from the caster unless a Critical Failure is rolled.

Spell Critical Failure Table


4dF Result
The mage and all nearby companions must roll Spine: Great or become Stunned as a Superb demon or some
-4
other monstrosity appears. This creature attacks the caster and any companions immediately.
All nearby lesser life forms wither and die as the miscast spell drains their life force. The caster and any nearby
-3
companions each take an ODF: 6 + 4dF injury that cannot be resisted by armor DDF.
All nearby lesser life forms wither and die as the miscast spell drains their life force. The caster and any nearby
-2
companions each take an ODF: 4 + 4dF injury that cannot be resisted by armor DDF.
-1 The spell backfires and causes an effect that is the opposite of what was intended, as determined by the GM.
The spell’s injury cost is increased by a Scratch and a nearby enemy receives a positive benefit that is roughly
0
half as powerful as the intended spell, as determined by the GM
+1 The spell backfires and causes an effect that is the opposite of what was intended, as determined by the GM.
+2 The spell’s injury cost is increased by a Hurt and Stunned as life force is torn away to pay for the miscast.
The spell’s injury cost is increased by a Very Hurt and Very Stunned as life force is torn away to pay for the
+3
miscast. Any further casting attempts by this individual suffer a -1 penalty for the next 24 hours.
The spell’s injury cost is increased by an Incapacitated wound result! The caster also suffers some permanent
+4 affliction or disturbing marker denoting this failure: shock white hair, a scaled arm and clawed hand, skull-
like facial features, etc.

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5.10 Sample Spells
The following spells should provide a starting point for GMs and players to build others.

Conjuration School
Summon Weapon
Base Difficulty Level: Fair
Area/Targets: 1
Range: 20 yards
Duration: 1 Minute
Cost: Scratch x2
Notes: This spell summons a serviceable, mundane melee weapon of the type desired—sword, axe, etc.

Summon Cave Bear


Base Difficulty Level: Great
Area/Targets: 1
Range: 20 yards
Duration: 1 Minute
Cost: Very Hurt, Scratch
Notes: This spell summons a huge bear with attributes like the one provided in Chapter VIII: Bestiary. The beast is not
under the caster’s control, arrives confused and enraged, and probably attacks the nearest living creature.

Elementalism School
Water Breathing
Difficulty Level: Good
Area/Targets: 1
Range: 20 yards
Duration: One Hour
Cost: Hurt
Notes: This spell permits the recipient to breathe water as though it were air.

Jaws of the Earth


Difficulty Level: Superb
Area/Targets: 10’ x 10’ x 10’ (Up to five targets in area)
Range: 20 yards
Duration: One Round
Cost: Incapacitated, Hurt
Notes: This spell causes the earth to open beneath a group of up to five enemies, swallow them, and then slam closed
again causing an ODF 6 attack if successful. Enemies swallowed are buried alive and will suffocate unless rescued.

Extra-Sensory Perception School


Eavesdrop
Difficulty Level: Fair
Area/Targets: 1
Range: 20 yards
Duration: One Minute
Cost: Scratch x2
Notes: The mage places one sense at a location within range and can hear, see, smell, etc. as though at that location.

Mindlink
Difficulty Level: Good
Area/Targets: 1
Range: One Mile
Duration: One Hour
Cost: Hurt x3
Notes: This spell permits the mage to communicate telepathically—verbally or non-verbally—with another being.

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Healing School
Knit Bones and Mend Flesh
Difficulty Level: Good
Area/Targets: 1
Range: 20 yards
Duration: N/A (Permanent)
Cost: Hurt
Notes: If the spell is successful, it completely heals and eliminates a Very Hurt wound.

Cure Plague
Difficulty Level: Great
Area/Targets: 1
Range: 20 yards
Duration: N/A (Permanent)
Cost: Very Hurt
Notes: If the spell is successful, it immediately cures a victim of the Black Plague.

Kineticism School
Smite
Difficulty Level: Good
Area/Targets: 1
Range: 20 yards
Duration: One Minute
Cost: Hurt, Scratch
Notes: This spell magically increases the impact of a weapon by adding +2 ODF. The implement enchanted by this spell
acquires a strange radiance.

Shower of Stones
Difficulty Level: Great
Area/Targets: 5
Range: 20 yards
Duration: One Round
Cost: Very Hurt, Hurt
Notes: This spell launches stones or other throwable objects within range at up to 5 targets for ODF 4 each. There must
be potential projectiles for this spell to work.

Mesmerism School
Foul Flavor
Difficulty Level: Mediocre
Area/Targets: 1
Range: 20 yards
Duration: One Round
Cost: None
Notes: If the spell is successful whatever the victim is eating or drinking suddenly tastes nasty. The intensity of the flavor
is roughly as strong as biting into a bar of soap.

Dance of the Damned


Difficulty Level: Great
Area/Targets: 1
Range: 20 yards
Duration: One Minute
Cost: Very Hurt, Scratch
Notes: If the spell is successful, up to five victims within earshot begin dancing and capering about to the exclusion of
all else. The base difficulty assumes the victims are strongly opposed to doing so, such as when facing an enemy in
combat. Any dancer who is subsequently attacked and injured—even for a Scratch—is no longer affected by the spell
and may act normally.

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Necromancy School
Raise Revenant
Difficulty Level: Great
Area/Targets: 1
Range: 20 yards
Duration: One Hour
Cost: Very Hurt, Hurt
Notes: This spell permits the caster to turn a corpse into a revenant, per Chapter VIII: Bestiary. The necromancer can
automatically control any undead raised in this manner.

Mass Panic
Difficulty Level: Great
Area/Targets: 20
Range: 20 yards
Duration: One Minute
Cost: Very Hurt, Scratch x 2
Notes: If the spell is successful up to 20 targets within range are stricken with fear and flee. Those affected will fight only
if confronted and they cannot otherwise escape.

Sorcery School
Infernal Tongues
Difficulty Level: Fair
Area/Targets: 1
Range: 20 yards
Duration: 1 Minute
Cost: Scratch
Notes: This spell provides the recipient with the ability to communicate with any demon.

Summon Demonic Warrior


Difficulty Level: Great
Area/Targets: 1
Range: 20 yards
Duration: 1 Hour
Cost: Very Hurt, Hurt
Notes: This spell summons a demon with Great physical attributes and combat abilities and heavy armor (Base DDF 3)
and weapons (Base ODF 3). The demon is not friendly, and the sorcerer must charm or bind the fiend to control it.

Transmutation School
Your Better Side
Difficulty Level: Good
Area/Targets: 1
Range: 20 yards
Duration: 1 Hour
Cost: Hurt
Notes: This spell improves the recipient’s physical appearance and provides the Attractive gift for its duration. The
individual is still recognizable, just better looking.

Swine Herd
Difficulty Level: Great
Area/Targets: 5
Range: 20 yards
Duration: 1 Hour
Cost: Very Hurt, Hurt, Hurt
Notes: This spell transforms up to five people into pigs—nasty, stinking squealing pigs. Victims retain their human
Smarts, Spine, and Senses, but they take on all the other attributes of large hogs.

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5.11 Handling the Gods in By This Axe
One conceit of By This Axe is that the gods and other immortal agents are real and have the ability to influence world
events. However, there are some important ground rules by which they must play the game of divine chess, and there
are some important things GMs should keep in mind when handling characters who possess the Divine Favor
superpower.

First, a god almost never attacks the worshippers of another god, at least not directly. This means no thunderbolts from
the heavens, no Mjolnir to the forehead, etc. For our purposes, a worshipper is defined as any character with Worship
(Name of God), a Vow or Duty related to the worship of one or more gods, or some other indicator of a relationship
with the divine. Nearly all common folk are tied to one or more gods in this manner and are, therefore, unlikely to be
the targets of a direct attack by an immortal.

Second, a god CAN indirectly attack the worshippers of another immortal through “natural” causes such as
earthquakes, tidal waves, volcanic eruptions, etc. In such cases, the strife created between the immortals usually results
in more suffering for their worshippers on both sides of the conflict—wars, pestilence, plague, etc. Therefore, mortals
devastated by such events usually make great sacrifices to these gods to appease them and stay their wrath.

Third, worship and appropriate sacrifice to one or more gods can make a difference to a character’s chances of success
in an endeavor, as long as the god being petitioned is not opposed to the action. In this case, the character should
provide an appropriate sacrifice to the god and attempt a Worship (God) test with a difficulty to be determined by the
GM. If the character is successful, they gain 1 Fudge Point that can be used to complete the task. If the test is a critical
success, the character gains 2 Fudge Points. If the test is a critical failure, the god angrily rejects the request and works
to stop the character from achieving the task. This might result in enemies showing up at inopportune times, a weapon
breaking in the heat of battle, etc.

Karakrates the Bold plans to visit the Island of Keos to slay the Nesaean Boar. Before setting off on his journey, the
wise warrior visits the temple to Apollo to seek his god’s help on the mission. Apollo accepts Karakrates sacrifice
of a prized bull and provides the warrior with divine guidance in the form of a bonus Fudge Point that can be used
during the quest.

Fourth, a character cannot obtain the Divine Favor superpower without significant expectations from the immortal
who has granted that favor. Therefore, GMs should task such a character frequently and send them on various errands
and quests. GMs should also create excellent roleplaying opportunities for them by pitting the desires of their patron
deity against their own desires, morals, and relationships.

Finally, players of characters with the Divine Favor power may be tempted to constantly pester their god for favors
and little bonuses to the most mundane tasks. Deny these! Furthermore, have the immortal become angry about the
requests and penalize or punish the character. The gods do not want to be bothered, and characters abusing their ability
to get an immortal’s attention can quickly infuriate them. Divine Favor should only be employed to save the character’s
life, benefit them while undertaking a quest on behalf of the god, etc.

Atreus, a favored priest of Zeus, is traveling a merchant route along the northern coast of Libya to a site where he
plans to build a great temple to his god. He and the caravan with which he is traveling are attacked by Numidian
bandits who outnumber the guards 10 to 1. Atreus prays to Zeus and makes a successful Worship (Zeus) test.
Weather falls under the god’s areas of influence, so a great wind suddenly kicks up across the space between the
caravan and the would-be raiders, blinding any who dare to enter the sandstorm. Atreus and the caravan push
onward and eventually lose sight of the storm and their enemies.

Later that evening, Atreus is throwing dice with some of the caravan guards and losing badly. He mumbles a prayer
to Zeus to let him regain his losses with his next throw. Zeus cannot be bothered with this stupidity and ignores the
request completely—this time. If Atreus continues with this nonsense, Zeus might punish him in some way that
does not interfere with the construction of his temple.

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5.12 Handling Magic in By This Axe
Magic used by mortals relies upon life force, plain and simple, whether the caster’s or someone else’s. This in itself
makes it an activity that sensible people fear and many societies prohibit. This is especially true of sorcery and
necromancy, both of which are outlawed in most cultures. So, the question must eventually arise, “What about player
characters who use magic?” Here is how I deal with this issue in By This Axe.

First, I warn every player with the desire to create a magic-using character that such characters may be killed without
hesitation if discovered. Magic is powerful, dangerous, and not understood by most—their response to magic when
discovered may be violent. The greater the power demonstrated, the more hostile the reaction is likely to be.

Second, I treat most magicians as having the Notorious or Social Stigma fault at the very least, and player characters
should take one of these faults if known to use magic. Those who seem benign, such as the local wise woman who
uses charms, herbs, and a few incantations to heal others, may be able to escape this. However,
even this poor old woman might be killed outright if bad, supernatural omens begin to appear.

Third, although some cultures accept or even promote the presence of shamans, witches, and
other practitioners of magic, their roles come with very clear expectations and limitations.
Scythian shamans, or Enarees, for example are expected to perform specific magical processes
and functions, but they would be suspect or condemned if discovered to
be performing others. Using divination to aid the community or
speaking to spirits on their behalf is one thing, but raising an army
of rotting dead is another entirely.

“There are many diviners among the Scythians, who divine by


means of many willow wands as I will show. They bring great
bundles of wands, which they lay on the ground and unfasten,
and utter their divinations as they lay the rods down one by one;
and while still speaking, they gather up the rods once more and
place them together again; this manner of divination is
hereditary among them. The Enarees, who are hermaphrodites,
say that Aphrodite (Agrimpasa) gave them the art of
divination, which they practice by means of lime-tree bark.
They cut this bark into three portions, and prophesy while
they braid and unbraid these in their fingers.”

~Herodotus

Next, I warn players that magic-using characters often come to


the attention of others—human and otherwise—who want to
know their secrets. It makes those characters targets for
theft and worse. This can act as a springboard for very
interesting adventures, but it may be disconcerting for a player
to discover that an enemy magus wishes to devour their eyes
to gain their magical knowledge of Extra Sensory Perception!

Finally, I remind players that using magic can result in


dangerous side effects for their characters. One need only look
at the Magic Critical Failure Table to understand. An arm that
turns into a demonic looking claw or eyes that glow with unholy
energy are just the tip of the iceberg.

Ultimately, I do permit players to create magic using characters if


they insist upon doing so, but I make their lives very interesting.
I also remind them, when appropriate, how much most people
fear and despise them for what they perceive them to be.

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Chapter VI: Character Advancement and Fudge Points
6.1 Advancement Points
One of the most gratifying aspects of role-playing is seeing characters develop over time. By This Axe provides players
with Advancement Points for participating in adventures and for excellent role-playing. They earn one Advancement
Point (AP) for an adventure in which they fail to achieve their objectives, two APs for an adventure in which they succeed
at achieving their objectives, and three APs for an adventure in which they succeed phenomenally at achieving their
objectives. Furthermore, each player earns one AP for excellent roleplaying. These points may be spent between
adventures in any manner the player wishes at the following rates:

Advancement Point Expenditures Table


Raise an Attribute Level AP Cost
Each Level of Increase Beyond Racial Default +5 150 APs
Increase from Racial Default +4 to Racial Default +5 90 APs
Increase from Racial Default +3 to Racial Default +4 48 APs
Increase from Racial Default +2 to Racial Default +3 24 APs
Increase from Racial Default +1 to Racial Default +2 12 APs
Increase from Racial Default to Racial Default +1 6 APs
Each Level of Attribute Increase Up to Racial Default 3 APs
Raise a Skill Level AP Cost
Each Additional Level of Legendary 50 APs
Move from Legendary to Legendary +1 30 APs
Move from Superb to Legendary 16 APs
Move from Great to Superb 8 APs
Move from Good to Great 4 APs
Move from Fair to Good 2 APs
Each Level Gained from Abysmal to Fair 1 AP
Gain Starting Level for a No Default Skill 1 AP
Other Trait Purchases AP Cost
Buy a gift or increase a gift by one level 6 APs
Buy a power or increase a power by one level 12 APs
Buy a Fudge Point (Only if not Unlucky) 1 AP
Buy Off a Fault or One Level of a “Stackable” Fault 6 APs

6.2 Fudge Points


Each character normally begins play with five Fudge Points. Once spent, those points are gone until more points are
purchased or earned. Fudge Points can be spent in one of four ways:
• A Fudge Point can be spent to reroll any trait roll; simply spend the point and roll the dice again.
• Fudge Points can be spent to have a lucky occurrence take place; the more spent, the luckier the occurrence.
• A Fudge Point can be spent before attempting an action to automatically substitute +4 for the die roll.
Furthermore, if successful, the feat is accomplished with wondrous skill and panache—a critical success.
• A Fudge Point can be spent to turn any wound into a Scratch.

At the GM’s discretion, a character can earn one or more Fudge Points during an adventure by doing something
extraordinarily clever or entertaining or by realistically role-playing a particular scene. Alternatively, players may
purchase Fudge points for their characters at the cost of one Advancement Point each.

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Chapter VII: Money and Equipment
It is important to remember that the poorer members of ancient societies seldom handle actual coinage; they meet their
needs through their own industry or through an ancient system of bartering. Nonetheless, many cultures mint coins in a
variety of metals and denominations; what follows is an example for a generic Sword and Sorcery setting. Each coin’s
rough value in US dollars is provided to assist the Game Master with making comparisons and determining the costs of
unlisted items. Fifty of any type of coin weigh a total of one pound—differences in metals, sizes, and shapes all account
for this strange uniformity in weight.

Coins of BTA US Value in 2021


Brass Coin (1b) $1.00
Copper Coin (1c) $5.00
Silver Coin (1s) $50.00
Gold Coin (1g) $1,000.00

7.1 Starting Gear


Unless players select one or more levels of the Status gift or fault for their characters, player characters will be assumed
to be of Status: Fair—a Tribesperson or a Commoner. Each character should begin the game with coin according to their
Status:

• Anyone of Lower Status: GM Discretion


• Barbarian Itinerant Tribesperson: 10s
• Civilized Peasant: 20s
• Barbarian Tribesperson: 30s
• Civilized Commoner: 60s
• Barbarian Tribal Warrior: 250s (yearly income)
• Civilized Poor Noble: 500s (yearly income)
• Barbarian Clan Chieftain: 500s (yearly income)
• Civilized Noble: 1000s (yearly income)
• Barbarian Tribal Chieftain: 1000s (yearly income)
• Civilized Wealthy Noble: 2000s (yearly income)
• Tribal Queen or King: 2000s (yearly income)
• Civilized Very Wealthy Noble: 4000s or greater
(yearly income)

Furthermore, they should begin with clothing, knife, fire


making gear, a warm cloak or coat, a hat or cap, and the
following equipment:

• Anyone of Lower Status: GM Discretion


• Barbarian Itinerant Tribesperson: Small animal snares, rope, torches, rucksack, cooking gear, bedroll, and a
basic weapon
• Peasant: Snares, water skin, torches, and basic camping gear
• Barbarian Tribesperson: Snares, rope, torches, riding gear, week’s rations, cooking gear, camping gear (tent,
bedroll, etc.), riding horse, light armor, melee weapon, shield, and an appropriate ranged weapon
• Civilized Commoner: Flasks, torches, lamp, rope, and tools (mallets, spikes, etc.)
• Barbarian Tribal Warrior: Riding horse, melee weapons and shield, medium armor, and a ranged weapon
• Poor Noble: Melee weapon and shield, very heavy armor (head and torso), and a two-handed or ranged weapon
• Barbarian Clan or Tribal Chieftain: Melee weapon(s) and shield, heavy armor, warhorse, a two-handed or
ranged weapon, and anything else desired within the limit of starting funds
• Noble to Very Wealthy Noble: Melee weapon(s) and shield, very heavy armor (full suit), warhorse, two-handed
or missile weapon, and anything else desired within the limit of starting funds

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7.2 Sample Prices
What follows is a price list for various items players may wish to buy for their characters. This table provides costs of
items purchased in settlements large enough to easily produce or acquire the goods in question. The GM may raise or
lower these prices significantly, depending upon a wide variety of circumstances. Each piece of armor is listed along
with its DDF value in combat; and every weapon has two additional designations: 1H or 2H, indicating whether the
weapon is used with one or two hands, and the ODF value of the implement in combat.

Sample Goods and Services


Melee Weapon Cost Camping Gear Cost
Axe, Battle (1H) ODF: 3 20s Cooking/Eating Gear 2s
Axe, Light (1H) ODF: 2 10s Fire Starter 2c
Axe, Great (2H) ODF: 4 30s Hide Blanket 2c
Cestus, Heavy (1H) ODF: 0 20s Rucksack, Leather 6c
Dagger (1H) ODF: 1 10s Tent, Large (Five Men) 10s
Knife (1H) ODF: 0 4s Tent, Medium (Three Men) 8s
Lance (2H) ODF: 3 25s Tent, Small (One Man) 2s
Mace, Great (2H) ODF: 3 25s Water Skin, Large (Half-Gallon) 1s
Mace, Heavy (1H) ODF: 2 20s Clothing (Full Suit) Cost
Mace, Light (1H) ODF: 1 10s Adventurer (Leather, Belt, and Boots) 5s
Military Flail (2H) ODF: 3 75s Noble (Varies) 10-50s
Pike (2H) ODF: 4 25s Peasant (Hides/Poor Linen and Sandals) 1.5s
Polearm (2H) ODF: 4 75s Commoner (Linen and Sandals) 2.5s
Spear, Long (1H) ODF: 3 20s Containers Cost
Spear, Short (1H) ODF: 2 15s Amphora (40 quarts) 1s
Staff, Quarter (2H) ODF: 2 5s Cask (2 quarts) 2s
Sword, Broad (1H) ODF: 3 50s Flask, Glass 1s
Sword, Great (2H) ODF: 4 100s Jug, Ceramic (2 quarts) 2c
Sword, Short (1H) ODF: 2 25s Keg, Small (4 Gallons) 4s
War Flail (1H) ODF: 2 40s Vial, Glass 6c
Warhammer (1H) ODF: 2 20s Water or Wine Skin, Large 1s
Ranged Weapon Cost Equipment Cost
Dart (1H) ODF: 1 10s Climbing Gear (Sack, 100’ Rope, Grapnel) 2.6s
Javelin (1H) ODF: 2 15s Fishing Gear 2c
Gastraphetes (Crossbow) (2H) ODF: 3 100s Grapnel 1s
Long Bow (2H) ODF: 3 150s Hammer 4c
Oxybeles (Heavy Crossbow) (2H) ODF: 4 150s Mallet 6c
Recurve Bow (2H) ODF: 3 150s Papyrus or Vellum (1 Sheet) 1c
Short Bow (2H) ODF: 2 50s Shovel or Spade 1-5s
Sling (1H) ODF: 1 1s Writing Kit (Parchment, Quills, Ink, Knife) 2s
Throwing Axe (1H) ODF: 2 15s Food and Beverage Cost
Throwing Knife (1H) ODF: 0 8s Amphora, Ale (40 quarts) 2.5s
Armor1 Cost Amphora, Wine (40 quarts) 8.5s
Light Armor—Full Suit DDF: 1 50s Meal, Average (Inn or Tavern) 6c
Light Armor—Head DDF: 1 5s Meal, Banquet (Inn or Tavern) 1s
Light Armor—Torso and Arms DDF: 1 20s Meal, Cheap (Inn or Tavern) 2c
Light Armor—Groin and Legs DDF: 1 25s Mug, Ale 1-3b
Medium Armor—Full Suit DDF: 2 165s Mug, Wine 1-5c

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Armor (Cont.) Cost Food and Beverage (Cont.) Cost
Medium Armor—Head DDF: 2 10s Trail Fodder (One Week of Oats) 2s
Medium Armor—Torso DDF: 2 60s Travel Rations (One Week) 3.5s
Medium Armor—Legs DDF: 2 40s Lodging
Medium Armor—Groin DDF: 2 25s Common Room Floor, Average Inn 1c
Medium Armor—Arms DDF: 2 30s Dormitory, Average Inn 3c
Heavy Armor—Full Suit DDF: 3 285s Hot Bath 1c
Heavy Armor—Head DDF: 3 20s Private Room, Average Inn 5s
Heavy Armor—Torso DDF: 3 100s Shared Room, Average Inn (Per Person) 1s
Heavy Armor—Groin DDF: 3 60s Stall and Feed, Horse (Daily) 5c
Heavy Armor—Arms DDF: 3 50s Stall, Horse (Daily) 1c
Heavy Armor—Legs DDF: 3 55s Musical Instruments Cost
Very Heavy Armor—Full Suit DDF: 4 570s Bagpipes 10s
Very Heavy Armor—Head DDF: 4 50s Cymbals 1s
Very Heavy Armor—Torso DDF: 4 175s Drum 1s
Very Heavy Armor—Legs DDF: 4 120s Flute 1c-10s
Very Heavy Armor—Groin DDF: 4 125s Harp or Lyre 10-25s
Very Heavy Armor—Arms DDF: 4 100s Horn (Carnyx) 10s
Barding, By Type 5x Human Pipes, Reed 2c
Shield, Light (-1/-0 to Foe)2 4s Trumpet 8s
Shield, Medium (-1/-1 to Foe)2 12s Transportation Cost
Shield, Heavy (-2/-2 to Foe)2 40s Boat, Large (Up to six passengers) 40s
Shield, Very Heavy (-3/-3/-1 to Foe)3 50s Boat, Small (One or two passengers) 10s
Adventuring Gear Cost Cart Horse or Mule 35s
Expedition Kit4 20s Cart/Wagon, Four Wheels 25s
Lamp 1-2s Cart, Two Wheels 10s
Lockpicks (Illegal) 20s+ Chariot, War 150s
Oil, Lamp (One Lamp Fill) 1c Horse, Riding 65s
Rope, 50’ (Hemp) 5c Horse, War 200s
Sack, Leather 1-2c Saddle and Tack, Riding 5-25s
Torches (Wicker) 1c Saddle and Tack, War 75s
Employment Earnings Employment Earnings
Unskilled Laborer (Per Day) 1-2c Physician, Average (Per Day) 4-6s
Skilled Laborer (Per Day) 3-10c Poet (Per Love Poem) 4s
Craftsman (Per Day) 1-2s Poet (Per Poem of Praise) 10s
Prostitute, Average (One Trick) 2c-1s Sculptor, Average (Per Day) 3-5s
Soldier or Guard (Per Day) 1s Soothsayer (Per Tell) 1c-1s
1
Armor and shields are intentionally generic and designated as one of four classes: Light, Medium, Heavy, and Very Heavy:

Light Shield: A small shield such as the Greek pelte or Celtic targe
Medium Shield: A medium shield such as the Macedonian Phalangite or Suebi round
Heavy Shield: A large shield such as the Greek Hoplon or Dipylon, Roman Clipeus, or Celtic oval,
Very Heavy Shield: A very large shield such as the tower shield or Roman Scutum

Light Armor: Leather, furs, hides, quilted linen, or some other material that can be fashioned like clothing; a leather or quilted cap
Medium Armor: Linothrax, boiled leather, or light ring mail; a helm of boiled or reinforced leather
Heavy Armor: Scale, chain, or heavy ring mail; a metal helm with cheek and neck protection, such as a Roman or Celtic helm
Very Heavy Armor: Segmented or solid plate armor; a fully encasing helm, such as the Corinthian

Wearing armor effectively requires Might equal to the armor’s DDF -2. For example, wearing a full suit of very heavy armor (DDF: 4) requires that
a character have Might: Great to avoid suffering a penalty to their Move attribute and physical skills. The penalty is normally -1 per level of Might

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deficit. If a character is wearing less than a full suit of armor, the GM can reduce the Might requirement by a level or two. For example, a hoplite
character is wearing a plate cuirass, plate greaves, and Corinthian-style helm, but they wear no armor on their arms or groin. The GM rules that the
character only needs Might: Good to wear the armor without penalty.
Shields do not add a bonus to the target’s Defense but instead provide a penalty to the foe’s attack. The first number is the penalty applied to a melee
2

weapon attacker, and the second number is the penalty applied against a ranged weapon attacker.
3
Tower shields do not add a bonus to the target’s Defense but instead provide a penalty to the foe’s attack. The first number is the penalty applied to
a melee weapon attack under optimal conditions, such as when used in a phalanx or shield wall; the second number is the penalty applied against a
ranged weapon attack; and the third number is applied against a melee weapon attack in open terrain where the foe can easily maneuver around the
shield.
4
Includes rucksack, sack, water skin, 100’ rope, peasant clothes, hatchet, mallet, stakes, fishhooks, twine, cheap knife, bandages, cooking gear, and a
hide blanket.

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Chapter VIII: Bestiary
The creatures presented here are just a few examples of what intrepid heroes might encounter during their adventures,
and GMs are encouraged to dream up others. The specimens presented are average for each species, but individuals can
vary greatly. If a species can be used for PCs (only at the GM’s discretion), its base attributes are included in parenthesis.

8.1 Cave Bear


These gigantic, prehistoric bears still live in the deepest forests of Europe. They are
fearless, ill-tempered, and terrifying when encountered.

Mettle: Good
Might: Good
Move: Fair
Senses: Good (Animal)
Smarts: Fair (Animal)
Spine: Poor

Weaponry: Claws and Teeth


Armor: Thick Fur
ODF: +8 (Includes Scale +6)
DDF: +8 (Includes Scale +6)

Gifts: Heightened Sense of Smell, Mass Scale: +6, Speed Scale: +4


Faults: Easily Enraged, Poor Eyesight
Skills: Combat: Good, Track by Scent: Good

8.2 Centaur
Centaurs have the lower bodies and legs of horses, but where the neck would normally extend upward on a horse, they
instead have the upper bodies of men. While not as large or as fast as horses, they are bigger and faster than humans.
Centaurs are often barbarous and violent, and many make their
homes in caves and other natural enclosures, but it is a mistake to
think they are stupid. Their culture has an impressive oral
tradition, and they love poetry and music, both vocal and
instrumental. Many centaurs learn to play an instrument.

Mettle (Fair): Good


Might (Fair): Good
Move (Fair): Good
Senses (Fair): Fair
Smarts (Mediocre): Mediocre
Spine (Mediocre): Mediocre

Weaponry: Kick, Spear, or Sling


Armor: Hides and Shield (-1/-1 to Foe’s Attack)
ODF: +4, +7, or +5 (Includes Scale +3)
DDF: +5 (Includes Scale +3)

Gifts: Mass Scale: +3, Speed Scale: +2


Faults: Hot-Tempered, Social Stigma: Centaur
Skills: Spear: Good, Shield: Good, Play
Instrument: Fair, Sing: Fair, Dodge: Fair,
Run: Good, Observation: Fair

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8.3 Corpse Eater
Corpse eaters are large carnivores that look like a cross between a wolf and a rat. Fanged, clawed, and heavily muscled,
these hideous beasts are pack hunters that use darkness and their own explosive speed to take down prey. The necromantic
energies that created these creatures denies them the ability to consume anything except decaying flesh; therefore, corpse
eaters must eat the carrion left by other animals, or they must wait for their kills to decompose.

Mettle: Good Senses: Great (Animal)


Might: Great Smarts: Fair (Animal)
Move: Good Spine: Poor

Weaponry: Claws and Bite Armor: Tough Hide


ODF: +5 (Includes Scale +2) DDF: +5 (Includes Scale +2)

Gifts: Tough 2, Mass Scale: +2, Speed Scale: +3, Heightened Sense of Smell, Night Vision
Faults: Fearless, Bloodlust, Constantly Ravenous
Skills: Combat: Great, Dodge: Good, Ambush: Great, Sneak: Good, Track by Scent: Good

8.4 Dog
Dogs come in all shapes, sizes, and colors; and they may be wild or domesticated. In the wild, dogs are pack hunters that
live in small groups numbering from 10-20 members. Dog packs can employ coordinated attacks to bring down large
game; and, like wolves, they are also skilled at "cutting out” the sickly and weaker members from a herd of prey animals.
The following example is a large dog, such a Labrador, Rottweiler, or Doberman Pincher.

Mettle: Good Senses: Good


Might: Good Smarts: Fair (Animal)
Move: Good Spine: Fair

Weaponry: Teeth Armor: None


ODF: 1 (Includes Scale -1) DDF: 0 (Includes Scale -1)

Gifts: Speed Scale: +3, Heightened Senses


Faults: Aggressive, Mass Scale: -1
Skills: Combat: Good, Track: Good

8.5 Drakon (pl. Drakoi)


Drakoi are the oldest living creatures on
Earth, and they are undoubtedly some of the
most powerful and terrifying. In the caverns
that honeycomb mountain peaks, up to a
score of these ancient creatures breed
(rarely), sleep, and dream of wicked deeds. It
is fortunate for all other species that dragons
hibernate for lengthy periods after each bout
of activity—sometimes for as long as several
decades. Unfortunately, as a result, their
hunger is even more terrible upon
awakening. Drakoi are seldom uniform in
their appearance, and even siblings from the
same nest can vary dramatically—their
coloration, size, shape, and modes of attack
may all be different. However, drakoi have
several characteristics in common: powerful
jaws, deadly breath, dreadful cunning,

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hypnotic eyes, and the ability to fly. Furthermore, they are greedy and love pillaging human settlements; therefore, a
drakon’s lair is likely to hold a large treasure hoard.

Mettle: Good Senses: Good


Might: Good Smarts: Great
Move: Fair Spine: Fair

Weaponry: Teeth and Claws or Fire Breath Armor: Tough Scales


ODF: +11 or +10 (Includes Scale +8) DDF: +12 (Includes Scale +8)

Gifts: Mass Scale: +8, Tough 3, Fire Breath (ODF: 10; Range: 5/15/25/35/45/60), Flight, Speed Scale: +6
Faults: Greedy, Vain, Vengeful
Skills: Combat: Great, Mesmerism: Great*

*A drakon may engage a single target each round with its ability to mesmerize with its eyes, but it may make no other
attacks while doing so and may not defend itself. To mesmerize a victim, the dragon makes an opposed roll of its
Mesmerism skill against the target's Spine. If successful, the target does anything the dragon commands for up to one
hour. This power can only be employed against a victim who can see the drakon's eyes, but drakoi are very clever when
it comes to convincing victims to do exactly that.

8.6 Drus (pl. Drui)


Drui are nature spirits made manifest, guardians and caretakers
of the great forests. They are humanoids, like slightly built men
or women in form, but they appear to be made of living wood.
The average drus stands roughly 5’8” in height but weighs only
120 pounds; as a result, it tends to be weaker and less damage
resistant than a man. However, drui are remarkably agile and
virtually weatherproof, suffering little effect from the elements.
They have leaves or vines instead of hair, and their almond-
shaped eyes have no pupils and are always brown, gold, or green
in color. Drui live in small communities hidden in the great
forests, but they neither build nor have need for shelter, and they
have no formal government. A simple council of elders makes
important decisions for each tribe. Drui never work with metals,
but they can manufacture almost any object from wood, stone,
and other natural materials. Many are skilled magi.

Mettle (Fair): Fair


Might (Fair): Fair
Move (Good): Great
Senses (Good): Good
Smarts (Fair): Good
Spine (Fair): Fair

Weaponry: Drus Bow or Spear


Armor: Heavy Leather and Shield (-1/-1 to Foe)
ODF: +3/+2 (Includes Scale -1)
DDF: +1 (Includes Scale -1)

Gifts: Longevity (1,000+ years), Green Thumb, Weatherproof


Faults: Mass Scale: -1, Dependent (the forest), Intolerant (all who abuse nature)
Skills: Bow: Great, 2H Spear: Good, Hunting: Good, Sneak: Great, Survival: Great

Equipment: The Drus Bow is a magical weapon created only by the drui. It provides +4 ODF and has 50% greater range
than a composite bow. It never provides these capabilities to non-drui and instead functions like a short bow.

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8.7 Fae
Fae are small, deceptively adorable, winged creatures that
live deep in secluded forests. They vary in build and
coloration, but most are a foot tall and weigh roughly three
or four pounds. Unless disfigured or cursed, fae have wings
imbued with magical properties that make them valuable to
alchemists and sorcerers. These capricious beings live in
loose tribes bordering on anarchy, and they are malicious
and profoundly violent. Fae worship a variety of nature
spirits and woodland deities, but religion is not important to
them. They learn and use magic whenever they can, but
they are equally comfortable employing their tiny weapons
and treacherous tactics as means of ending conflicts.

Mettle: Good Senses: Fair


Might: Good Smarts: Fair
Move: Great Spine: Mediocre

Weapons: Fairy Bow, Spear, or Sword


Armor: Fairy Leather and Buckler (-1/0 to Foe)
ODF: -4 (Includes Scale –8)
DDF: -5 (Includes Scale –8)

Gifts: Flight (Speed Scale: +1), Longevity (300+ Years), Magical Aptitude (Power), Tough
Faults: Mass Scale: –8, Impulsive, Violent, Vengeful
Skills: Combat: Good, Sneak: Great, Dodge: Great, One Magic School: Good, Observation: Great, Aerial Acrobatics:
Great, Sleight of Hand: Great

Note: Most fae make use of armor and equipment crafted from their natural surroundings, and few ever use fire.

8.8 Ghoul
Terrible necromantic energies created the undead creatures called
ghouls, and the process twisted their humanity into something
malevolent. Ghouls have little recollection of anything prior to their
transformation, but any memories that remain are always cause for
sorrow and suffering. These ravenous cannibals can only sustain
themselves by devouring the flesh of sentient beings, and they are
constantly on the hunt for fresh meat. Should a sentient humanoid be
slain by a ghoul and not devoured, it will rise as a ghoul 24 hours later.

Mettle: Good Senses: Fair


Might: Great Smarts: Poor
Move: Good Spine: Mediocre

Weaponry: Claws and Bite Armor: Filthy Rags


ODF: +3 DDF: +1

Gifts: Heightened Sense of Smell, Paralytic Venom*


Faults: Must Consume Sentient Flesh
Skills: Combat: Good, Dodge: Good, Sneak: Good, Track the Living
by Scent: Great

*An attack causing a Scratch or better forces the victim to roll an


uncontested Mettle: Good result or be paralyzed for 10 minutes. The
paralysis effect wears off on its own if the victim manages to survive.

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8.9 Giant Rat
Gigantic rats live in tunnels beneath cemeteries, in the sewers beneath large cities, and in other locations that provide
easy access to food sources. They are voracious group feeders that fear little, and most carry highly contagious diseases.

Mettle: Fair Senses: Good (Animal)


Might: Fair Smarts: Good (Animal)
Move: Good Spine: Poor

Weaponry: Teeth and Claws Armor: None


ODF: -3 (Includes Scale -3) DDF: -3 (Includes Scale -3)

Gifts: Night Vision 1, Heightened Sense of Smell


Faults: Mass Scale: -3, Diseased (GM’s choice)
Skills: Combat: Fair, Sneak: Good, Dodge: Good

8.10 Giant Spider


An arachnid of terrifying size and ferocity, it is usually a solitary hunter that makes its webs where prey is likely to travel.

Mettle: Fair Senses: Fair


Might: Good Smarts: Poor
Move: Great Spine: Mediocre

Weaponry: Bite or Web* Armor: None


ODF: +5 or Entangle (Includes Scale +3) DDF: +3 (Includes Scale +3)

Gifts: Bite Injects Paralytic Poison (Great—six-hour duration), Mass Scale +3, Web*
Faults: Colorblind
Skills: Combat: Good, Throw Web: Good, Sneak: Good

*A giant spider’s web attack has ranges of 2/4/8/12/16/20 and entangles any creature it hits, until the victim is cut free or
succeeds at a Might: Superb roll.

8.11 Giga (pl. Gigas)


Gigas are humanoids of massive stature, each stands roughly 9’ to
10’ tall and weighs around 750 pounds, much of it dense bone and
muscle. They look like huge, ugly men with prognathous jaws,
pointed ears, sloping foreheads, and pronounced brows.

Some claim these creatures are the stunted children of the titans, but
if this is true, gigas certainly lack the intellect and culture of their
forebears. They are aggressive, unpredictable, and primitive—most
are technologically no better than late Stone Age.

Gigas sometimes join human armies where they serve as shock


troops, but they are notoriously difficult to control.

Mettle: Good Senses: Fair


Might: Good Smarts: Mediocre
Move: Fair Spine: Mediocre

Weaponry: Stone Axe, Thrown Boulder


Armor: Thick Hides (+2 DDF)
ODF: +8/+6 (Includes Scale +4)
DDF: +8 (Includes Scale +4)

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Gifts: Mass Scale: +4, Tough
Faults: Bloodlust, Social Stigma: Giga, Quick-Tempered, Blunt and Tactless, Odious Personal Habit—Bully, Berserk
Skills: Melee Weapon: Great, Brawling: Great, Throw Boulder: Good, Intimidate: Great, Run: Fair, Dodge:
Mediocre, Herding: Fair, Hold Liquor: Great

8.12 Gorgon
The Gorgons were monsters produced by Gaea to aid her sons against the
gods, and there are possibly dozens of these creatures still living solitary
lives in haunted wastelands throughout the world. Each is a large, female
humanoid with writhing snakes for hair; a hideous, flat-nosed face; and a
serpent-like tongue lolling out over its large, sharp teeth. The most
terrifying aspect of a gorgon, however, is its ability to turn to stone any
who meet its dreadful gaze. The home of a gorgon is usually decorated
with the stone remains of would-be hunters.

Mettle: Great Senses: Fair


Might: Good Smarts: Mediocre
Move: Fair Spine: Great

Weaponry: Claws or Gaze* Armor: None


ODF: +2 (Includes Scale +1) DDF: +5 (Includes Scale +1)

Gifts: Mass Scale: +1, Speed Scale: +2, Tough 2, Gaze*


Faults: Hateful, Lonely
Skills: Combat: Good, Dodge: Good

*An opponent meeting the gaze of a Gorgon must engage it in a contest of


Spine vs. Spine. If the Gorgon wins, the victim is turned to stone!

8.13 Griffin
This mythological creature has the head, wings, and
forelegs of an eagle and the body, hindquarters, and tail of
a lion. These predators live in small prides of 3-10
members and make their homes in rugged, high-altitude
regions. They are strictly carnivorous and hunt a variety of
prey animals, including men, but they favor horseflesh
above all others. Griffin females lay eggs in burrows in the
ground; no one knows why, but these burrows often
contain gold nuggets. Griffins are rare but dwell in greater
numbers in the hills and mountains bordering the Black
Sea.

Mettle: Great Senses: Great (Animal)


Might: Great Smarts: Good (Animal)
Move: Good Spine: Fair

Weaponry: Beak and Claws


Armor: Dense Fur and Feathers
ODF: +8 (Includes Scale +4)
DDF: +7 (Includes Scale +4)

Gifts: Flight, Heightened Senses, Mass Scale: +4, Tough


Faults: Hunted for Feathers, Weakness for Horseflesh
Skills: Combat: Great, Dodge: Good

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8.14 Guard or Militia
Average Guard
This is a typical member of the city watch, a bodyguard, or some other individual expected to deal with low-level trouble.
This relatively inexperienced combatant is likely to flee from combat after suffering a Hurt or worse.

Mettle: Fair Senses: Fair


Might: Fair Smarts: Fair
Move: Fair Spine: Fair

Weaponry: Shortsword or Spear Armor: Light and Medium Shield (-1/-1 to Foe)
ODF: +2 or +3 DDF: +1

Skills: Combat: Fair, Dodge: Fair

Experienced Guard
This is a sergeant of the city watch, a tough bodyguard, or some other individual expected to deal with moderate trouble
very effectively. This individual is an experienced and dangerous opponent who does not fight to the death unless there
is no other choice.

Mettle: Good Senses: Fair


Might: Good Smarts: Fair
Move: Fair Spine: Fair

Weaponry: Shortsword or Spear Armor: Medium and Medium Shield (-1/-1 to Foe)
ODF: +3 or +4 DDF: +4

Gifts: Tough
Faults: Duty
Skills: Combat: Good, Dodge: Good, Intimidate: Fair, Persuade: Fair, Survival—Urban: Fair

8.15 Harpy
Harpies are hateful creatures with the forms of birds but the breasts and faces of vengeful female humans. They live in
nests of 10-50 individuals and appear to be hermaphroditic, as they both lay and fertilize their own eggs. The gods
sometimes use harpies as agents of punishment, and legends tell of harpies sent by Hades to abduct people and torture
them on their way to the underworld. Harpies defecate on anything they do not want touched or used, and the stench of
their feces is so vile that only the most desperate risk contact with it. A character must roll Spine: Great or better to touch
any object contaminated in this manner.

Mettle: Good Senses: Fair


Might: Good Smarts: Poor
Move: Good Spine: Mediocre

Weaponry: Claws Armor: None


ODF: +0 (Includes Scale -2) DDF: 0 (Includes Scale -2)

Gifts: Flight, Speed Scale +4 (Flying), Tough, Awful Fecal Matter


Faults: Hateful, Mass Scale: -2
Skills: Combat: Fair, Dodge: Good

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8.16 Horse
Horses are domesticated by many cultures, but they also run free in the wild. The individual breeds vary tremendously
in appearance, capabilities, and value; GMs will have to use their own discretion in assigning the exact attributes of any
equine. The example provided below is a common riding horse.

Mettle: Great Senses: Good


Might: Good Smarts: Mediocre (Animal)
Move: Great Spine: Mediocre

Weaponry: Bite and Kick Armor: None


ODF: +5 (Includes Scale +4) DDF: +6 (Includes Scale +4)

Gifts: Mass Scale: +4, Speed Scale: +4


Faults: Skittish, Bites Strangers
Skills: Combat: Fair

8.17 Hydra
Said to be the offspring of Typhon and Echidna, these amphibious monsters have the body of a reptile and six, snake-
like heads on long, flexible necks. Hydras have incredible powers of regeneration, and their bites deliver a powerful toxin
that can disable or kill a man-sized creature. Hydras are solitary creatures that live in temperate to tropical regions, but
they prefer swamps and other wastes.

Mettle: Good Senses: Good (Animal)


Might: Good Smarts: Fair (Animal)
Move: Good Spine: Fair

Weaponry: Bite Armor: Scaly Hide


ODF: +7 (Includes Scale +5) DDF: +7 (Includes Scale +5)

Gifts: Mass Scale: +5, Tough, Poison (Great—Incapacitated), Multiple Attacks (one per head), Regenerate (one injury
level per combat round unless the wound is sealed with fire)
Faults: Susceptible to Cold
Skills: Combat: Good, Sneak: Great; Dodge: Fair

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8.18 Kobalos (pl. Kobaloi)
Kobaloi are sometimes mistaken for human children because
they are small—usually no more than 4’ in height. Their umber
skins are coarse, their mouths are lined with sharp teeth, their
ears are pointed, and their amber eyes gleam with savage
mischief. These nocturnal humanoids are found in wild forests,
mountainous regions, and wastelands, where they live and hunt
in small, loosely knit tribes. Fortunately, kobalos tribes seldom
cooperate with one another to any degree; if they did, there might
be no way to offset their advantage in sheer numbers. Kobaloi
also have a powerful aversion to sunlight that borders on
insanity. If forced to function during the day, even in filtered
sunlight as might be found in dense forest, kobaloi take a –2
penalty to all trait rolls.

Mettle: Fair Senses: Good


Might: Fair Smarts: Mediocre
Move: Good Spine: Mediocre

Weaponry: Crude Shortsword


Armor: Cuirboilli and Buckler (-1/0 to Foe)
ODF: +1 (Includes Scale -1)
DDF: +0 (Includes Scale -1)

Gifts: Night Vision


Faults: Mass Scale: -1, Fear of Sunlight, Cowardly
Skills: Combat: Fair, Sleight of Hand: Good, Sneak: Good,
Grovel: Good

8.19 Lycanthrope (Werewolf, Werecat, Werebear, etc.)


Lycanthropes are humans infected with lycanthropy—a magical disease
linked to the phases of the moon. It turns those infected into terrifying
creatures of wanton destruction. For the duration of the transformation,
usually from midnight until just before dawn, they become ravenous and
insane with bloodlust. Mercifully, most lycanthropes do not remember
what occurs during their metamorphoses, but they may begin to piece
together clues to their nocturnal activities. Lycanthropy can be spread by
the bite of one already infected, and the only known cure is powerful
healing magic. In the early stages of the disease, victims involuntarily
transform only on nights of the full moon. As the disease progresses, the
involuntary shape shifting occurs more and more frequently until it
eventually becomes permanent.

Werewolf
Mettle: Good Senses: Good (Animal)
Might: Great Smarts: Good (Animal)
Move: Good Spine: Poor

Weaponry: Claws and Bite Armor: Magical Fur +1 DDF*


ODF: +4 (Includes Scale +1) DDF: +3* (Includes Scale +1)

Gifts: Fur; Harmed Only by Silver or Magic; Mass Scale: +1; Shapeshift (Power); Speed Scale +3
Faults: Ravenous, Bloodlust, Secret
Skills: Combat: Good, Dodge: Good, Sneak: Good, Track: Great

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8.20 Manticore
The manticore is a vile creature with
humanoid facial features, the body of
a lion, bat-like wings, and a wickedly
barbed tail that can deliver a powerful
poison. It is a lethal predator that uses
its triple rows of teeth to eat its prey
entirely, leaving no bones or other
remnants behind. The sting of a
manticore is nearly always lethal, and
alchemists pay handsomely for an
intact venom sac.

Mettle: Great
Might: Good
Move: Good
Senses: Good
Smarts: Poor
Spine: Mediocre

Weaponry: Bite or Sting


Armor: Fur
ODF: +5 or +7 (Includes Scale +3)
DDF: +6 (Includes Mass Scale: +3)

Gifts: Mass Scale: +3, Flight, Speed Scale: +3 (Fly), Poisonous Sting*
Faults: Bloodthirsty, Stupid
Skills: Combat: Good

*Roll Mettle: Great or be poisoned and Incapacitated. If poisoned, roll Mettle: Great again after 10 minutes or die.

8.21 Minotaur
A minotaur has the body of a man and the head, horns, and tail of a bull. It
is much stronger and larger than a man, but it is stupid, primitive, and prone
to fits of rage. Some say the first of its kind was the result of an unnatural
union between the wife of King Minos of Crete and a prized bull belonging
to Poseidon. Others believe that each minotaur is the son of the child-eating
Phoenician god Baal-Moloch, who is usually depicted as a bull or a
minotaur. Regardless of its origins, a minotaur is always male and can
procreate with humans or bovines; should such a union result in offspring, it
is always a minotaur or a bull of great size and strength.

Mettle: Superb Senses: Good


Might: Superb Smarts: Poor
Move: Fair Spine: Fair

Weaponry: Horns or Great Axe


Armor: None
ODF: +6 or +9 (Includes Scale +2)
DDF: +6 (Includes Scale: +2)

Gifts: High Pain Threshold, Tough, Mass Scale: +2


Faults: Bloodlust, Berserk
Skills: Combat: Great, Track by Scent: Good

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8.22 Myrmidon
Aeacus was the son of Zeus and the nymph Aegina, and he grew up
alone on the plague-ravaged island of Aegina. In answer to his prayers
for companionship, Zeus transformed the island’s ants into the red-
skinned men and women now called Myrmidons. Aeacus took his
people to Thessaly, and they followed his grandson Achilles to fight at
Troy. They have since journeyed to many other lands and sometimes
find employment as mercenaries—very expensive ones. Myrmidons
are strong, resilient, and courageous. Both males and female live for
battle and conquest, so very few see old age.

Mettle: (Good) Great Senses: (Fair) Fair


Might: (Great) Superb Smarts: (Fair) Fair
Move: (Fair) Good Spine: (Fair) Fair

Weaponry: Spear or Shortsword


Armor: Very Heavy and Tower Shield (-3/-2/-1 Foe)
ODF: +6/+5
DDF: +7

Gifts: Tough, Cool


Faults: Bloodthirsty, Lacking Empathy
Skills: Sword, 1H: Great, Spear, 1H, Great, Pankration: Good, Dodge: Good, Tactics: Fair

8.23 Pygmy
Pygmies are a diminutive, normally proportioned people who stand roughly two-and-a-half feet in height. Their
complexion, hair, and eye colors are like those of humans, and pygmy males can grow facial hair. Pygmy cultures range
from Stone Age to Iron Age, but most are on par with local human cultures. Pygmies often ride goats or large dogs.

Mettle (Good): Great Senses (Fair): Fair


Might (Fair): Good Smarts (Fair): Fair
Move (Fair): Good Spine (Good): Good

Weaponry: Short Spear or Sling Armor: Linothrax and Medium Shield (-1/-1 to Foe)
Total ODF: -1 or -2 (Includes Scale -4) Total DDF: 0 (Includes Scale -4)

Faults: Mass Scale -4


Skills: Combat: Good, Stealth: Good, Tracking: Good

8.24 Revenant (Animated Dead)


Revenants are mindless automatons created from the corpses of sentient creatures. They are covered with rotting,
putrescent flesh that provides them with greater strength and durability than an animated skeleton possesses. Revenants
are immune to modifiers for wounds and fight on until hacked to pieces.

Mettle: Great Senses: Poor


Might: Great Smarts: N/A
Move: Poor Spine: N/A

Weaponry: Large Club Armor: Tattered Leather


ODF: +4 DDF: +3

Gifts: Immune to Pain, Stench (Foes must pass Spine: Great or take a –1 penalty to all trait tests)
Faults: Enslaved, Hideous Appearance
Skills: Combat: Mediocre, Terrify Opponent: Good, Rot: Superb

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8.25 Roc
Said to be the pets of mighty Zeus, these massive raptors are
found near high mountain peaks where they make their
aeries. Their initial attack is always a diving rake with razor-
sharp claws. They can carry away several fully armored men
and horses with little difficulty.

Mettle: Good
Might: Good
Move: Good
Senses: Great
Smarts: Fair (Animal)
Spine: Fair

Weaponry: Beak and Talons


Armor: None
ODF: +8 (Includes Mass Scale: +6)
DDF: +6 (Includes Mass Scale: +6)

Gifts: Mass Scale: +6, Flight at Speed Scale +10, Keen Vision
Faults: Hollow Bones (-1 DDF)
Skills: Combat: Great, Aerial Acrobatics: Good, Observation: Great

8.26 Shade
A shade is a form of undead created when a malevolent
soul refuses to part from its body upon death. Through
sheer will or necromantic rites, the creature reanimates
its own corpse and remains, at least partly, in the
material world. It must then feed upon sentient life
energy at least once each week or be drawn into the
underworld where it will be punished by the gods for its
transgressions. A shade can only be harmed by magical
or sanctified weapons.

Mettle: Fair Senses: Fair


Might: Fair Smarts: Fair
Move: Fair Spine: Superb

Weaponry: Touch Armor: None


ODF: None* DDF: 0

Gifts: Psychic Drain*, Damaged Only by Magic


Faults: Must Devour a Soul Once a Week or Perish
Skills: Combat: Good*

*The touch of a shade is unaffected by armor or shields


and passes directly through these protective measures.
If it hits the target, it does no physical damage; instead,
the shade and the victim make opposed Spine checks. If
the shade wins, the victim temporarily loses the relative
degree of success from their Spine score. If reduced
below Spine: Abysmal, the victim’s soul is devoured
and the character is destroyed. Note: Spine damage is
recovered at the rate of one level per day.

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8.27 Skeleton (Animated Dead)
Animated skeletons are seldom found outside the lairs of necromancers or
locked within tombs where they are employed as guardians. These necromantic
automatons can follow only simple orders of the most literal nature, and they
struggle to sense the world around them as anything more than shadows. The
force that joins together and animates their bones burns in their eye sockets with
a sickly green glow. Skeletons are not terribly sturdy, but they are immune to all
combat modifiers for wounds—they fight on without penalty until destroyed.

Mettle: Good Senses: Poor


Might: Good Smarts: N/A
Move: Fair Spine: N/A

Weaponry: Bony Claws or Axe or Sword


Armor: Cuirboilli (Medium) and Medium Shield (-1/-1 to Foe)
ODF: -1 or +2 (Includes Scale -2)
DDF: +1 (Includes Scale -2)

Gifts: Immune to Pain, Resistant to Piercing Weapons: Takes Half DF


Faults: Mass Scale: –2, Enslaved, Terrifying Appearance
Skills: Combat: Fair, Dodge: Fair

8.28 Soldier
This is a Greek or Roman soldier or its Carthaginian or Persian equivalent. The first stats presented are those of a skilled
peltast or light skirmisher, and the second represent a skilled hoplite with a spear and a tower shield. Soldiers, regardless
of skill and experience, are unlikely to throw their lives away on a fool’s errand. However, they generally have better
morale than the common militia.

Peltast
Mettle: Good Senses: Fair
Might: Fair Smarts: Fair
Move: Good Spine: Fair

Weaponry: Javelin or Shortsword Armor: Small Shield (-1/0 to Foe)


ODF: +2 DDF: +1

Skills: Combat: Good, Dodge: Good

Hoplite
Mettle: Good Senses: Fair
Might: Good Smarts: Fair
Move: Fair Spine: Fair

Weaponry: Spear or Shortsword Armor: Very Heavy and Tower Shield (-3/-2/-1 to Foe)
ODF: +4 or +3 DDF: +5

Skills: Combat: Good, Dodge: Good

8.29 Thunder Warrior


Thunder warriors are powerful creatures that dwell at the hearts of turbulent weather patterns. They look like massive
warriors made of swirling cloud vapor, and they strike with fists charged with terrifying electrical force. Some claim
these creatures are the children of Zeus.

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Mettle: Good Senses: Fair
Might: Great Smarts: Poor
Move: Good Spine: Fair

Weaponry: Electrically Charged Fists Armor: None


ODF: +6 (Includes Scale +5) DDF: +6 (Includes Scale +5)

Gifts: Can Only Be Harmed by Magic, Flight (Speed Scale 5), Shock and Awe* (Power), Mass Scale: +5
Faults: Poor Senses (-3), Violent
Skills: Combat: Great

*Shock and Awe: The victim must succeed with a Mettle roll of Great or better to avoid becoming Very Stunned.

8.30 Troglodyte
These primitive cavemen preceded homo sapiens, and some even interbred with their brighter descendants. Troglodytes
are larger and pack greater dense muscle than modern humans, and their primitive cultures are bound by savagery and
violence. Many worship the Earth Mother, who is represented in their crude art as the Venus of Willendorf.

Mettle: Great Senses: Fair


Might: Good Smarts: Mediocre
Move: Fair Spine: Fair

Weaponry: Large Stone Axe Armor: Light and Medium Shield (-1/-1 to Foe)
ODF: +5 (Includes Scale +1) DDF: +4 (Includes Scale +1)

Gifts: High Pain Threshold, Tough, Mass Scale: +1


Faults: Bloodlust, Primitive, Poor Hygiene, Bad Temper, Social Stigma -1 (Neanderthal)
Skills: Combat: Good, Intimidate: Good, Ambush: Good

8.31 Troll
Trolls are humanoid giants that stand about 9’ tall and weigh
approximately 500 pounds. They have tough, rubbery green
skin and slimy black tendrils for hair. Their chins jut
defiantly from beneath large noses, and their lips cannot
conceal the shark-like teeth that frame their mouths. Trolls’
fingers and toes end in thick, sharp nails they use for tearing
at prey. They cannot survive exposure to direct sunlight,
even for a moment, without turning to stone. Trolls live in
desolate wastes, impassable swamps, and dank caverns.

Mettle: Great Senses: Good


Might: Great Smarts: Terrible
Move: Fair Spine: Poor

Weaponry: Claws and Bite


Armor: Rubbery Hide
Total ODF: +6 (Includes Scale +3)
Total DDF: +6 (Includes Scale +3)

Gifts: Scale +3, Regenerates (One wound level/three combat


rounds), Tough, Heightened Sense of Smell, High Pain
Threshold, Night Vision, Speed Scale: +2
Faults: Primitive, Hateful, Turns to Stone in Sunlight
Skills: Track Prey by Scent: Good, Combat: Great

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8.32 Venus Man Trap
These large, carnivorous plants live in rainforests and subtropical wetlands. They look like the lesser fly trap; however,
they are much larger, and everything above their root systems is fully mobile. This predator gives emits a pheromone
that is attractive to mammals, and once prey has been lured within striking range, the Man Trap attacks with its massive,
toothy maw. The pheromone sac of a Venus Man Trap can be harvested and is worth considerable coin to alchemists.

Mettle: Fair Senses: Fair


Might: Good Smarts: Poor (Animal)
Move: Fair Spine: Fair

Weaponry: Toothy Maw Armor: None


ODF: +5 DDF: +3

Gifts: Tough, Mass Scale +2, Pheromone Lure*


Faults: Limited Mobility (anchored by roots)
Skills: Combat: Good

*Any mammal within 20 yards of the Venus Man Trap must succeed at a Spine: Good test or be drawn toward the plant
in fascination. Once attacked or the attraction has been physically disrupted, the character can act.

8.33 Wolf, Greater


Greater wolves are the massive forebears of modern wolves, but they
are more cunning and enjoy the taste of human flesh. Many still roam
the forests and plains of Europe, despite humans’ best efforts to
eliminate these terrifying predators.

It seems greater wolves do not much care for the taste of kobaloi, who
are known to raise these monstrous canines from pups to serve as
battle companions and mounts. This gives kobaloi warriors a
significant ally in battle, but the relationship with the wolves is always
tenuous at best and sometimes ends in disaster.

Greater wolves are popular combatants in arenas across the


Mediterranean.

Mettle: Good
Might: Great
Move: Good
Senses: Good (Animal)
Smarts: Good (Animal)
Spine: Mediocre

Weaponry: Claws and Bite


Armor: Bristling Fur
ODF: +6 (Includes Scale +2)
DDF: +5 (Includes Scale +2)

Gifts: Mass Scale: +2, Heightened Senses, Tough


Skills: Combat: Good, Dodge: Good, Track by Scent: Great, Sneak:
Good

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Chapter IX: A Sample Setting
The sample setting for By This Axe is a pseudo-historical version of Europe and our own Earth at roughly 500 B.C.E. At
this time, the Carthaginian Empire, led by Hamilcar I; the hegemony of Greek city-states, led by Cleomenes I of Sparta;
and the Persian Empire, led by Darius I, are vying for control of the Mediterranean. The Kingdom of Rome has
emancipated itself from Etruscan control and has evolved into the Republic of Rome, a government headed by two
consuls and controlled by a senate and the people. It is quickly becoming a major player in the region’s affairs.

A lengthy treatise on this setting is unnecessary because there are already many wonderful sources of information on this
period. Just throw in some magic and a bunch of real gods and have fun! However, the following brief introductions to
nine cultures in this setting may be helpful. GMs should expand upon these and add others as interest and need dictate.

9.1 You Are a Carthaginian


• You are proud of your nation’s might and its reputation for producing the finest sailors in the world. The fleets
of Carthage are second to none; however, your nation depends heavily upon foreign mercenaries.
• Your society is dominated by an aristocratic trading class who hold all important political and religious
positions, but below this stratum is a wonderful mix of artisans, laborers, mercenaries, slaves, and foreigners
from across the Mediterranean.
• Your nation’s aristocracy is founded entirely upon wealth. There are large
estate owners in Carthaginian lands beyond the city proper, but property is
not the exclusive ticket to power that it is in other cultures. Therefore,
enterprising individuals who exploit market conditions can rise to the top
of society and become politically powerful.
• All aspects of your society, including the religious posts of Carthage, are
controlled by the aristocracy. Your high priest is also a member of the
Senate and the influential Council of 104. You revere your priests
because they perform rituals and sacrifices in honor of the gods. Most
of their positions are hereditary. They live austere lives and shave
their heads in devotion. A chief priest is responsible for each temple
and is assisted by lesser priests. Carthaginian priests control
education and the city’s libraries.
• Your government’s key positions require unpaid
service, so only those with other sources of
income can afford to hold public office. While
having the financial means to hold office is
essential, your people also place great value
on pedigree; therefore, the families who can
trace their lineage back to the founding of
the city and the colonists from Tyre have
an advantage when running for public office.
• The population of your great city is somewhere
around 400,000 people; its cosmopolitan blend
of skills and cultures promotes its innovation
and success. For this reason and many
others, you believe Carthage is the
greatest city in the world.
• Your religion centers on the
worship of the great titan
Kronos, a deity sometimes
identified elsewhere as the
Phoenician Semitic deity Baal. Your priests allegedly sacrifice
healthy children to him, but this is not true. Instead, animal sacrifices
and symbolic human effigies are used during ceremonies. Nonetheless,
other nations make unsubstantiated claims of infanticide to justify their
hostilities toward Carthage.

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9.2 You Are a Celt
• You live somewhere in the region extending from central France to western Hungary and from the Alps to
central Poland. Your culture is at its zenith, and your people maintain a strong network of trade and exchange.
• Alternatively, you may be a Celtiberian living in the north or central areas of the Iberian Peninsula alongside
the Iberians with whom your tribe has intermarried. The result of this intermingling is that your people have
developed an artistic and material culture that is distinct from that of their Halstatt cousins. Your craftsmen are
known for their pottery and metalwork, and they produce exquisite gold jewelry. Your warriors are sometimes
employed by the Carthaginians as mercenary soldiers.
• You were born into a militaristic society led by a king or queen selected from amongst the finest tribal chieftains.
Your people boast an advanced and specialized military culture
that includes large-scale offensive and defensive tactics.
• You love music and hold singers and musicians in high
regard. This is particularly true of the educated class your
people call filid or bards.
• You have a strong sense of honor and may take one or more
solemn vows called geis (geasa, pl.) that bind you to
difficult behavioral restrictions. Breaking such a vow will
cause you to suffer a terrible curse or possibly death.
• Your people train and maintain diplomats and engage
in developing treaties when it benefits them.
• You place tremendous value on mental
and physical fitness, and your priests
(Druids) fine or ostracize those who are
fat or out of shape. You spend considerable
time and wealth maintaining your physical
appearance.
• Your family may live in a lone dwelling some
distance from neighbors, or you might live in a huge,
fortified village of stone with public spaces, houses,
workshops, halls for public gatherings, communal
kitchens, a public treasury, a public steam room,
and storehouses for goods and animals.
• Your people maintain both private and community
property, and they have a public treasury.
• You are monogamous, and both men and women in
your culture have nearly all the same rights.
Furthermore, your people recognize seven different
types of marriage.
• Your people are known to be excellent artisans
and artists, and your blacksmiths, stonemasons,
and jewelers are widely renowned.
• You participate in a Druidic religion through
which you appease, rather than worship,
myriad gods and spirits. Your Druids (priests)
are powerful, highly revered religious leaders,
and they also serve as legal authorities,
adjudicators, lore-keepers, physicians, and
political advisors.
• You may be educated—some of your people are
polyglots and able to write.
• You are likely a headhunter who keeps the severed
heads of enemies as trophies. You take great
pride in the fact that their souls must
serve you in the afterlife.

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9.3 You Are a German
• Your people—Teutons, Suebi, Goths, and many others—live in the region that is modern day Germany and
Scandinavia. They are entirely distinct from the Celts and have their own gods and language. They are farmers,
warriors, and traders who frequently raid neighboring tribes for slaves, plunder, and glory.
• Your tribe elects a tribal chief from amongst the eligible candidates who are descended from the divine, mythical
founder of the tribe. Your tribal chief is ruler, lawmaker, judge, military chief, and high priest.
• You value most your relationships within your immediate household, and your extended family frequently
gathers in a longhouse at the center of your stead. Your father is your primary authority figure, but you also
respect your mother who is a strong and capable figure.
• The non-combatant women of your family encourage and care for the men as they do battle. These women
usually manage the households, and along with the children, they do most of the household
chores. However, female warriors have the same responsibilities as their male counterparts.
• Your household might include slaves, but slavery is uncommon amongst your people. If you
have slaves, they likely have households of their own.
• Your traditions include the concepts of weregild and privileges for the aristocracy. One such
privilege is that nobles may take multiple husbands or wives.
• If you are a warrior, you are likely an excellent single combatant, albeit
undisciplined. You do not attack neighbors to acquire their land,
but you do raid them for cattle and other resources.
• You live in a small settlement with buildings constructed
of timber, and these are mostly farmhouses, barns, and
workshops. Your people rely primarily upon the crafts of
carpentry, pottery, and metal working. Although your
blacksmiths work iron, many still prefer working
with bronze when they construct basic tools.
• Your people are usually monogamists, and
adultery is very rare because the penalty is
immediate and left to the spouse who was
wronged. They might cut off the adulterer’s
hair, strip them naked, and humiliate them in
the center of the village. Your people have
no mercy toward anyone who prostitutes
themselves, and no one will marry them.
• Your life has been heavily focused upon
hunting and military exercise. You have trained
from childhood to labor and endure hardship.
• You were trained to believe that abstinence
increases size, endurance, and strength;
therefore, you probably avoided
sexual relations until after your
20th birthday. Neither men nor
women hasten to marry; therefore,
they are often equally tall and strong.
• You believe it is important to have many
children and thereby promote the survival of
your tribe.
• If you are a Suebi warrior, you wear your hair in
an unusual, braided knot that loops from
either side of your head over the top.
• You worship a pantheon of gods and
goddesses that includes many of the
Viking deities with different names:
Wodanaz, Donar, Teiwaz, Ermunaz,
Nerthus, Wulluz, Ingwaz, etc.

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9.4 You Are a Greek
• You are loyal to your city-state and proud of the important contributions your people continually make to
philosophy, mathematics, astronomy, sculpture, architecture, and medicine.
• Literature and theatre are important to you, and you are undoubtedly familiar with one or both.
• You view Rome and many other European civilizations as upstart imitators. After all, they mimic many aspects
of your culture—especially architecture, art, and religion.
• Your people view education as essential; therefore, you likely received some form of education, whether free
lessons from itinerant teachers or formal education provided in schools or delivered by private tutors.
• You are democratic in your thinking and place great value on personal freedom and duty to your city-state.
• You do not think of yourself as Greek because ancient Greece is not an empire or even one
country. You live in one of more than 500 city states established on the Greek peninsula—
some are very small, while others like Athens, Corinth, Megara, Argos, and Sparta
are large and powerful. Each is an independent
government that makes its own laws and mints
its own coinage; each maintains its own
traditions and ways of doing things. You likely
identify with your city-state, claiming
heritage as a Corinthian, Athenian,
Spartan, etc. However, all Greek
city-states speak Greek, believe in
the same gods—the Olympian
Twelve—and share a proud,
common history.
• Your people readily form alliances
to fight mutual enemies, whether Greek
or from outside the Greek peninsula. Your
city-state trades with others and frequently
negotiates treaties with its neighbors.
• You know there are three main forms of government
amongst the various city-states of Greece:
monarchy, which is rule by a queen or king, such as
the government of Corinth; oligarchy, or rule by a
small, elite group, such as the government of Sparta; or
rule by many, such as the direct democracy of Athens.
• Your people practice slavery, and a network of
slave trading crisscrosses the Greek
peninsula. You treat slaves well
because they always belong to their
master's household; to harm a slave
is to harm their master. You welcome a new slave into
your home by offering fruits, nuts, and other dainties, just
as you would welcome a new bride. Your people permit
slaves to take part in most civic and family cults, and
they invite them to participate in banquets and important
ceremonies. The laws of your city-state permit slaves to
claim asylum in a temple, just as free citizens can.
While your people’s slaves usually share the gods of
their masters, they are permitted to keep their own
religious customs. Your laws do not permit slaves to
own property, but their masters may permit
them to save money and purchase their
freedom. There are many war monuments
dedicated to Athenian slaves who fought
beside free Athenians.

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9.5 You Are a Numidian
• You are sometimes called a Berber by outsiders, a misnomer given by the Greeks who first encountered
your people and thought them barbarous. This is a lie told out of fear—your culture is equally rich and your
traditions are just as meaningful.
• You live in mostly nomadic tribes that have formed two loose confederations—to the west are the
Masaesyli and to the east is a coalition of smaller tribes known as the Massylii. Each tribe has its own
chieftain, and each confederation is supposedly ruled by a queen or king. However, the various tribes
frequently quarrel and raid each other for goods and captives; they seldom fight together under a single
banner, unless the threat is significant.
• You have a unique language, which foreigners call Berber, and it has a written form with its own alphabet.
Your scholars use this language, but few common people do.
• At various times you have traded with Greek Cyrene, Punic Carthage, and other settlements. At others your
people have raised armies and demanded tribute. They maintain a proud warrior culture, and they are
skilled skirmishers who harry merchants traveling the trade routes.
• Your people are pastoral nomads, living off their goats, sheep and other livestock. They gather milk, meat,
hides, and wool for food, tents, and clothing. They are master weavers who weave protective symbols into
their garments. They are also noteworthy horse breeders and riders; light infantry and cohorts of chariots
form the heart of their military.
• Many of your men wear their hair long, braided and beaded, crisply parted, and held back by a leather band
hung with brightly colored feathers. Older men wear long beards that they also braid and decorate. Their
light-weight antelope hide robes are dyed with prints; these cross their shoulders and fall to mid-calf. Your
women wear similar robes and also decorate their hair with plaits, beads, and other adornments. Heavy
jewelry is worn by the wealthy.
• Magically protective facial tattoos are very popular in your culture, especially for women.
• Your cultural weapons include bows, hatchets, spears, and daggers. Your people wear only light armor, if
any, and you fashion your shields from wood covered with tough leather. These may be large, but they are
light and mobile.
• Your people venerate their ancestors and worship a large pantheon of gods, including Afrika, a goddess of
fortune and fertility; Ammon, the Life God; Antaeus, the Wrestler; Anzar, the Rain God; Atlas, the
Mountain God; Bacax, God of Wine and Fertility; Gurzil, the God of Sun and War; Mastinam, Chieftain of
the Gods; Medusa, Goddess of Sorrow and Vengeance; Sinifere, the War Goddess; and Tannit, the
Goddess of Weaving to name but a few.

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9.6 You Are a Persian
• You are likely a Zoroastrian and a monotheist, so your sacrificial
rituals do not involve altars, burnt offerings, pipe music, or the
pouring of libations. Instead, your religious rituals feature
animal sacrifices to the divine creator Ahura Mazda. You
believe in the importance of good thoughts, good words,
and good deeds.
• You are a citizen of the Persian Empire, even if you were
not born in the empire.
• Both men and women are valued and held in high regard in
your culture, but you view each as very different.
• You do not practice slavery.
• Your mighty empire is composed of many different
nations, and Darius I rules the whole as a
confederation in which each satrap—a province or
state—has its own traditions, laws, and religion. As a
result, you believe in religious and ethnic tolerance
and freedom for all, and you are open-minded about
welcoming and interacting with other cultures.
• You greatly enjoy foreign luxuries and fashions,
including those of the Greeks.
• If you are a male, you are likely polygamous and
take pride in the number of sons you have. King
Darius I offers rewards to those who have the
most sons.
• Your mother did not permit any of her male
children to have contact with your father until
after the age of five. She did this to prevent
your father from being stricken by the loss of
a child who died prematurely.
• You have taboos against the speaking of
unlawful things.
• The most disgraceful act you can commit is to
tell a lie. The second most disgraceful is owing a
debt because it will likely require you to tell lies to
conceal it.
• Your people shun those who suffer leprosy,
denying them entrance to cities and refusing
contact with them. You believe these sufferers
are being punished for their sins against the sun.
• Your people do not bury their dead; instead,
you consider corpses unclean and place them in
“Towers of Silence” where they are exposed to
the sun and carrion birds that pick their bones
clean. Once the sun and wind bleach the bones
clean, which can take as long as a year, your
priests deposit them in the ossuary pit at the
center of the tower.
• You would never urinate or vomit in front of people
after drinking—such behavior is grotesque and
forbidden.
• You greet fellow Persians of similar status by
kissing them on the lips, but you greet those of
differing status by kissing them on the cheek.

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9.7 You Are a Roman
• You live somewhere on the Apennine Peninsula near Rome, the greatest of your people’s cities. You are a
member of one of the three greater tribes or one of the lesser 18 tribes that form the new republic.
• You are proud of your Roman heritage and your freedom from the Etruscans, but you still share many of
the same traditions and values. You view the military as an important part of being a Roman, and you likely
have friends and relatives who have joined the army during the annual levies or legio. These still fight in
much the same manner as the Greeks and Etruscans with hoplites serving as the core of each legio.
• Your culture is founded upon three primary tribes of Romans—the Titienses, the Ramnenses, and the
Luceres. Within these groups your people recognize four broad social classes: patricians (aristocrats),
equites (knights), plebians (commoners), and servorum (slaves). Some Greek slaves are highly
educated doctors or teachers who instruct their pupils in rhetoric and the Greek language.
• Your people are developing complex laws and building an extensive
administration. They are also experiencing beginning a period of
enlightenment marked by intellectual works, feats of engineering, and
architecture that includes arches and domes.
• Your culture is dynamic and inclusive, and your people willingly adopt
new and better ways of doing. As your militant nation expands, you
do not destroy other cultures and religions. Instead, as you conquer
your neighbors, you take what is best from each.
• Your people worship a pantheon of gods—primarily the
Olympian Twelve who are led by mighty Jupiter—
but they adopt other religions as their needs and
interests dictate.
• Your house is likely built of sun-dried brick
and has only one room. Your family sleeps,
eats, and entertains visitors here. You know
of wealthier people who live in villas that
have statues and paintings, separate living
and dining rooms, colorfully painted walls
and tiled floors decorated with mosaics, and
a central courtyard decorated with plants,
flowers, and fountains. Tenements in Rome
house the poor on the top floors. Fires are
common in these ramshackle dwellings.
• If you are poor, you eat vegetables, fish,
salt, cheese, fruits, nuts, and olive oil. You
seldom eat meat, usually skip breakfast, and
eat leftovers from last night’s dinner for lunch.
If you can afford them, you enjoy clams and oysters
or bread and garum (fermented fish sauce) as appetizers.
If you are a patrician, you like to eat dinner before four in
the afternoon, and you hold lengthy banquets with many
courses. For the wealthy, dining is an artform.
• You get your drinking water from aqueducts, and
you bathe in public baths fed by them. These baths
have separate rooms featuring hot or cold water,
and many public baths boast gardens, stadiums, art
galleries, libraries, and taverna.
• Your people write plays, enjoy the theater, and
see satire as an art form. They also enjoy music on
most occasions.
• Your people admire and imitate Greek culture,
but they are proud to have improved upon it.
Many speak Greek as a second language.

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9.8 You Are a Scythian
• Your people live somewhere on the European Steppe in the region extending from modern day Ukraine to
the Caspian Sea; this is often called the Scythian Empire. The Scythian Empire is aggressive and thrives on
conquering weaker peoples and selling them to the Greeks as slaves, particularly at the slave markets along
the Black Sea coast—Olbia, Bosporus, Chersonesos, Sindica, and Tanais.
• Your people seldom own slaves of their own, and your slave trade is export only. This booming business
has become an impetus for Scythians to capture, rather than kill, their enemies.
• Along your border, in the region that will one day be Kazakhstan, live the Sarmatians, a people who speak
Scythian and are also nomadic, bow-wielding, horse-riding, cattle-herding folk. However, your culture is
more advanced due to your people’s trade with the Greeks.
• When you fight on foot, which is seldom, you prefer a battle-axe with a long, narrow, pointed spike.
• You love horses, ride everywhere, and live in a wagon. Some of your peoples’ wagons are very small, with
the usual four wheels, while others have six wheels and are covered with felt. These wagons serve as houses,
and you group them in twos and threes to provide shelter from rain and wind. When traveling, your non-
combatants ride in these wagons, but your warriors always remain on horseback.
• You bury your dead, both people and horses, in burial mounds called Kurgans. For important Scythians, these
structures resemble log cabins that your people line and floor with dark felt. They cover these structures with
layered roofs of larch, birch bark, and moss. You place
your dead in log trunk coffins and bury them with prized
treasures and essentials
needed for their
endless rides in
the afterlife. You
bury the rider’s saddle
horses just outside the tomb
chamber and always facing
east, and you adorn these
cherished mounts with
elaborate costumes, including
headgear with griffins or antlers,
saddle covers decorated with combat
scenes, and long dangling pendants.
• You drink kvass but prefer undiluted
Greek wine when you can acquire it. Your
people enjoy strong drink, but they never
drink so much that they cannot fight.
• You favor tattoos and love wearing jewelry to
demonstrate your wealth and prowess. You
also like brightly colored clothing.
• You enjoy sitting in vapor sweat lodges that
your people create from pits over which
they erect hide tents. You frequently burn hemp
in these sweat lodges and thereby alter your
perceptions and moods.
• You worship a pantheon of seven mighty gods and
goddesses; chief amongst these is Tabiti, goddess
of the hearth, the sun, and honor. The pantheon
also includes the “sky father” Papaios, who is the
second most important deity; the earth and
fertility goddess Api; Agrimpasa, the goddess of
love, truth, and oracles; the storm god Targitaos;
Thagimasidas, the god of horses, royalty, and
commerce; and Oitosyrios, the god of
livestock, the wilds, and hunting.

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9.9 You Are a Thracian
• You are a member of one of the many tribes living to the west of the Black Sea in what will one day be the
southeastern portion of the Balkan Peninsula. Your people will one day (480 B.C.E.) form the Odrysian
Kingdom, but for the time being, the tribes fight amongst themselves and only band together to defeat
external threats.
• You likely live in a village that may be fortified or not, depending upon its size and location. The buildings
are primarily wood and may be plastered with clay.
• Your people cultivate land and raise livestock, especially horses. They are also skilled potters, vintners, and
metalworkers.
• You are part of a fierce warrior culture known for its courage, skill at arms, and horsemanship. Many
tales are told of the Thracians’ heroism as they fought on the side of Troy during its epic war
with the Greek city-states.
• The wonderful wines your people produce are an important part of your daily life in Thrace. You
drink them with most meals, and they play an important role in your religious rituals—especially
those dedicated to Sabazios, the god of wine, fertility, and revelry.
• If you can afford them, you probably have one or more tattoos, as these are very popular
amongst your people.
• Your people are also renowned for producing fine jewelry and ornamentation; in fact,
Thracians produced some of the world’s first golden treasures.
• You speak Thracian and have a rich oral culture, but your people have no
alphabet or written language. Nonetheless, Thracian poetry, music,
and folklore rival those of the Greeks—even though they claim
you are barbarous.

• Your people believe in an afterlife; therefore,


they bury their wealthy and worthy heroes
in grave mounds containing weapons,
armor, horses, and a favorite spouse to
accompany them in the next world. The spouse’s
sacrifice is voluntarily and viewed as a great honor.
• You worship many gods and goddesses; The most
Important of these include Bendis, a goddess of the moon
and the hunt; Kotys, a goddess of fertility and sex;
Pleistoros, bloodthirsty god of war; Sabazios, a god of
wine and fertility; Zemela, the earth mother; and
Zibelthiurdos, a god of the heavens and lightning.

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9.10 Campaign Setting Map

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9.11 By This Axe Character Record

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Appendix
Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open
Game Content; (b)"Derivative Material" means copyrighted material including derivative works and
translations (including into other computer languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be
recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and
includes the methods, procedures, processes and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically excludes Product Identity. (e)
"Product Identity" means product and product line names, logos and identifying marks including trade
dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly identified as Product identity by the owner
of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means
the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products
or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or
"Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative
Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the
Open Game Content may only be Used under and in terms of this License. You must affix such a notice to
any Open Game Content that you Use. No terms may be added to or subtracted from this License except as
described by the License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this
License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a
perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the
Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights
to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name
to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
compatibility, except as expressly licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work
that you are distributing are Open Game Content.

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9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You
may use any authorized version of this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of
any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect
to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then
You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail
to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann
Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf,
Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis,
Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson,
Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin

By This Axe Copyright 2021, John Briquelet

Designation of Product Identity


The following items are hereby designated as Product Identity in accordance with section 1(e) of the Open Game
License, version 1.0a:

Any elements of the proprietary setting, including but not limited to capitalized names, organization names,
characters, historic events, and organizations; any and all stories, storylines, plots, thematic elements, maps,
documents within the game worlds, quotes from characters or documents, and dialogue constitute product identity.

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