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BARBARIC!

BY OMER GOLAN-JOEL
STELLAGAMA PUBLISHING
BARBARIC!

CREDITS

AUTHOR
Omer Golan-Joel

EDITOR
Richard Hazlewood

INTERIOR DESIGN AND LAYOUT


Omer Golan-Joel

COVER ART
Designesque

INTERIOR ART
Public Domain
Hannah Saunders
Publisher’s Choice Quality Stock Art (c) Rick Hershey / Fat Goblin Games

PLAYTESTERS
Steve Attwood, Neil Lucock, David Jenks, J. Michael Looney, Fabio Milito Pagliara,
Judd Goswick, Mikolaj Kaczmarczyk, Berenwald the Livid of the Bear Clan -
berserkr, Urien Clark of the Bear Clan - warrior, Winfirth of Gatester – soothsayer.

SPECIAL THANKS
Mikolaj Kaczmarczyk

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LEGAL DISCLAIMER
• This Product is derived from the Traveller System Reference Document and other
Open Gaming Content made available by the Open Gaming License and does not
contain closed content from products published by either Mongoose Publishing or Far
Future Enterprises. This Product is not affiliated with either Mongoose Publishing or
Far Future Enterprises, and it makes no claim to or challenge to any trademarks held
by either entity. The use of the Traveller System Reference Document does not convey
the endorsement of this Product by either Mongoose Publishing or Far Future
Enterprises as a product of either of their product lines.
• Cepheus Engine and Samardan Press™ are the trademarks of Jason "Flynn" Kemp”;
Stellagama Publishing is not affiliated with Jason "Flynn" Kemp or Samardan Press™.
• The names “Cepheus” and “Cepheus Engine” are used in this product with Jason
"Flynn" Kemp’s permission.
• Product Identity: The following items are hereby identified as Product Identity, as
defined in the Open Game License version 1.0a, Section 1(e) and are not open content,
and thus are property of Stellagama Publishing: All trademarks or registered
trademarks, proper names (characters, organizations etc.), dialogue, plots, storylines,
locations, characters, artwork and trade dress. (Elements that have previously been
designated as Open Game Content or are in the public domain are not included in this
declaration.) Open Content: Except for material designated as product identity (see
above), any game mechanics are Open Game Content as defined in the Open Gaming
License version 1.0a section 1(d). No portion of this work other than the material
designated as Open Game Content may be reproduced in any form without written
permission. A copy of the Open Game License is shown on the last page of this book.
To learn more about the Open Game License, please go to http://
www.opengamingfoundation.org/.
• All events, persons, locations, and other material included within these rules are, of
course, strictly fictional.

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TABLE OF CONTENTS
Introduction 6

Basic Rules and Characters 8

Traits 12

Combat Moves 14

Experience 16

Hero Points 17

Equipment 18

Combat 22

Exploration 28

Sorcery! 32

Monsters 40

Treasure 48

Legal Information 54

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INTRODUCTION
Barbarians! Civilized men huddle behind tall stone walls, trembling at the thought.
The soldiers of civilization tighten their shield walls against the oncoming
onslaught. And then they come. Savage men and women, screaming at the top of
their lungs, oblivious to fear, frothing at the mouth from rage and lust for war.
Wave after wave, they storm shields and fortifications. Many die; the pagan gods
bless their souls. But eventually, mail and castle fail. Then, the flames of barbarism
will sweep the land, leaving no stone unturned.
Or so think the civilized men. But beyond this nightmare – the shared nightmare
of cultured folk – the reality is not as simple. Proud barbarian tribes plow the harsh
land and hunt for deadly game beyond the domains of kings and emperors. Their
warriors are plenty; of them, many are raiders and plunderers. But other
barbarians are merchants trading with civilization; guides and hunters in far-flung
provinces, and ultimately – mercenaries to bolster the ranks of legions crumbling
under the heel of decadent rulers.
Sooner or later, such soldiers of fortune – or, indeed, some of their merchant and
wanderer kinfolk – will see the rotten heart of civilization for what it is. Opulence
and corruption, avarice, and greed. Aristocrats who send others to kill and be
killed to fulfill their whims. Merchants who could sell their own mother for profit.
Crime seeping through every crack in moribund empires. Many will become jaded
and disillusioned, seeing that the light of civilization is as dark and cold as the
steppes and forests they call home. Others will see an opportunity.
For sometimes, what a rotten kingdom needs are a barbarian boot to kick it,
smash its scheming nobles, lay low its selfish emperors, bring freedom – or new
slave-masters – to the townspeople and peasants.
Sword and sorcery tales speak of cunning thieves, power-hungry sorcerers, and,
indeed, barbaric warriors. This game – Barbaric! – lets you play such heroes. Or,
more often, anti-heroes. Pit your sword-arm and knowledge of eldritch secrets
against ravaging bandits, scheming nobles, diabolic demons, mighty dragons –
and, ultimately, the rotten and ugly face of moribund civilization itself.
So, pour your beer, devour your pizza, turn up the volume of your favorite heavy
metal album – and prepare to become… Barbaric!

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ABOUT THE AUTHOR
Omer Golan-Joel is a 39-years-old freelance English-Hebrew-English translator and
an avid sci-fi and fantasy gamer. He lives in the town of Yavne, Israel with his wife
Einat and two cats Saki and Chicha – the real masters of the house – as well as an
entourage of house geckos. Omer is a fan of science-fiction, fantasy, and history,
an amateur cook, and a hobbyist herpetologist. He also writes sci-fi and fantasy
role-playing gaming material, including These Stars Are Ours!, a full-scale
campaign setting for the Cepheus Engine and other OGL 2D6 sci-fi games, which
he published through Stellagama Publishing® in 2017; Cepheus Light, a full-scale
sci-fi ruleset, published in 2018; and Sword of Cepheus, a sword & sorcery ruleset
published in 2020.

STELLAGAMA PUBLISHING
Stellagama Publishing is a small international role-playing game publisher focused
on science fiction gaming, founded in January 2016. We publish gaming material
for the Cepheus Engine, 2D6 Sci-Fi OGL, Stars Without Number, and White Star
RPGs. Our goals are to publish enjoyable and immediately playable supplements,
settings, rulesets, and adventures for our fellow players and Referees. Our flagship
setting is These Stars Are Ours!, a high-action space-opera universe in which Terra
only recently gained its freedom from the mighty Reticulan Empire. Our flagship
ruleset is Cepheus Light, an old-school 2D6 sci-fi role-playing game, and we have
released a complete 2D6 sword & sorcery ruleset named Sword of Cepheus in
February 2020.

TWO BASIC RULES


Rule 0: to facilitate play, the Referee is the final arbiter for any game-related
question.
Rule 1: this is a game played for fun. If a rule gets in the way of your group’s fun,
change, or ignore it, subject to Rule Zero, above.

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BASIC RULES AND CHARACTERS


This chapter is the heart of Barbaric! In it, we present the simple rules for creating
and equipping characters and resolving the actions those characters attempt.

DIE ROLL CONVENTIONS


Barbaric! uses common six-sided dice. We note each die you need to roll as a “D”.
For example, “2D” means “roll two six-sided dice and add the results together”.
In this game, “DM” means Dice Modifier, a number you add or subtract from a dice
roll. For example, “2D, DM-2” means “roll two dice, add the results together, and
then subtract 2 from the total”. This is often written as “2D-2”.
D66 is a special die roll, in which you throw two dice, and count one as the “ones”
and one as the “tens”.

THE BASIC MECHANIC


Throw 2D: throw two six-sided dice and add the results together, add the skill level
as a DM, and compare to a pre-determined difficulty number. If the total equals or
exceeds the difficulty number, you succeed. Otherwise, you fail.
Skill notation: "Throw Skill 6+" means throw two dice, add them together and add
the relevant skill, and if the total equals or exceeds 6, you succeed. For example, a
Referee might ask a player to roll Lore 8+ to determine the kind of disease ravaging
a trade caravan. The player would roll 2D, add the Lore skill level, and succeed on
a result of 8 or more.
If you lack the appropriate skill for a task, you throw the dice at DM-1.
An unmodified result of 2 is always a failure – potentially a critical fumble. An
unmodified, “natural” result of 12 is always a success – and a critical one at that!

Task Difficulties
Difficulty Target Number
Easy 4+
Average 6+
Difficult 8+
Formidable 10+

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SKILLS
There are 7 skills: Combat, Craft, Lore, Physical, Social, Sorcery, and Stealth.
Combat: this skill covers actions that involve committing violence. Anything
from spears to catapults.
Craft: This skill covers all craft and mechanical tasks, from repairing a boat to
picking a lock.
Lore: this skill covers anything like lore, general knowledge, wilderness survival
skills, medicine, and art.
Physical: any time a character needs to exert themselves, use this skill. This can
include feats of athleticism or resisting bodily effects such as poisons.
Social: for whenever a character wishes to interact with other beings in a social
manner. Use this skill to bargain, lie, carouse, or conduct negotiations.
Sorcery: this skill deals with the occult and with eldritch lore, including casting
spells.
Stealth: any acts of subterfuge, such as sneaking or pickpocketing.

CHARACTER CREATION
1. Throw 2D; that is your Endurance, an indication of how tough you are.
2. Throw 4D; that is your Lifeblood, a measure of how well you resist injury.
3. Distribute 5 points among your seven skills. You may not assign more than
3 points to any single skill.
4. Pick one Trait from the next chapter.
5. You start the game with food and water for 3 days, a backpack and
waterskin, a knife, and 3d6x10gp (Gold Pieces) worth of items, purchased
from the equipment lists in the Equipment chapter.
6. If you have the Sorcery skill, you gain 2 spells of your choice, plus 2
randomly determined spells per level of Sorcery above 1. For example, if
you have Sorcery 3, you choose two spells, and roll 4 times on the spell
table. Reroll spells you already possess.

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FATIGUE
When a character is Fatigued, they suffer DM-1 to all actions and may only move
10m per combat round, even when not attacking.

NON-HUMANS
Some settings permit non-human characters. Unlike humans, non-humans do not
receive a Trait in character generation and only have 4 points to distribute
between their skills in character generation rather than 5. Instead, they have their
own special abilities.
Anunaki: Antediluvian sorcerous humanoids, predating extant civilization by
millennia. They gain Advantage (see the Traits chapter) on the Sorcery throws
made to avoid Mishap.
Apefolk: Apes uplifted by sorcery or supersceince to full sentience. They gain
Advantage on any feat of brute strength and +1D Endurance.
Dwarf: Classic fantasy and Norse mythology short and sturdy mountain and
subterranean dwellers and smiths. They gain advantage to resist poison and
disease. In underground or mountainous locations, may spot secret doors, traps,
and abnormal construction on Lore 6+.
Elf: Classic fantasy and Norse mythology forest spirit-folk. They gain advantage on
Stealth throws in natural environments. May see in dim light as in daylight and in
darkness as in dim light.
Geckofolk: Humanoids evolved or uplifted from geckos. They can climb walls and
ceilings as easily as walking on the ground. May see in dim light as in daylight and
in darkness as in dim light.
Lizardfolk: Humanoids evolved or uplifted from water-dwelling lizards. They gain
an unarmed damage of 2D. Natural armor rating of 2. May hold breath for one
Turn (10 minutes).

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TRAITS
Traits are unique features of competent and driven characters, such as player
characters.
Many Traits grant the character with an Advantage in throws, which means
throwing three dice and picking the highest two among them rather than simply
throwing 2D.
Awareness: gain Advantage on throws to avoid Surprise. This does not refer to
setting up ambushes, where the Hunter Trait applies.
Assassin: when rolling a natural 12 on a melee attack throw or beat the target
number by 6 or more, ignore the target’s armor, in addition to the regular maximal
damage for a critical hit.
Backstab: when attacking an unaware target in melee, gain DM+2 and add 1D to
the attack's damage.
Battlemage: when resisting hostile magic or attempting to overcome magical
resistance, gain Advantage to the throw.
Beast Friendship: gain an Advantage to identifying flora or fauna, as well as in
Reaction throws with (non-magical) animals.
Berserker: when injured in combat but still conscious, the character may enter a
Rage granting DM+1 to hit and DM+2 to damage in melee combat, but also grants
the character's enemies DM+1 to hit them. This lasts until the end of that combat
encounter.
Blind fighter: ignore negative DMs for darkness in combat.
Contortionism: the character may throw DEX 10+ to escape from bonds or
manacles or to slip through bars or portcullises.
Empath: gain Advantage on Reaction throws with humans or similar humanoids.
Familiar: gain a special intelligent animal bound to you by magic. It may speak to
you and is at least as smart as a young child. Familiars should have specific abilities
based on species, at the Referee's discretion.
Ghost: the character has Advantage on throws to sneak in darkness.
Hardy: reduce the damage of the first (and only the first) successful attack on the
character in a given battle by 1D.
Hunter: gain Advantage on surprise throws when attacking from ambush.
Illusion Resistance: gain Advantage to throws to disbelieve illusions.

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Immunity: the character has Advantage on throws to resist poison and disease.
Marksman: when attacking an unaware target in ranged combat, using an aimed
shot, add 1D to the attack's damage.
Merchant: any item the character purchases costs only 90% of its list price, and
any item the character sells goes for 110% of its base price
Mystic Aura: when a human or similar humanoid throws a “natural” 12 in a
Reaction throw, they are charmed (as per the Charm Person spell) for 1 hour and
retain a positive impression of the character afterwards.
Passing without a Trace: you leave no sign of passage in wilderness settings, and
thus cannot be tracked.
Profession: you have Advantage on throws related to a non-combat profession
(such as an advocate, chef, or herald). This never applies in combat situations or
to spellcasting.
Prophecy: you may Commune (per the spell) once a week without requiring a
Sorcery throw or risking a mishap.
Pugilist: you cause 2D damage (rather than 1D) with unarmed attacks.
Runner: you move 15m per combat round rather than 10m; if you also move
instead of acting (e.g., instead of attacking, you move 30m in total that round.
Sage: gain an Advantage in one field of knowledge, such as astrology, history, or
mathematics.
Sensing Power: you immediately feel when someone casts a spell within 30m and
can tell if someone used magic within a 30m radius in the past 24 hours
Sniper: when rolling a natural 12 on a ranged attack throw or beat the target
number by 6 or more, ignore the target’s armor, in addition to the regular maximal
damage for a critical hit.
Spells: gain 3 randomly determined spells.
Surgeon: when treating a mortally wounded character, the surgeon grants the
injured character Advantage on the Mortal Wounds throw.
Thief: gain Advantage on rolls for pickpocketing or stealing and item, or when
fencing stolen goods.

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COMBAT MOVES
Characters with a high Combat skill may choose one combat move in lieu of a Trait,
as described in the following table. Note the prerequisite Combat skill for each
level of moves.

Combat Moves
Move and Prerequisite
Description
Combat Skill
Combat 2
The character is proficient in bows. Increase range by
50%. Furthermore, when not in melee, but within
Archery
10m of the target, meters range character gains
DM+1 to attack and +2 to damage.
The character is proficient with heavy armor and
Armored Combat
gains +2 to armor protection.
The character is proficient in polearms and staffs, and
Polearms automatically wins initiative over enemies with
shorter weapons.
The character has mastered an agile fighting style
with one weapon and one free hand, gaining DM+1 to
Single Weapon
attack with one-handed weapons and +1 armor
protection.
The character can throw weapons with speed and
Throwing weapon accuracy, gaining an additional attack with one-
handed, small, thrown weapons every other round.
The character is proficient with two-handed swords,
Two-handed weapon axes, and mauls and gains +2 to damage with these
weapons.
The character gains DM+1 to attack, and enemies
Weapon and shield suffer DM-1 to hit the character when using a one-
handed weapon and a shield.
Combat 3
The character is skilled in delivering wild, powerful
Smite blows. They may take up to DM-4 to hit, gaining +1
damage for each.
The character is an expert in attacking from a mount’s
back, and gain DM+1 to hit when mounted.
Mounted Melee and
Additionally, they can split their move and attack in
Archery
between movement, with the enemy having a free
departing shot if in ranged weapon range.

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Combat Moves (cont.)
Move and Prerequisite
Description
Combat Skill
Combat 3 (Cont.)
The character can strike enemy with shield, gaining
Shield Bash second attack with DM-3 and losing shield protection
for that round for enemies with lower Initiative.
The character can attack on the run with melee and
missile weapons, and thus can split move and attack
Split Move
in between movement, with the enemy having a free
departing shot if in ranged weapon range.
Combat 4
The character can intercept blows meant to hit other
character. The defender cannot move during that
round and can protect an adjacent (2m away)
Defend Others
character from incoming attacks using the defender’s
own defense and armor. The defender can attack
normally as well.
The character can disarm enemies by striking their
weapons. They must successfully attack these
Disarming
enemies with DM-2 to hit. The Weapon lands 1D
meters from enemy.
The character is a master of mounted combat and
Fearsome Charge inflicts double damage on successful hits when using
melee weapons from a mount’s back.
The character may wield two weapons with skill and
Two-Weapon Fighting power, gaining two attacks per round with DM-1 to
their primary hand and DM-2 to secondary.
Combat 5
The hero moves as fast as a tiger and attacks as
fiercely as a cobra. They are like whirlwind among the
Whirlwind sheep, leaving bloody wake behind him - and gaining
an extra attack. If the hero fights with two weapons,
then they have three attacks per round.
The hero stands their ground like a stone and will not
fall back. Their shield is as a castle wall, their blade like
stockade. They are like a stronghold stopping the
Stronghold advance of enemy armies! Enemies suffer -1DM to hit
character and the hero may parry one attack
automatically, but this action must be declared before
enemy attack roll.

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EXPERIENCE
Heroic and determined characters may develop their talents quickly and become
living legends. To represent this, Barbaric! offers an experience system.
Characters gain 1 XP per adventure. Every 5 XP, the character rises in Rank. The
Ranks are:
1. Experienced (you start here)
2. Expert.
3. Master.
4. Grandmaster.
5. Legend.

When they gain a new Rank, they may choose one of the following:
• Gain a new Trait.
• Gain either +3 Endurance or +1D Lifeblood.
• Gain one skill point to add to any skill; you may not raise any skill beyond 5.
A player character may advance up to four times in Rank (up to Legend). Most
NPCs do not rise above the Expert level; higher Ranked NPCs are rare and unique.

OPTIONAL RULE – RAPID ADVANCEMENT


If the Referee wishes to allow the characters to reach legendary levels of
proficiency within a short campaign, they may grant 1 XP per session rather than
per adventure.

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HERO POINTS
Heroic barbarians and dastardly sorcerers sometimes survive ordeals that lesser
mortals perish in.
Each player starts each game session with 2 personal Hero Points. The group also
has an additional number of Hero Points equal to the number of player characters
present that session.
Each time a player succeeds in a skill or characteristic throw of at least 8+ and
surpasses the target number by 6 or more, the group Hero Points pool gains
another point.
All pools reset at the beginning of each session.
A character may use their personal Hero Points, and with the other players'
consent, points from the group pool.
By spending Hero Points, a character may:
• Reroll any single die throw (including damage). They may take the better
result.
• Force the Referee to reroll a single NPC's die throw (including damage). The
second result stands.
• Reroll a throw on a mortal wounds roll or a sorcerous mishap. They may take
the better result.

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EQUIPMENT
This chapter lists equipment commonly available equipment readily sold in many
sword & sorcery cities and towns. At the Referee’s option, smaller villages may
have a limited selection of equipment. The prices are in Gold Pieces. Some
adventures may also have Silver Pieces (1/10gp each), Copper Pieces (1/100gp
each), Electrum Pieces (1/2gp each), or Platinum Pieces (5gp each).

ARMOR
The following suits of armor are commonly available in sword & sorcery markets.

COMMON ARMOR
Armor Cost (gp) Protection Notes Examples
Cloth, hide, or
Light 20 2 None
leather
DM-2 to stealth-related
Medium 40 4 Ring or chain armor
throws
Stealth impossible; halve
Heavy 60 8 Plate mail
movement speed
DM-1 to be hit. May not
Shield 20 - be used with any two- Any shield
handed weapon.

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WEAPONS
The following weapons are commonly traded in barbaric and civilized lands.
Range is given as Effective/Maximum range in meters. Hitting targets up to
Effective Range requires Combat 8+; To hit a target at a distance of up to Maximum
Range requires Combat 10+.

Weapons
Weapon Cost (gp) Range DMG Notes
Unarmed (fists,
- - 1D Crushing
hooves, or tails)
Unarmed (teeth,
- - 1D Piercing
fangs)
Unarmed (claws) - - 1D Slashing
Spear, Dagger, or
10 5/10 2D May be thrown, Piercing
Knife
Club or Staff 5 - 2D Two-handed, Crushing
Short spear or
10 10/20 2D May be thrown, Piercing
javelin
May serve as a tool,
Axe or Machete 10 - 2D
Slashing
One-handed, crushing,
Warhammer 10 5/10 2D
may be thrown
Two-handed; may attack
Long spear 15 - 3D from the rear rank,
Piercing
Sword 20 - 3D One-handed, Slashing
Maul 15 - 3D Two-handed, Crushing
Battle-axe or
25 - 4D Two-handed, Slashing
Bastard Sword
Ranged; two-handed,
Crossbow or Bow 50 50/150 4D
Piercing

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GENERAL EQUIPMENT
The following items are common in typical markets.

General Equipment
Item Cost (gp) Notes
Backpack (holds 4 items) 2gp Can carry 4 Items without encumbrance
Bedroll 2gp -
Candles (12) 0.5gp Burn for 1 hour each
DM+2 to opening locked or stuck doors
Crowbar 1gp
and containers
lean hounds used to track and bring down
Dog, Hunting 1gp
prey
A well-bred war dog is fiercer than most
Dog, War 75gp
human soldiers!
Edmontosaurus 300gp A tamed, ridable dinosaur!
Flint and steel 1gp Starts a fire within 1 combat round
Hammer 2gp Tool. Causes 1D damage in combat
Healer's Kit 10gp For treating injuries, disease, and poison
Symbol of your god(s)! Grants DM+1 to
Holy Symbol 250gp
Sorcery.
Horse 100gp A mighty steed!
metal pitons used to secure ropes, or to
Iron spikes (12) 1gp
spike doors
Lantern 3gp Burns a flask of oil in 4 hours
Lizard, Giant 200gp A tamed, ridable giant lizard!
Lockpick tools 5gp Required to pick mechanical locks
Mirror 5gp Hand-held; made of polished bronze
Musical instrument 50gp -
Oil (common, 1 flask) 0.1gp Fuels a lantern for 4 hours
DEX 8+ to hit within 5/10 range. 2D fire
Oil (military, 1 flask) 2gp
damage, 1.5m radius
Pole, 3m 5gp Standard issue for adventurers
Rations (1 day) 1gp Food and water
Stakes (5) and mallet 1.5gp Undead beware!
Rope, 20m 1,5gp -
Tent 40gp Can fit 3 comfortably, 5 uncomfortably.
Torches (6) 1gp Each burns for 1 hour

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OPTIONAL RULE: ENCUMBRANCE
For a more hardcore adventuring experience, limit the items a character may carry
to a number equal to their Endurance. Tiny items such as a needle, as well as
clothes and backpacks, do not count as items; 20 arrows or 6 torches count as one
item; a heavy weapon such as a great sword or medium armor count as two items;
and heavy armor counts as 3 items. Carrying more items than a character’s
Endurance halves the character’s movement rate. Characters can carry a
maximum of items equal to twice their Endurance score.

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COMBAT
The life of a barbarian is fraught with peril, but by sword and zeal, their foes may
fall! The following rules adjudicate personal combat.
Surprise: When two potentially hostile parties encounter one another, there is a
chance that either group will be surprised. Each party throws Stealth 6+. If one
party succeeds and the other fails, the successful side surprises the other and
enjoys one free round of action. If both parties succeed or fail, there is no surprise.
Apply DM+3 to the throw for any party setting up an ambush, and DM-1 to the
throw for any party that has vehicles or that consists of groups of over 10
creatures.
Initiative: at the beginning of combat, each character throws 2D and adds their
Combat skill for their Initiative score. Characters act in order from the highest to
the lowest Initiative.
Time and movement: A combat round represents 6 seconds of in-game time.
During which, characters may move up to 10m and attack or move 20m without
attacking.
Attacking: throw Combat 8+ to hit a target in melee or within Effective range; this
throw becomes Combat 10+ to hit targets beyond Effective range. Apply half the
target's Combat skill as a -DM to hit in melee and in ranged attacks.
FRENZY! If a character “Drops” an enemy (i.e., the enemy is “out of combat”), they
may move up to 2m and attack another foe. They may do so a number of times
equal to their Combat skill.
Critical Hits: on a natural attack throw of 12, or if the attacker exceeds the attack
target number by 6 or more, the attack causes maximal damage, plus further
effects as described in the tables at the end of this section.
Damage: upon a hit, throw the weapon's damage dice, subtract the target’s armor
Protection rating (if any), and subtract the result from the target's Endurance. If
the target’s Endurance reaches zero, the target suffers a Minor Wound: DM-1 to
all actions. After a character’s Endurance is depleted, any further damage is
subtracted from Lifeblood. If the target loses more than half of their Lifeblood,
they suffer a Severe Wound and are out of combat.
If Lifeblood reaches zero, the target is Mortally Wounded. A Mortally Wounded
character throws 2D + Physical; 2-6, the character dies; 7-9, the character is
maimed (Referee’s discretion – Regeneration magic can recover this); 10+ the
character loses consciousness but will wake up within 1D Turns, but still Severely
Wounded.

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Healing: characters recover all Endurance after a 10-minute break. If half or more
of a character’s Lifeblood is lost in Severe Wounds heals at a rate of 1 Lifeblood
point per day. Healing maiming critical hits requires powerful magic.
Morale: monsters and NPCs rarely fight to the death. Referees should consider
rolling a Morale check for monsters and NPCs after they suffer their group’s first
death, when they are surprised, after they take more than 50% casualties and
whenever NPCs suffer unduly in combat. Both sides throw 2D and add their
leader’s Social skill; DM-2 if the leader has been killed. If one side’s result is two
times greater than the other side’s, the losing side of the Morale check will flee.
Combatants get a free attack against fleeing opponents. PCs do not roll for Morale;
NPCs in their service however, do.

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CRITICAL HITS TABLES
When a creature suffers a critical hit, roll on the table corresponding with the
weapon type. Slashing weapons are cutting weapons such as knives and swords.
Crushing weapons are crushing weapons such as staves and mauls. Piercing
weapons are point weapons such as spears and arrows.

Slashing Critical Hits


2D Effect
Leg removed: roll 1D, 1-3 right leg, 4-6 left leg. Blood spills on the floor,
will die in 6 rounds unless wound is dressed with Lore 6+, must roll
2
Physical 8+ or lose consciousness for 1D rounds. Cannot move without
crutch or pegleg unless healed with regeneration
Eye removed: roll 1D, 1-3 right eye, 4-6 left eye Blood covers the face,
3 DM-1 to all perception and Surprise rolls unless healed with
regeneration.
Fingers removed: roll 1D, 1-3 right hand, 4-6 left hand. 1D3 fingers
4 removed, DM-1 to all tasks when using that hand unless healed with
regeneration.
Arm removed: roll 1D, 1-3 weapons arm, 4-6 shield arm. Blood spills on
the floor, will die in 6 rounds unless wound is dressed with Lore 6+,
5
needs to roll Physical 8+ or will lose consciousness for 1D rounds.
Cannot use the missing hand unless healed with regeneration.
Slashed arm: roll 1D, 1-3, weapons arm - drops weapon, one round to
6 recover; 4-6 shield arm, -shield destroyed. Deeply cut muscles, DM-1
when using arm until healed (5D weeks).
Slashed leg: roll 1D, 1-3, right leg; 4-6, left leg. Deeply cut muscles,
7 movement halved until healed (5D weeks), if both legs cut then cannot
move.
8 Slash! +1D Damage.
Slashed chest: the target is slashed through the chest or back, DM-1 to
9
all Physical activities and rolls until healed (5D weeks).
Ripped open: guts hanging out, will die in 6 rounds unless magically
10
healed.
Throat cut: blood pours out, will die in 3 rounds unless magically
11
healed.
12 Decapitated: head rolls on the floor! Dead.

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Crushing Critical Hits


2D Effect
Broken spine: paralyzed from waist down, cannot move unless healed
2
with regeneration.
Hip crushed: fall on the floor and cannot move, only crawls. Internal
3
bleeding will cause death in 1 turn unless magically healed.
Nose and teeth crushed: bloody mutilated face and knocked 1D teeth,
4 must roll Physical 6+ or will lose consciousness for 1D3 rounds. DM-1 to
all Social rolls unless magically healed.
Broken leg: roll 1D, 1-3 right leg, 4-6 left leg. Crushed leg or knee,
5 movement halved until healed (5D weeks). If both legs broken, the
character cannot move until they heal.
Battered arm: roll 1D, 1-3 weapons arm - drops weapon, one round to
6 recover; 4-6 shield arm - shield destroyed. Painfully battered bones,
DM-1 when using that arm until healed (5D weeks).
7 Crush! +1D Damage.
Broken rib: pain in the chest until healed; DM-1 to all Physical activities
8
and rolls until healed (5D weeks).
Shoulder crushed: roll 1D, 1-3 weapons arm, 4-6 shield arm. Arm hangs
9 limp and cannot be used until healed (5D weeks). The victim must roll
Physical 8+ or lose consciousness for 1D6 rounds.
Face smashed: will suffocate with blood and die in 6 rounds unless
10
magically healed. Afterwards
Chest crushed: broken ribs puncture lungs and heart and cause internal
11
bleeding, will die in 3 round unless magically healed.
12 Skull crushed: brain splatters around. Dead.

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Piercing Critical Hits


2D Effect
Throat pierced: will suffocate with blood and die within 6 rounds unless
2 magically healed or wound dressed with Lore 10+. Cannot speak for 1D
days.
Abdomen pierced: will die within 1D days due to infection and internal
3
bleeding unless wound is dressed with Lore 8+
Eye removed: roll 1D, 1-3 right eye, 4-6 left eye Blood covers the face,
4
DM-1 to all perception and Surprise rolls.
Pierced arm: roll 1D, 1-3 weapons arm, 4-6 shield arm. Painfully pierced
5
arm muscle, DM-1 when using that arm until weapon is removed.
Pierced leg: roll 1D, 1-3 right leg, 4-6 left leg. Painfully pierced leg
6 muscle, movement halved until weapon removed, if both legs pierced
then cannot move until weapons removed.
7 Pierced through: weapons pierces through the body, +2D damage.
8 Pierce! +1D Damage.
Torso muscles pierced: punctured muscles of chest or back, DM-1 to all
9
Physical activities and rolls until healed (5D weeks).
Lung pierced: loses breath and lungs fills with blood. Will drown in 6
10
rounds unless magically healed.
11 Heart pierced: will painfully die in 3 rounds unless magically healed.
Skull pierced: weapon pierces skull and sticks out from the other side.
12
Dead.

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EXPLORATION
Adventurers often embark on journeys of exploration, be that tomb-robbing or
charting unknown lands. This chapter provides rules for such adventures.

OVERLAND MAP AND MOVEMENT


The typical wilderness adventure map uses a 10km (6 mile) hexagon grid. A
character may travel 30km (3 hexes) a day on foot on open plains, or 15km (1.5
hexes) a day if carrying excess load or wearing heavy armor.
Terrain type will further slow the rate of travel as noted below. For the sake of
simplicity, terrain modifiers do not stack; choose the most appropriate terrain
type for the current region:

Terrain Movement Effects


Terrain Movement rate multiplier
City/Urban 2/3
Desert/Badlands 2/3
Forest/Jungle 2/3
Hills/Mountains 1/3
Plains/Grasslands Full
Swamp/Aquatic 1/3

FORCED MARCHING
A character may double their overland travel range by making a forced march for
one day. At the end of that day, they must throw Physical 4+ or be Fatigued. This
is subject to a further DM-1 per further day of forced marching. Fatigued
characters may not force-march.

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BECOMING LOST
It is easy to lose one’s way in the deep wilderness. A party following a trail, road,
coast, or waterway will never get lost. In all other instances of travel, make a daily
Lore throw with the target numbers given below to avoid getting lost. Remember
that a result of 2 on the dice before modifiers is always a failure regardless of skill.
Apply DM-1 for bad weather conditions and DM-2 to travel in darkness.

Getting Lost
Terrain Lore throw to avoid getting lost
City/Urban 4+
Desert/Badlands 6+
Forest/Jungle 6+
Hills/Mountains 4+
Plains/Grasslands 3+
Swamp/Aquatic 5+

CAMPING
Selecting a good site to camp at night can save lives. When making camp, the
Referee may allow the party to choose one skill throw for the party to create a
defensible camp and avoid random encounters at the night. This is usually a Lore
6+ throw in wilderness locations. The Referee may allow a Craft 6+ throw in urban
areas to represent building barricades, or even a Physical 6+ throw when it is
possible to climb to a safe and otherwise inaccessible location.
Characters should keep watches at night. Only characters on watch will be alert
and fully armored if trouble arises; the rest will be asleep in normal clothes.
However, each character must sleep at least half a night to enjoy the benefit of
rest (such as healing) and to avoid being Fatigued.

FORAGING
Characters low on food or water must forage to survive. Foraging characters move
at 2/3 speed, which is cumulative with terrain effects and may not attempt any
forced marches. The character with the highest Lore skill in the party throws Lore
5+ to find enough food and water for the party for that day. DM+1 per two
additional foraging group members, to a maximum of DM+3; DM-1 per member
of the group above 3, to a maximum DM-3. Going over 2 days without food causes
Fatigue; going over one week without food leads to DM-2 to all actions; beyond 4
weeks without food, the character dies.

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UNDERGROUND MOVEMENT
Often the Referee will use a square grid map to represent a ruin or dungeon the
players are exploring. The scale is typically 3m (or 10ft) per square, but other
scales are possible.
The time unit used while exploring underground ruins is a 10-minute Turn, which
is equal to 100 combat rounds. While exploring, characters are moving slowly and
carefully on alert for hazards and hidden features. Thus, an exploring character
will usually explore at a rate of 300m (100 squares) per turn.
Because of the stress inherent to an underground environment, characters will
have to rest for 1 turn after every 5 turns of exploration; otherwise, they will be
Fatigued.

LIGHT AND DARKNESS


Subterranean ruins and moonless nights rarely contain ambient light. Characters
must use their own light sources to be able to see anything. Torches are a staple.
In dim light, characters suffer DM-1 to all actions requiring sight, including hitting
targets in combat; in full darkness, this penalty increases to DM-2.

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SORCERY!
Sorcerers wield mighty spells against their foes, warping reality at their whim. But
every time they dabble in the arcane, they put their souls in peril. This chapter
discusses sorcery, its spells, and its risks.

READING AND SENSING MAGIC


Characters with the Sorcery skill may sense or read magical inscription or detect
nearby magic on a Sorcery 8+ throw.

LEARNING NEW SPELLS


Any character may attempt to learn a spell from an eldritch tome. Studying a spell
takes a week and requires a Sorcery throw equal to that required to cast the spell.
The character may re-attempt this throw, which takes one week per attempt. A
result of 2 before modifiers will destroy the specific spell formula (but not the
entire tome); throwing an unmodified 12 is always successful regardless of
difficulty. Unskilled characters may attempt to learn spells as above, albeit with
DM-1 for being Unskilled.

SPELLCASTING
Any character, regardless of skill, may attempt to cast a spell they know. There is
no "hard" limit to the number of spells a character may cast in a day. However,
there are two main limiting factors to a sorcerer's spellcasting ambition: casting
time and the risk of mishaps.
Each spell has a difficulty and a range, noted in parentheses after its name. For
example, Respite (7+; range: touch) means that the sorcerer must throw Sorcery
7+ to successfully cast the Respite spell, and it requires touching the spell’s target.
Casting a spell takes one Turn (10 minutes). There are two ways to cast a spell
within a single combat round (6 seconds): to prepare a Focus beforehand, or to
cast Hastily (at DM-2).
A result of double-ones on 2d6 is a Critical Failure – it will fail regardless of skill. A
throw missing the target number by 4 or more points is also a Critical Failure. A
result of double sixes on 2d6 is always a success, regardless of skill or spell
difficulty.

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On a success, the spell is cast at the end of the turn (or round in the case of hasty
casting). Thus, a spells effect will take place after all other actions in that combat
round.

FOCI
Foci allow a sorcerer to prepare a spell ahead of time, then cast it within one
round. They are disposable. Making foci requires at least Sorcery-1 but no skill
throw. It simply costs 20gp per focus in various components. A focus is specific for
a given spell.
Three foci constitute one "item" for encumbrance purposes.

CRITICAL FAILURES
A spell critically fails if the sorcerer throws a natural 2 on the spellcasting throw, or
the sorcerer misses the target number by 4 or more. In such a case, the spell fails
automatically, and the sorcerer has wasted the spellcasting time. Additionally, the
sorcerer must make another Sorcery throw, with the same throw difficulty and
DMs of casting the spell, to avoid a mishap.
On a mishap, throw on the Spellcasting Mishap table on the next page.

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Spellcasting Mishaps
d66 Mishap
You accidentally open a gate to the Elemental Spheres. An elemental
11 (choose its type randomly) appears and attacks you. If not destroyed, the
elemental will return to its sphere within 8 hours.
Darkness gathers; 1D shadows appear and attack you. If not destroyed,
12
they will disappear after 8 hours.
You accidentally open a gate to the Outer Dark! An invisible stalker
13 appears and attacks you. If not destroyed, it will return to its dimension
within 1 hour.
You accidentally summon a demon! A cacodemon appears and attacks
14
you. If not destroyed, it will return to hell within 8 hours.
You accidentally open a portal to a dimension of oozes and draw the
attention of 1D oozes. Throw 1D: 1-2, grey oozes appear; 3-4, green
15 slimes appear; 5-6, black oozes appear. The creatures attack you
immediately. If not destroyed, they will return to their dimension within
8 hours.
Insects gather, attracted by your magic. 1D giant cockroaches appear
16
and attack you. If not destroyed, they will leave after 8 hours.
You mutate! Your bones become brittle and hollow. Your Endurance is
21 halved (round down), and you take double damage from "crushing"
attacks and from falling.
You mutate! You develop the pallor and stench of death. You suffer DM-2
22 to Reaction throws and social skill throws vs. living creatures, but undead
will refrain from attacking you unless you attack them first.
You mutate! Your eyes atrophy, but you grow thermosense organs. You
23 can sense heat but cannot see color; treat all situations with full
darkness as being dim light.
You mutate! Your body degenerates grotesquely. You permanently lose
24 1D points each from your Endurance and Lifeblood (to a minimum of 1)
and your movement rate is halved.
You mutate! The fabric of your mind cracks. Each day upon awakening,
25
throw Lore 6+ or completely forget who you are for that day.
You mutate! You become a nocturnal creature. You gain low-light vision
26
but suffer DM-2 to attack throws in daylight.

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Spellcasting Mishaps (cont.)
d66 Mishap
You witness unspeakable sights and lose your eyesight for 1D days. A
31
restoration spell will reverse this effect immediately.
Your aura is ruptured. You "forget" a spell you know; you will have to re-
32
learn it.
You cause a major explosion! You and all characters within 5m must
33
throw Physical 8+ or suffer 4D damage.
The fumes and vapors released by the ceremony cloud your mind.
34 Permanently lose one level of your Sorcery skill, to the minimum of 0. A
restoration spell will reverse this.
The noxious fumes released by your ceremony cause everyone within
35
10m of you to suffer nausea for the next 1D hours; DM-2 to all actions.
Your connection to the mystical realms is disrupted. You may not cast
36 spells for the next 1D weeks. A restoration spell allows you to regain
your magical ability immediately.
You are corrupted by the darkest magic you have ever exposed yourself
41 to. Throw Physical 6+ to avoid permanently losing 1D points of Lifeblood.
If this reduces your Lifeblood to zero, you die horribly.
You fall into a necromantic torpor and will awaken within 1D years. You
42
do not age while in torpor. A restoration spell will awaken you.
Tampering with blood magic takes a toll. Lose 1D points of Endurance. If
43
this reduces your Endurance to zero, you die horribly.
You project a fearful aura for the next 1D months. DM-2 to all Reaction
44
rolls and other social-skill throws.
While casting your spell, you glimpse the essence of Creation –
45 unintended for mortals to view. You suffer from feeblemind (per the
spell). A restoration spell will reverse this effect.
You are lost in space and time. A dispel magic spell can bring you back
46 immediately. Otherwise, you will reappear within 1D years. You do not
age while out of the space-time continuum.

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Spellcasting Mishaps (cont.)
d66 Mishap
The gods or spirits curse you! Reduce one skill, other than Sorcery, by
51
one level (to a minimum of 0). A restoration spell can reverse this curse.
You are infected with a monstrous extraplanar disease, which will kill you
52 within 1D days unless you successfully make a Physical 6+ throw. The
disease is contagious.
Your nearest ally is magically infuriated with you and attacks you and
53 anyone standing in their way. They are in a blind rage for the next 1D
rounds. A remove curse spell reverses this effect.
A magical accident injures your body. Throw 1D: 1-2, lose 1D-1 fingers; 3-
4, you lose half your teeth; 5, your leg is crippled (move at half speed); 6,
54
you lose an eye. The restoration spell, or regenerative magical items, can
cure this damage.
You turn into a random small animal, such as a toad, for 1D hours. While
55 you retain your mind, you may not speak or cast spells while in this form.
A restoration spell will revert you to your normal form immediately.
Your horrid magic causes all creatures, including allies, within a 10m
56
radius of you to flee in terror as far as possible from you for 1D turns.
You age quickly under the stress of sorcerous powers. Add 3D years to
your age. Characters over 60 years of age lose half their Stamina and
61
suffer DM-1 to all Physical throws. Characters reaching advanced age
(Referee’s discretion) may suffer further penalties or die from old age.
Your failed spell exposes you to unspeakable truths from beyond the veil.
62 You lose your sanity for 1D days. A restoration spell will cure your mind
immediately.
You are rendered speechless by the awful powers you command. You
63 become mute for 1D hours. Mute characters cannot cast spells. A
restoration spell will restore your speech.
You tremble at the thought of the powers you have unleashed.
64 Permanently suffer DM-2 to all actions requiring fine manipulation. A
restoration spell reverses this.
A wave of wild magic causes your veins to erupt in several places around
65
your body. Suffer 3D damage.
Your soul is blackened by dark magic! Throw Physical 6+ or die within 1
66
round.

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SPELLS
The following table presents 36 mighty spells and allows their random choice if
needed or desired.

Spells
d66 Spell
Call Animal (7+; range: 50m): summons one animal (such as a wolf) for 1
11
day.
Charm Person (7+; range: 10m): one humanoid creature must throw Lore
12 8+ or treat the sorcerer as a true friend; another Lore throw to break
free permitted every day.
Choking Grip (7+; range: 10m): victim must throw Physical 8+ or be
13 telekinetically gripped, suffering 1D damage per round and unable to act.
The victim may throw Physical 8+ every following round to break free.
Respite (7+; range: touch): target heals as if they have rested for one full
14
day.
Sleep (7+; range: 20m): two living creatures per Sorcery skill level must
15
throw Physical 8+ or fall asleep for 3D Turns.
Thunderclap (7+; range: 20m): Any creatures within 1.5m of the
16 thunderclap's chosen center must throw Physical 8+ or suffer 1D damage
and be deafened for 1D turns.
Call Animal Pack (8+; range: 50m): summons 2D animals (such as wolves)
21
for 1 day.
Deathless Minion (8+; range 10m): one corpse rises as a skeleton or
22
zombie for 1 hour.
Drain Life (8+; range: touch): target suffers 2D damage; sorcerer healed
23
by same amount.
24 Mind Probe (8+; range: 20m): read one target’s surface thoughts.
Paralysis (8+; range, 100m): target must throw Physical 8+ or be
25
paralyzed for 9 Turns.
Speak with Animals (8+; range: line of sight): allows conversing with an
26
animal as if it was a person.

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Spells (cont.)
d66 Spell
Call Lightning (9+; range: 120m): requires a lightning storm within range.
31 One lightning bolt strikes one creature for 6D damage; a successful
Physical 8+ throw halves this damage.
Convalescence (9+; range: touch): target heals as if they have rested for
32
5D days.
Cure Disease (9+; range: touch): cures all diseases the target suffers
33
from.
Dispel Magic (9+; range: 40m): dispels all spells and similar effects
34
affecting one creature or object.
Remove Curse (9+; range: 10m): removes all curses from a single
35
creature or object.
Speak with Dead (9+; range: 5m): allows asking a corpse 2 questions per
36
Sorcery skill level.
Animate Dead (10+; range: 10m radius around the sorcerer): raises up to
41
4 corpses per Sorcery skill level as skeletons or zombies for 1 day.
Invisibility (10+; range: touch): target becomes invisible for one day, or
42
until they attack another creature.
Paralyze Monster (10+; range: 100m): as paralysis but may affect any
43
living creature who fails Physical 8+.
Neutralize Poison (10+; range: touch): neutralizes all poisons affecting
44
the target.
Smite Undead (10+; range 75m): instantly destroys 3 undead creatures
45 per Sorcery skill level. Undead possessing the Sorcery skill, or ghosts, are
immune to this spell.
Summon Cacodemon (10+; range: 75m): summons a Cacodemon for 1
46
day.

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Spells
d66 Spell
Conjure Elemental (11+; range: 75m): summons an Elemental (sorcerer’s
51
choice) for 1 day.
Exorcism (11+; range: 10m): all undead and summoned creatures within
52 range must throw Physical 8+ or crumble to dust (undead) or be
banished (summoned creatures).
Feeblemind (11+; range: 60m): target must throw Lore 10+ or become a
helpless idiot incapable of casting spells, understanding language,
53
communicating coherently, or fighting effectively. Only cured by the
dispel magic or restoration spells.
Summon Weather (11+; range: 10km per Sorcery skill level): calls forth
54 and creates a specific weather condition to the sorcerer's location for 3
hours per Sorcery skill level.
Tremor (11+; range: 15m radius, excluding the sorcerer; or 45m long,
30m wide cone emanating from the sorcerer): causes the ground to
55 tremble. Every round any creature in range must throw Physical 8+ or be
knocked prone and suffer 1D damage. This lasts as long as the sorcerer
concentrates on this effect.
True Seeing (11+; range: touch): the subject sees things as they are and
56
is immune to illusions.
Commune (12+; range: self): a god or great spirit truthfully answers 3
61
yes-or-no questions. May be cast once a week.
Control Weather (12+; range: self): creates any desired weather
62 condition in a 100m radius around the sorcerer. This lasts as long as the
sorcerer concentrates.
Death! (12+; range: 75m): immediately kill 1D human-sized creatures or
63
1 creature of any kind. The targets may throw Physical 12+ to survive.
Regeneration (12+; range: touch): regenerates lost or maimed body
64
parts in one target.
Rebirth! (12+; range: touch): one dead creature (even without a
surviving body) returns to life. Throw 1d6: 1, the spell fails, and the
creature cannot be Reborn again; 2, the creature rises as a Ghoul and
65
attacks the caster; 3-5, the creature has risen but requires 1D months of
rest to recover; 6, the creature rises with full Endurance and Lifeblood
and is ready for action!
Restoration (12+; range: touch): removes any curses, afflictions,
66
diseases, or poisons from the target.

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MONSTERS
Horrid monsters stalk the wilderness, ruins, and even a city’s nights. A mighty
barbarian often seeks to slay such foes, the most common of which are described
below.

REACTIONS
While bestial monstrosities will almost always attack hapless barbarians,
intelligent NPCs might react in a variety of ways when encountering PC groups. To
randomly determine the attitude of any NPC, throw 2D on the following table.
These results are subject to Referee interpretation. An otherwise hostile gang of
marauders who are “Friendly” might be willing to trade. The Referee is
encouraged to use the Reaction roll to make each encounter unique. Note that
reactions are not affected by the Social skill, but characters may throw Social 6+
after the Reaction roll to improve the creature’s Reaction by one level.

Reactions
2D Reaction
2-3 Hostile; attacks
4-5 Unfriendly; may attack
6-8 Neutral; suspicious
9-11 Indifferent; uninterested
12+ Friendly; helpful.

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MONSTER FORMAT
A monster has Endurance/Lifeblood, Movement, Armor, an attack, skills, and
special abilities.
For example: A Giant Gecko has the following stats: 7/15, Move 10m, Armor 2,
Bite (melee 2D spiercing). Combat 2, Physical 2. Wall-Walking.
This means that this horrible lizard has 7 Endurance, 15 Lifeblood, a moves 10m/
round, has 2 points of armor, has bite attack at DM+2 to-hit causing 2D piercing
damage, and can walk on walls.
Note that, like any other character, a monster can move in lieu of attacking,
allowing double movement that round.

SPECIAL ABILITIES
Disease: after taking damage from a diseased creature, the victim must throw
Physical 6+ or develop symptoms the next round. A disease’s effect is at the
Referee’s discretion but can range from DM-1 to all actions to losing 1D lifeblood
per day. The victim may throw Physical 6+ each subsequent day to overcome the
disease.
Fear: any mortal who beholds the monstrosity must throw Lore 6+ or flee (or
cower) in fear for 1D rounds.
Incorporeal: immune to non-silver, non-magical weapons.
Paralysis: upon a successful attack, the victim must throw Physical 6+ or be
paralyzed for the next 1D turns. No matter how many attacks the victim suffers
from a paralyzing creature that round, they only need to throw Physical 6+ once
per round.
Stun: throw Physical 6+ to avoid getting stunned. a stunned character may not
move or act, but are not helpless, though hitting them is at DM+1.
Undead: immune to poison, disease, suffocation, and mind-affecting sorcery.

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MONSTERS!
Allip: The restless soul of a person who committed suicide due to grief or injustice.
12/30, flies 10m/round, Armor 0, special attack, Combat 2, Stealth 2. Incorporeal,
paralysis, undead. Victim must throw Lore 6+ or become insane for 1D Turns
(Referee’s discretion).
Ant, Giant: A giant insect typically found in large colonies. 10/20, Move 10m/
round, Armor 5, Mandibles (melee 2D piercing damage), Physical 1, Combat 1.
Ape, Flying: A winged ape capable of flight. 14/30, flies 20m/round, Armor 3, Fists
and Teeth (melee, 2D damage each; fists are crushing while teeth are piercing),
Physical 1, Combat 1, Stealth 1.
Ape, White: A massive carnivorous ape with white fur and enormous fangs. 20/30,
Move 10m/round, Armor 4, Fists and Teeth (melee 3D each; fists are crushing
while teeth are piercing), Physical-3, Combat-3.
Basilisk: A horrid lizard-like abomination with a gaze capable of turning flesh to
stone. 14/20, Move 5m/round, Armor 3, Claws and Teeth (melee, 2D damage
each; claws are slashing, teeth are piercing), Physical 1, Combat 2. Gaze turns
creatures to stone unless they throw Physical 8+.
Bat, Giant: A giant, carnivorous variant of the common bat. 12/22, flies 30m/
round, Armor 1, Teeth (melee 2D damage, piercing), Combat 1, Stealth 1.
Bear: These stats represent brown bears; black bears usually have less Lifeblood
while polar bears and Kodiak brown bears cause 3D damage. 16/32, Move 10m/
round, Armor 2, Claws and Teeth (melee, 2D damage each; claws are slashing,
teeth are piercing), Physical 2, Combat 2.
Black Ooze: An abominable semi-sentient pool of black acid. 10/13, Move 5m/
round, Armor 0, Special attack, Combat 0, Stealth 0. Immune to magic, cold, and
lightning. Not immune to fire. Acid – any creature coming into contact with the
Black Ooze suffers 2D damage. Corrodes metal in 1D rounds.
Cacodemon: The spawn of hell! 11/22, flies 20m/round, Armor 5, Claws and Maw
(melee 2D and 3D, respectively; claws are slashing, maw is piercing), Physical 1,
Combat 3, Stealth 1, Sorcery 1. Immune to poison and disease; knows 1D spells.
The demon may possess a target: the target must throw Lore 8+ or be possessed
and controlled by the demon. The target may attempt another Lore 8+ throw once
a week to cast off the possession; exorcism (per the spell) forces the cacodemon
to leave the victim's body. A demon may only possess one victim at a time.
Cat, Great: A great cat, such as a lion or tiger. 14/28, Move 20m/round, Armor 1,
Claws and Teeth (melee 2D and 3D, respectively; claws are slashing, teeth are
piercing), Physical 1, Combat 3, Stealth 2.

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Centipede, Giant: A giant variant of a large and venomous centipede. 6/16, Move
10m/round, Armor 3, Mandibles (melee 1D damage, piercing), Physical 0, Combat
0. Target must throw Physical 6+ to avoid Paralysis from the Centipedes’ venom.
Cockroach, Giant: The horror of the sewers! 3/11, Move 10m/round, fly 30m/
round, Armor 1, Mandibles (melee 1D damage, piercing), Physical 0, Combat 0.
Immune to disease and poison.
Crocodile: The mighty reptile king of the river. 16/20, Move 10m/round, Armor 3,
Teeth (melee 3D damage, piercing), Physical 2, Combat 3.
Dinosaur, Ankylosaurus: An armored prehistoric reptile with a massive, spiked
tail. 30/60, Move 10m/round, Armor 7, Trample and Tail (melee 3D and 4D,
respectively; both crushing), Physical 3, Combat 1.
Dinosaur, Deinonychus: A prehistoric reptilian pack predator, often confused with
the far smaller velociraptor. 9/20, Move 30m/round, Armor 1, Claws and Teeth
(melee, 2D damage each; claws are slashing, teeth are piercing). Physical 1,
Combat 1.
Dinosaur, Edmontosaurus: A medium-sized prehistoric reptile sometimes ridden
by barbarians. 20/40, Move 30m/round, Armor 2, Trample (melee 2D damage,
crushing). Physical 1. Ridable if tamed.
Dinosaur, Triceratops: A horned prehistoric reptile. 20/40, Move 10m/round,
Armor 5, Trample and Horns (melee 3D and 4D damage, respectively; trample is
crushing, horns are piercing). Physical 2, Combat 1.
Dinosaur, Tyrannosaurus Rex: The king of prehistoric reptiles! 20/45, Move 20m/
round, Armor 4, Bite (melee 5D damage, piercing). Physical 2, Combat 3.
Dog, Hunting: A faithful bloodhound. 3/10, Move 30m/round, Armor 0, Bite
(melee 1D damage, piercing). Stealth 3, Combat 1, Physical 1.
Dog, War: A mastiff bred for war. 11/17, Move 20m/round, Armor 1, Bite (melee
2D damage, piercing). Physical 1, Combat 2.
Dragon: The mighty reptilian king of the skies! 30/60, fly 30m/round, Armor 8,
Bite and Claws (melee, 5D and 3D damage, respectively, claws are slashing, teeth
are piercing). Physical 4, Combat 5, Sorcery 4. Knows 2D spells. Can breathe fire for
5D damage in a 10m-long, 5m-wide cone; victims may throw Physical 8+ to suffer
half damage.

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Elemental, Fire: A personification of the Element of Fire. 20/40, Fly 10m/round,
Armor 0, Special attack. Immune to non-magical weapons. The fire elemental may
generate a firestorm, causing 2D fire damage to any creature within 2m range.
Elemental, Water: A personification of the Element of Water. 20/40, Swim 20m/
round, Armor 0, Water Jet (melee 3D damage). Immune to non-magical weapons.
The water elemental can try to draw its victims underwater and drown them,
causing 1D damage per round; throw Physical 8+ per round to break free.
Elephant: A mighty beast of the forest and the savannah. 30/60, Move 10m/
round, Armor 3, Trample and Tusks (melee 5D and 2D damage, respectively,
trample is crushing while the tusks are piercing). Physical 3, Combat 1. Ridable if
tamed.
Fish, Carnivorous: Small but toothy, and often comes with many peers. 1/3, Swim
10m/round, Armor 0, Bite (melee 1 damage, piercing). Physical 0, Combat 0. Often
comes in large groups.
Ghost: A restless spirit lingering in the world of the living. 15/30, flies 10m/round,
Armor 0, special attack, Combat 0, Stealth 5. Incorporeal, Undead. The ghost may
possess a target: the target must throw Lore 8+ or be possessed and controlled by
the ghost. The target may attempt another Lore 8+ throw once a week to cast off
the possession; exorcism (per the spell) forces the ghost to leave the victim's body.
A ghost may only possess one victim at a time.
Ghoul: A ravenous undead monster with an appetite for human flesh. 11/22,
Move 10m/round, Armor 1, Claws and Bite (melee 1D and 2D damage,
respectively, claws are slashing, bite is piercing) and Paralysis. Physical 1, Combat
2, Stealth 1. Undead, Paralysis.
Green Slime: An amorphous monster resembling a pool of green goo. 10/16,
Move 1.5m/round, Armor 0, Special attack. Physical 1. Drops from ceiling or other
heights on victim; the victim must throw Physical 8+ or be engulfed with slime,
destroying the victim and their possessions within 2D rounds. Cure Disease spell
removes the Slime immediately. Burning the slime frees the victim but causes
them 2D damage.
Grey Ooze: An amorphous monster resembling a semi-sentient grey liquid. 10/17,
Move 1.5m/round, Armor 0, Pseudopod (melee 2D damage). Physical 1, Combat
1, Stealth 3. Any creature struck by a Grey Ooze must throw Physical 8+ or their
armor or weapons will be destroyed. Any non-magical weapon hitting the Grey
Ooze dissolves after the hit, magical weapons also dissolve unless their user
successfully throws Physical 6+.
Horse: A mighty steed! 16/24, Move 40m/round, Armor 1, Trample (melee 3D
damage, crushing). Physical 3, Combat 0. Ridable.

44
BARBARIC!
Hydra: The many-headed horror of myth. 40/60 (but see below for actual
damage), Move 10m/round, Armor 7, 6x Bite (melee 3D damage each, piercing).
Physical 1, Combat 2. The hydra attacks once per head per round. Every time a
hydra suffers a full 6 points of damage, it loses a head, and thus an attack. A hydra
dies when it loses all six heads.
Invisible Stalker: An invisible daemon summoned to track and assassinate victims
chosen by its summoner. 10/22, Fly 10m/round, Armor 5, Tentacle (melee 4D
damage, crushing). Physical 3, Combat 2, Stealth 2. Automatically surprises
opponents who cannot see invisible creatures; may be Exorcised (per the Exorcism
spell).
Lich: An undead sorcerer retaining sentience and magic from beyond the grave.
12/30, Move 10m/round, Armor 3, Claws (melee 3D damage, slashing, or by
weapon). Physical 1, Combat 2, Stealth 2, Sorcery 5. Undead, may only be harmed
by magical weapons. Knows 3D spells.
Lizardfolk, Savage: Uncivilized lizard-like humanoids. 9/20, Move or swim 10m/
round, Armor 2 or by worn armor, Claws (melee 2D damage) or by weapon.
Physical 1, Stealth 1, Combat 1. May hold breath for 10 minutes. DM+1 to Stealth
in swamps.
Lizard, Giant: A lizard the size of a horse! 16/34, Move 20m/round, Armor 3, Bite
and Claws (melee 3D and 2D damage, respectively, claws are slashing, bite is
piercing). Physical 3, Combat 2. Ridable if tamed.
Mammoth: A furry prehistoric elephant. 35/70, Move 10m/round, Armor 3,
Trample and Tusks (melee 5D and 2D damage, respectively, trample is crushing,
tusks are piercing). Physical 3, Combat 1. Ridable if tamed.
Mummy: Embalmed restless dead haunting pyramids and tombs. 15/30, Move
10m/round, Armor 4, Claws (melee 2D damage, slashing) or by weapons. Physical
1, Combat 3, Stealth 1. Undead. Immune to non-magical weapons other than fire.
Takes double damage from fire-based attacks. Disease (victim cannot heal) unless
the victim throws Physical 8+.
Octopus, Giant: A gigantic cephalopod! 30/60, Swim 20m/round, Armor 0, Beak
(melee 3D damage, piercing). Physical 3, Combat 3.
Pteranodon: A prehistoric flying reptile. 11/21, Fly 30m/round, Armor 0, Bite
(melee 2D damage, piercing). Physical 2, Combat 1. Ridable if tamed.
Rat, Giant: A rat the size of a dog. 5/10, Move 20m/round, Armor 1, Bite (melee
1D damage, piercing). Physical 0, Stealth 1, Combat 0.

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Roc: A mythical giant bird. 20/40, Fly 30m/round, Armor 2, Bite and Claws (melee
3D and 4D damage, respectively, claws are slashing, bite is piercing). Physical 3,
Combat 3. On a successful attack, the roc automatically grapples its victim, and
may take them up into the air.
Shadow: An undead shadow detached from its body. 7/15, Move 10m/round,
Armor 0, Life Drain (melee 2D damage, magical). Stealth 3, Combat 1, Physical 1.
Incorporeal, Undead. On a successful attack, the shadow heals itself half the
damage it dealt to its victim.
Shark, Great White: A huge, murderous shark. 18/40. Swim 20m/round, Armor 0,
Bite (melee 4D damage, piercing). Physical 1, Combat 2.
Skeleton: Skeletal remains animated by foul magic. 7/10, Move 10m/round,
Armor 1 or by worn armor, Claws (melee 1D damage, slashing) or by weapon.
Physical 0, Combat 0. Undead, takes half damage from non-crushing weapons.
Snake, Giant Constrictor: A giant non-venomous snake capable of smothering a
human. 15/30, Move 10/round, Armor 2, Bite or Constriction (melee 2D damage
each, bite is piercing, constriction is crushing). Physical 1, Combat 1, Stealth 1.
Snake, Venomous: An ordinary venomous snake. 2/3, Move 10m/round, Armor 0,
Bite (melee 1 damage, piercing) with venom. Stealth 2, Combat 0, Physical 0.
Victim bitten by a venomous snake must throw Physical 6+ or die from the venom
within 3D hours.
Spider, Giant: A gigantic arachnid the size of a large dog. 5/10, Move 10m/round,
Armor 1, Bite (melee 1D damage, piercing) with venom. Stealth 2, Combat 1,
Physical 1. Victim bitten by a giant spider must throw Physical 6+ or die from the
venom within 3D hours.
Toad, Giant: A giant amphibian, almost as large as a pony. 10/22, Leap 10m/round,
Armor 2, Bite (melee 2D damage, piercing). Stealth 1, Combat 1, Physical 1. If the
toad surpasses its attack throw target number by 4 or more, it swallows its victim,
causing 2D damage per round until the victim dies or the toad is slain.
Wolf: A lupine predator. 10/14, Move 20m/round, Armor 1, Bite (melee 1D
damage, piercing). Physical 1, Combat 1.
Wolf, Dire: A large prehistoric wolf. 12/24, Move 20m/round, Armor 2, Bite (melee
2D damage, piercing). Physical 1, Combat 2.
Wraith: A vengeful spirit. 10/20, Fly 10m/round, Armor 0, Special attack. Physical
0, Combat 2, Stealth 3, Sorcery 1. Incorporeal, Undead. Knows 1D spells. Causes
its victim to age by 4 years per attack unless the victim successfully throws Physical
6+.

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BARBARIC!
Zombie: A corpse animated by dak magic. 7/14, Move 5m/round, Armor 0, Claws
(melee 2D damage, slashing). Physical 1, Combat 1. Undead.

COMMON NPCS
The following non-player characters (NPCs) are common in a typical sword &
sorcery milieu.
Bandit / Foot soldier: A common warrior. 6/16, move 10m/round, Armor 2,
Shield, Spear (2D, piercing), Sword (3D, slashing) or Bow (3D, piercing), Combat 1,
Stealth 1, Social 1.
Sergeant / Mercenary: An experienced warrior. 10/16, move 10m/round, Armor
4, Shield, Sword (3D, slashing), Dagger (2D, piercing), Combat 2, Physical 1, Social
1, Stealth 1, Lore 0.
Knight: A mounted knight of the realm. 10/20, move 10m/round, Armor 8, Shield,
Sword (3D, slashing), Combat 3, Physical 1, Social 1, Lore 1, rides on a Horse.
Thief: A dastardly ruffian. 6/14, move 10m/round, Armor 0, Dagger (2D, piercing),
Crossbow (3D, piercing), Craft 2, Physical 1, Stealth 2, Combat 1, Social 0.
Peasant: A commoner. 6/12, move 10m/round, Armor 0, Pitchfork (2D, piercing),
Lore 1, Craft 1, Combat 0.
Sorcerer: A master of magic. 6/12, move 10m/round, Armor 0, Dagger (2D,
piercing), Sorcery 3, Lore 2 Social 2, Combat 0.
Pathfinder: An explorer or woodsman. 10/16, move 10m/round, Armor 2, Bow
(2D, piercing), Axe (2D, slashing), Stealth 2, Lore 2, Combat 1, Physical 1, Craft 0.
Berserker: A barbarian warrior capable of entering a rage on the battlefield.
10/20, move 10m/round, Armor 4, Battle-axe (3D, slashing), Dagger (2D, piercing),
Combat 3, Physical 2, Lore 1.
Merchant: A trader. 6/12, move 10m/round, Armor 0, Dagger (2D), Social 3, Lore
2, Craft 1, Combat 0.
Noble: An aristocrat. 6/14, move 10m/round, Armor 2, Sword (3D), Dagger (2D),
Social 3, Combat 3, Lore 2, Sorcery 0, rides on a Horse.

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TREASURE
In Swords and Sorcery tales, adventurers pursue treasure. This chapter presents
simple rules for generating treasures belonging to monsters, found underground,
or in ruins.

IDENTIFYING MAGICAL ITEMS


Identifying a magical item requires a week of research, 100gp in reagents, and a
Sorcery 6+ throw. The sorcerer can repeat failures, but each attempt takes a week
and costs 100gp. Simple sorcerous magical detection will ascertain that the item
is magical, but only deep experimentation will reveal its secrets.

GENERATING TREASURES
There are three types of treasures: Small, Large, and Hoard. Bandits and lesser
sentient monsters often gather a Small treasure. Powerful monsters usually gather
a Large treasure. Only the most powerful monsters, as well as kings, own hoards.
When generating a treasure, note that the magic item column usually gives a
throw on 2D necessary for magic items to be present in the treasure. In Barbaric!
all treasures have at least 1000gp.

Treasures
Coin and Jewelry
Treasure Type Magic Items
(In 1000s of gp)
Small 1D Any 2 magic items on a throw of 8+.
1D potion; 1D items of any type on a throw
Large 3D
of 6+.
2D potions; 1D miscellaneous items; throw
Hoard 6D 6+ for 1D weapons; throw 6+ 1D suits of
armor.

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BARBARIC!
Magical Items Categories
1D Item Category
2 Potions
3 Eldritch Tome with 2D random spells
4 Armor
4 Weapons
5-6 Miscellaneous Items

Potions
2D Potion
Speed: the imbiber will move at double their regular speed and may act
2 twice per round for 1D+6 turns. However, the imbiber will permanently
age one year due to the strain on their body.
Love: the imbiber becomes charmed by the next sentient creature they
lay eyes on. Furthermore, if the creature belongs to a similar species to
that of the drinker and to their preferred sex, the imbiber will be deeply
3
enamored with it. The charm effect only lasts 1D+6 turns, but only
dispel magic will cause the imbiber to cease to be enamored by a
creature it fell in love with due to this potion.
Extra Healing: the imbiber heals as if they rested for 5D days under a
4
healer's care.
Healing: the imbiber heals as if they rested for a full day under a
5-6
healer's care.
Oil of Sharpness: when applied to a blade, the oil temporarily enhances
7 its power to that of a lesser magical weapon, granting DM+1 to hit and
allowing it to harm creatures only harmed by magical weapons.
Invisibility: the imbiber, along their equipment, becomes invisible as per
the Invisibility spell. It is possible to consume this potion in 1/6
8
increments, in which the invisibility lasts for 1 turn per dose. Any
combat ends this invisibility.
Heroism: the imbiber gains a temporary Combat 3 skill, or adds +1 to
9
their Combat skill, whichever is higher.
10 Polymorph: the imbiber may shapeshift to a new form for 1D+6 Turns.
Longevity: the imbiber becomes 10 years younger, to a minimum of 18
years. However, every time one consumes this potion after the first one,
11 they must throw 3+ to avoid a mishap, which reverses all previous
longevity potion effects, returning the character to the age they would
have been without the potion.
Gaseous Form: the imbiber takes the form of a translucent cloud of gas
for 1D+6 Turns; all equipment carried by them falls on the floor. While in
12 gaseous form, a creature may not attack but may move 5m per round
through cracks and below doors. Gaseous creatures are immune to non-
magical weapons.
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Weapons
2D Weapon
Slaying arrow. DM+2 to hit, keyed against a single creature type
2
(Referee's choice); if it hits such creature, it instantly dies.
Flame Tongue Sword: DM+1 to hit; DM+2 against regenerating, avian,
3 or plant-like monsters; upon command, will be covered by flames,
providing light as a torch, and ignite anything flammable it touches.
4 Sword, DM+1, DM+2 vs. dragons
5 Spear, DM+2 to hit
6 Axe or Great Axe, DM+2 to hit
7 Sword, DM+1, DM+2 vs. undead
8 Sword, DM+1, DM+2 vs. summoned creatures
9 Sword, DM+2 to hit; those attacking the wielder suffer DM-1 to hit
10 War Hammer, DM+2 to hit
11 Maul, DM+1 to hit, DM+3 to hit and double damage vs. undead
Vorpal Sword: DM+2 to hit; on a natural attack throw of 12, its victim
12 must throw Physical 10+ or be decapitated, dying immediately. If they
succeed in this throw, they still suffer double damage.
ARMOR
When generating enchanted armor, first roll on the following table to determine
its type, and then roll on the Enchanted Armor table.
Enchanted armor always counts as half its Encumbrance, rounded down.

Armor Types
1D Armor
1-3 Light
4-5 Medium
6 Heavy

Enchanted Armors
1D Enchantment
1 Cursed! DM+1 to enemies attacking the character
2 +1 armor rating
3 +2 armor rating
4 +3 armor rating
5 +4 armor rating
6 +5 armor rating

50
BARBARIC!
MISCELLANEOUS MAGICAL ITEMS
The following magical items do not fit any of the above categories.

Miscellaneous Magical Items


d66 Item
Ring of Spell Turning: the ring may be used for 2D times. Each time the
11 wearer uses it, it negates a single spell's effect on the wearer. Once all
uses are spent, the ring turns to dust.
Boots of Levitation: upon command, these boots allow the wearer to
12
levitate at walking speed. The duration is infinite.
Boots of Traveling and Sprinting: while wearing the boots, the wearer
does not need to rest if engaged in regular exploration movement; above
13
ground, their movement rate is doubled. The wearer may also jump 3m
high, or 10m long.
Ring of Protection: any who attacks the wearer suffers DM-1 to hit and
14
the wearer gains DM+1 to all throws to resist magic, disease, or poison.
Bracers of Armor: grant the wearer 5 points of armor protection. This is
15
not cumulative with a worn suit of armor.
Ring of Invisibility: one per turn, the wearer may become invisible, per
16
the spell of the same name.
Ring of Wishes: the ring stores 1D wishes. A wish is the most powerful
magic available – capable of altering reality and even resurrecting the
21 dead with no risks entailed. However, we encourage the Referee to
strictly limit, and nearly always subvert, such wishes to avoid absurdities
or cheating. Once the ring runs out of wishes, it crumbles to dust.
Broom of Flying: may carry up to two riders at a speed of 80m per round
22
in combat or up to 60km a day in overland travel.
Wand of Paralysis: The Wand has 2D Charges. discharges a cone, 20m
23 long and 10m wide. All creatures within the cone must throw Lore 6+ or
be paralyzed for 6 turns.
Staff of Wizardry: this staff has the powers of a staff of power and a
wand of paralysis. It has 3D Charges. In addition, it may serve to cast
24 invisibility or conjure elemental. Finally, the user may break the staff in a
final blow, dealing 1D damage per remaining charge to all creatures
within 10m, including the user themselves, and destroying the staff.
Cloak of Shadows: any creature wearing this cloak enjoys DM+3 to
25
Stealth throws.
Crystal Ball: any character with at least Sorcery-1 can use the ball to view
images of distant objects, places, or creatures they are familiar with. The
26 greater the familiarity with that object, place, or creatures, the clearer
the image. The user may not communicate or cast spells through the
crystal ball.

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Miscellaneous Magical Items (cont.)
d66 Item
Rod of Cancellation: if the rod strikes an item, that item permanently
31
loses all magical powers.
Staff of Withering: The Staff has 3D Charges. grants DM+1 to hit; causes
4D damage if a charge is used. By expended two charges, the struck
32
victim ages by 12 years. By expending three charges, one of the victim's
limbs withers into a useless, mummified member.
Decanter of Endless Water: removing the stopper from this flask and
speaking the command word sends forth a stream of fresh water from it
at the rate of 5 liters per round. Alternatively, it may be commanded to
33
emit a "geyser", producing a 6m long, 30cm wide stream of water at 150
liters per round; any creature hit by the geyser must throw Physical 8+ or
fall prone. Creatures larger than human size are immune to this geyser.
Drum of Panic: if sounded, all creatures within 80m of the drum must
34 throw Lore 8+ or become fearful and flee at running speed for 30 rounds.
There exists a 3m safe zone around the drum itself.
Dust of Appearance: a handful of this material, when thrown into the
air, covers all creatures within a 3m radius, rendering any invisible
35
creature visible. A tube of this dust contains enough dust for 5D
applications.
Wand of Polymorphing: the wand has 2D Charges. polymorphs the user
36
as per a potion of polymorphing.
Wand of Detecting Secret Doors: the wand has 2D Charges. all secret
41 doors within 10m become surrounded by a faint blue aura for 2 turns.
Only the wielder can see the aura.
Wand of Detecting Magic: the wand has 2D Charges. any magic item
42 within 5m becomes surrounded by a faint yellow aura for 2 turns. Only
the wielder can see the aura.
Flying Carpet: this fabled carpet may carry up to 3 human-sized
43 passengers at a speed of 80m per round in combat or up to 60km a day
in overland travel.
Gauntlets of Power: grant their user DM+2 to all melee damage rolls and
44
grants unarmed damage of 2D+2.
Girdle of Heroic Strength: increases the wearer’s Physical skill by 2
45 points and grants the ability to throw rocks up to 100m range for 3D
damage, and grants DM+3 to forcing doors open.
Helm of Comprehending Languages: the wearer can understand and
46
speak any language they encounter and read texts in any language.

52
BARBARIC!
Miscellaneous Magical Items (cont.)
d66 Item
Helm of Telepathy: the wearer can read the thoughts of any creature
within 30m at will and may send telepathic messages to any whose
51 thoughts they read (allowing two-way communication). Use of this helm
requires full concentration, and the user cannot move or act otherwise
while using it.
Helm of the Deep: any person who wears this helm can breathe
52
underwater indefinitely and swim at their full movement speed.
Ring of Regeneration: the wearer regenerates lost or maimed body parts
53 within 1D hours. However, the ring may not cure damage or injury
caused by fire or acid.
Horn of Blasting: when sounded, the horn emits a sonic wave dealing 2D
damage to any creature within a 30m long, 6m wide cone. Any hit by the
54
wave must throw Physical 8+ or be deafened for 2D rounds. The horn has
an AV rating of 2D and may level structures at the Referee's discretion.
Staff of Striking: the staff has 3D charges. It grants DM+1 to hit. Upon
55
expending a charge when striking an opponent, it causes 4D damage.
Staff of Healing: heals any creature touched by it as if they have rested
56
for 5D days under a healer's oversight.
Ring of Telekinesis: the ring grants its wearer the ability to move up to
61
100kg with his mind at will.
Mirror of Opposition: any creature who are reflected in the mirror are
restlessly attacked by an exact duplicate of that creature. The creature’s
62
own powers are duplicated as well. When either the duplicate or the
original one perishes, the duplicate disappears.
Ring of Spell Turning: the ring may be used for 2D times. Each time the
63 wearer uses it, it negates a single spell's effect on the wearer. Once all
uses are spent, the ring turns to dust.
Scarab of Protection: renders its wearer immune to any curses and
64 death spells and effects, regardless of their origin. After 2D such attacks,
the scarab crumbles to dust.
Ring of Fire Resistance: renders the wearer immune to all forms of
65
ordinary flame and grants DM+2 to resist magical fire.
Stone of Luck: grants any person who carries it DM+1 to all attack throws
66
and any throws made to resist magic, poison, or disease.

53
STELLAGAMA PUBLISHING

LEGAL INFORMATION
This Product is derived from the Traveller System Reference Document and other
Open Gaming Content made available by the Open Gaming License and does not
contain closed content from products published by either Mongoose Publishing or
Far Future Enterprises. This Product is not affiliated with either Mongoose
Publishing or Far Future Enterprises, and it makes no claim to or challenge to any
trademarks held by either entity. The use of the Traveller System Reference
Document does not convey the endorsement of this Product by either Mongoose
Publishing or Far Future Enterprises as a product of either of their product lines.
Cepheus Engine and Samardan Press™ are the trademarks of Jason "Flynn"
Kemp”; Stellagama Publishing is not affiliated with Jason "Flynn" Kemp or
Samardan Press™.
The names “Cepheus” and “Cepheus Engine” are used in this product with Jason
"Flynn" Kemp’s permission.

PUBLISHING YOUR OWN MATERIALS


As you can see at the beginning of this System Reference Document, all of the text
in this document is designated as Open Gaming Content, except for the titles of
products published by Stellagama Publishing – the names “Barbaric!”, “Cepheus
Light”, "Sword of Cepheus", and “Stellagama Publishing”; and the introductory
chapter. The name “Cepheus Engine” is copyrighted by “Samardan Press” and
used in this product with their permission.
This means you can copy whatever parts of Barbaric! you want, add your own
content, change the content around, and publish the result. Note that you will
have to comply with the Open Gaming License, as reproduced at the end of this
document. If you do not mention any of the trademark elements, you do not need
to do anything else.
However, you can use the " Barbaric! " trademark, under certain circumstances, to
indicate compatibility with this rules system. You have to follow the requirements
of the Barbaric! Compatibility-Statement License (CSL), but if you do, you can state
that your published material “is compatible with the rules of Barbaric!” or, “with
the Sword of Cepheus rules” or, “with the Barbaric! game.” The requirements are
on the next page.

54
BARBARIC!
THE BARBARIC! COMPATIBILITY-STATEMENT LICENSE (CSL)
1. You must state on the first page where you mention Barbaric! that “Barbaric!,
Sword of Cepheus, Cepheus Light, and Stellagama Publishing are the
trademarks of Stellagama Publishing” and that you are not affiliated with
Stellagama Publishing.
2. If you are using the license to commit legal fraud, you forfeit the right to
continue using the license: specifically, if you are claiming compatibility with
the rules of Cepheus Engine, the claim must not constitute legal fraud, or
fraud in the inducement, under the laws of the State of Israel. Note that this
requirement is almost impossible to violate unintentionally—it is largely
intended to keep us out of trouble, not to restrict legitimate statements of
compatibility.
3. You must comply with the terms of the OGL if the terms apply.
4. Your cover must include the words “House Rules” or “Variant Rules” or
"Alternate Barbaric! World" near the title if the document is a full, free-
standing game that includes modifications. Feel free to contact Stellagama
Publishing if you wish to use a different form of disclaimer.
5. Selling a full version of this game with your house rules incorporated into it is
perfectly permissible, but you may not sell an effectively unchanged copy of
the rules for money.
6. If your document is a private house rules document, not being sold for profit
or general use, you may scan and use the cover from the printed version, if
such version shall be published in print under the title of Barbaric!, provided
that the cover contains the words “House Rules,” near the title. All other art
used in this book is strictly Public Domain.
7. Your rights under this CSL cannot be revoked, and are perpetual, unless you
breach the terms of the license, in which case your rights terminate.
8. If you comply with the above, you may state that your resource is “for use
with Barbaric!”, or “compatible with Barbaric!”.

If you have questions about the license, feel free to contact Stellagama Publishing
at golan2072@gmail.com.

55
STELLAGAMA PUBLISHING
OPEN GAME LICENCE 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, Licence, 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 Licence, 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; artefacts; 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 Licence 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 Licence: This Licence 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 Licence. You must affix such a notice to any Open Game Content that you Use. No terms may be added
to or subtracted from this Licence except as described by the Licence itself. No other terms or conditions may be applied to any Open
Game Content distributed using this Licence.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this Licence.

4. Grant and Consideration: In consideration for agreeing to use this Licence, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive Licence with the exact terms of this Licence 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 Licence.

6. Notice of Licence Copyright: You must update the COPYRIGHT NOTICE portion of this Licence 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 holders 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
Licenced 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 Licenced 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.

The following are classified as Open Content: All material in this product except for the introduction text, Appendix B, and the text of the
Open Game License. These are also explicitly marked as “The following is Open Game Content”.

The following are not Open Content and are © 2018 Stellagama Publishing: Introduction text and Appendix B.

The text of the Open Game Licence © 2000 Wizards of the Coast, Inc.9. Updating the Licence: Wizards or its designated Agents may
publish updated versions of this Licence. You may use any authorised version of this Licence to copy, modify and distribute any Open
Game Content originally distributed under any version of this Licence.

10. Copy of this Licence: You MUST include a copy of this Licence with every copy of the Open Game Content You Distribute.

56
BARBARIC!
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 Licence 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 Licence 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 Sub-Licences shall survive the termination of this Licence.

14. Reformation: If any provision of this Licence 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 1.0a Copyright 2000, Wizards of the Coast, Inc.

High Guard System Reference Document Copyright © 2008, Mongoose Publishing.

Mercenary System Reference Document Copyright © 2008, Mongoose Publishing.

Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan
Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch

System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
original material by E. Gary Gygax and Dave Arneson.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material
by E. Gary Gygax and Dave Arneson.

T20 - The Traveller’s Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is a trademark of Far Future Enterprises and is used
under license.

Traveller System Reference Document Copyright © 2008, Mongoose Publishing.

Traveller is © 2008 Mongoose Publishing. Traveller and related logos, character, names, and distinctive likenesses thereof are trademarks
of Far Future Enterprises unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorized User.

Basic Fantasy Role-Playing Game Copyright 2006-2008, Chris Gonnerman.

Castles & Crusades: Players Handbook Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden.

Castles & Crusades: Monsters Product Support Copyright 2005, Troll Lord Games.

Dwimmermount Copyright 2013 James Maliszewski, Authors James Maliszewski, Alexander Macris & Tavis Allison

Labyrinth Lord Copyright 2007-2009, Daniel Proctor; Author Daniel Proctor.

Labyrinth Lord Advanced Edition Companion Copyright 2010, Daniel Proctor; Author Daniel Proctor.

Adventurer Conqueror King System Copyright 2011, Autarch; Authors Alexander Macris, Tavis Allison, Greg Tito, and Ryan Browning.

ACKS Heroic Fantasy Handbook Copyright 2017, Autarch; Author Alexander Macris

Lamentations of the Flame Princess: Weird Fantasy Role-Playing Copyright 2011, LotFP; Author James Edward Raggi IV

Outer Veil, Copyright 2011 © Spica Publishing: Authors Omer Golan-Joel and Richard Hazlewood.

Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp

Cepheus Engine’s ‘70s 2D6 Retro Rules’, Copyright © 2017 Zozer Games, author Paul Elliott

Clement Sector Core Setting Book 2.0 Copyright 2016, Gypsy Knights Games LLC

These Stars Are Ours! Copyright © 2016, Stellagama Publishing; Authors Omer Golan-Joel, Josh Peters, and Richard Hazlewood.

Cepheus Light © 2018, Stellagama Publishing; Authors Omer Golan-Joel and Josh Peters.

Cepheus Quantum © 2019, Stellagama Publishing; Author Omer Golan-Joel.

Cepheus Atom © 2020, Stellagama Publishing; Author Omer Golan-Joel.

Barbaric! © 2021, Stellagama Publishing; Author Omer Golan-Joel.

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