Sword & Planet

An Old School Roleplaying Game of Planetary Romance
    Credits   Design  and  Development:  Jason  "Flynn"  Kemp   Layout:  Jason  "Flynn"  Kemp   Special  Thanks:  Kenneth  Bulmer  (under  the  pseudonym  of  Alan  Burt  Akers),  Edgar  Rice   Burroughs,  Lin  Carter,  John  Norman  and  all  of  the  other  Planetary  Romance  authors  whose   stories  helped  shape  my  interests  and  sense  of  adventure  as  I  was  growing  up.     Rough  Draft  v0.2,  March  15,  2012   Copyright  ©  2012  Jason  “Flynn”  Kemp     Provided  for  free  by  Samardan  Press   http://stores.lulu.com/samardanpress        

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TABLE OF CONTENTS
INTRODUCTION ....................................................................................................................................................7   THE  BASICS.............................................................................................................................................................9   WHAT  IS  ROLEPLAYING? .........................................................................................................................................................9   THE  REFEREE .............................................................................................................................................................................9   THE  PLAYER–CHARACTERS..................................................................................................................................................10   GAME  PLAY ..............................................................................................................................................................................10   THE  SWORD  &  PLANET  SYSTEM..........................................................................................................................................10   A  NOTE  ON  DICE .....................................................................................................................................................................10   THE  CORE  MECHANIC ............................................................................................................................................................11   CREATING  A  CHARACTER ............................................................................................................................... 12   HOW  TO  BUILD  A  CHARACTER .............................................................................................................................................12   ABILITY  SCORES ................................................................................................................................................ 13   CHARISMA ................................................................................................................................................................................13   CONSTITUTION ........................................................................................................................................................................13   DEXTERITY ...............................................................................................................................................................................13   INTELLIGENCE .........................................................................................................................................................................13   STRENGTH ................................................................................................................................................................................14   WISDOM ...................................................................................................................................................................................14   UNIVERSAL  ATTRIBUTE  BONUS ...........................................................................................................................................14   CHARACTER  RACES........................................................................................................................................... 15   HUMAN,  EARTHLING ..............................................................................................................................................................15   HUMAN,  RED  MARTIAN .........................................................................................................................................................15   GREEN  MARTIAN ....................................................................................................................................................................16   KALDANE ..................................................................................................................................................................................16   CHARACTER  CLASSES....................................................................................................................................... 18   THE  EXPERIENCE  TABLE .......................................................................................................................................................18   CLASS  LEVEL  MODIFIER  (CLM) ..........................................................................................................................................18   SUGGESTED  RULE:  STATIC  HIT  DICE  VALUES ...................................................................................................................18   THE  WARRIOR ........................................................................................................................................................................19   Special  Abilities ...................................................................................................................................................................19   THE  EXPERT ............................................................................................................................................................................21   Special  Abilities ...................................................................................................................................................................21   THE  MYSTIC.............................................................................................................................................................................22   Special  Abilities ...................................................................................................................................................................23   ABILITY  CHECKS ................................................................................................................................................ 26   DIFFICULTY  CLASS ..................................................................................................................................................................26   OPPOSED  CHECKS ...................................................................................................................................................................26   TRYING  AGAIN.........................................................................................................................................................................26   SKILLS ................................................................................................................................................................... 27   COMBINING  SKILL  ATTEMPTS ..............................................................................................................................................27  

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..........41   HAZARDS............................................................................................................................................................................................................................................................................................................................................................................................................49   Distract .....................................................................36   ACTION  TYPES ..43   POISON..........................................42   DISEASE .....................................38   DAMAGE  AND  DEATH .....................47   THE  AFTERMATH  OF  A  MASS  BATTLE ...............................................................46   STEP  THREE:  IMPACT  OF  MAJOR  CHARACTERS ...................................................................................40   HEALING .......................................................................................................................................................................................................37   SPECIFIC  SITUATIONS .............................................................................................................................................................................44   WATER ....................................................................................................44   SUFFOCATION ...........................................................................................................................................................43   Catching  Fire .................................................................................................................................................................................................... 49   MYSTIC  1ST  LEVEL  POWERS ............................................................................................................................................................................................................................................................................................................................................ 42   COLD ....................................................................................46   STEP  TWO:  DETERMINE  MODIFIERS ......................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................... 34   GAINING  EXPERIENCE .................................34   SAVING  THROWS...............................................................................41   ONE  LAST  REMINDER ................. Rough Draft v0...................................................................................................................................................................................................................................SKILL  DESCRIPTIONS .........................................................................................................................42   Falling  Objects .........................................................33   HOW  TO  PLAY..........................................................................................................................................46   STEP  FOUR:  RESOLVE  MASS  BATTLE  CYCLE .........................................................................................................................................................................35   COMBAT .................. 36   SURPRISE ......................................................................................................................................................................................................................................................................................................44   MASS  COMBAT.....................................48   MYSTIC  POWERS ..................36   DECLARE  INITIATIVE ................... 46   STEP  ONE:  EVALUATE  THE  SIDES ...............................................................................................................................................................................................................................36   THE  COMBAT  ROUND .................................................................................................................................................34   Saving  Throw  Types .................27   EQUIPMENT......................44   STARVATION  &  DEHYDRATION .......................................................................................................................................................................49   Daze.........................34   TIME ................................43   HEAT ..............................2 Page 4 3/15/12   ........................................................................................................................................43   Smoke ................................................................................. 32   CALCULATING  DEFENSE ........................................................................................................................................................42   FALLING .........................................................................................................40   MONSTERS  AND  COMBAT ..........................................................................................................................................................................42   DARKNESS  &  DIM  LIGHT ...............................................................................................................................................................................................................................................................................................................................................................................................49   Sword & Planet............................................................................................................................37   THE  ATTACK  ROLL ...............................................................................................................................................................................................................................................................................................................................................................................................................................32   HOW  MUCH  YOU  CAN  CARRY..........................................................................................................................................................32   MOVEMENT .....................................................................................................................................................................................................................................................................................................................................................................................................................................................................47   STEP  FIVE:  MORALE....................................................................................................................................................................................... 29   FINAL  TOUCHES ....................................................................................................................................................................................................................................

.........................................................................................................................................................................................................................................................52   Empathic  Healing......................................61   Sword & Planet.......................................................................................................................51   Command........................................57   Suggestion ........................................................................................................................................................................................53   Calm  Emotions........................................................................................54   Vampiric  Healing................................................................................................................................................................................................................................59   Telepathic  Bond ..........................................................................................................................................................................................................................................................................................................................................................................................................................60   SITH ....................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................50   Tongues...................................................................60   CALOT .............................................................................................................................................................................................................................................59   True  Seeing ...............................................................................................57   MYSTIC  5TH  LEVEL  POWERS ......................................................................................................................................................52   Remove  Fear .............................................................................................55   Clairaudience/Clairvoyance...................................................................57   Dominate  Person ...........................................52   Doom.....................................................................................................................................................59   Waves  of  Fatigue ............51   MYSTIC  2ND  LEVEL  POWERS ...................................................................  Lesser.  Lesser .......................49   Guidance....................................................................................................................59   BESTIARY ............................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................50   Telepathic  Bond...............................................................................................................................60   ORLUK ......................50   Touch  of  Fatigue .........................................................................................................................................................................2 Page 5 3/15/12   .............................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................55   Whispering  Wind........................................................................................................................................................ 60   APT ......................................................................................................52   Disguise  Self ........58   Phantasmal  Killer........57   Fear...................................................................................53   Detect  Thoughts....................................................................................................53   Aura  of  Unnoticeability.......................................................................................................................................................................................................................................................52   Hypnotism............................................54   Dousing ..............51   Cause  Fear ....................................................................................................................................................................................................................................................................................................................60   BANTH ...............................................................................................55   Bestow  Curse .........................................................................................58   Scrying............................................................................................................................................58   Raise  Dead .............................................................................................................................Dousing..............................................................................................................................................................................56   Remove  Curse ................................................................................................................................................................................................................................  Lesser ........................................................................................................51   Charm  Person.. Rough Draft v0............................................................................................................................................................................................................................61   THOAT ..................................53   MYSTIC  3RD  LEVEL  POWERS ................................................54   Hold  Person......................................................................................................................................................................................................................................................................................................54   Location  Reading.................................................................................................................................................................56   Heroism....................................................................................56   Rage....................................................................................................49   Object  Reading...........................................55   MYSTIC  4TH  LEVEL  POWERS ....................................................................................................................................................................................................................................................................................56   Ray  of  Exhaustion.........................................................................................................................................................................................................................................................................................................................................................................................................................................................57   Tongues........

......62   THE  LEGAL  TEXT ......................................................................................................................................................................................................................................63   OPEN  GAME  LICENSE  VERSION  1...................................61   ZITIDAR ........................................................................................................................................................61   MONSTER  CLASS  LEVELS  AND  EXPERIENCE  VALUES ...................................................ULSIO ................................................. 63   OPEN  GAME  CONTENT..................................................................................................................2 Page 6 3/15/12   .........................................................0A .............................................................................................................................................................................................................................................63         Sword & Planet............................ Rough Draft v0.............61   WHITE  APE .......................................................................................

 Some  Planetary  Romances  take  place   against  the  background  of  a  future  culture  where  travel  between  worlds  by  spaceship  is   commonplace.   Planetary  Romance.  a  vast  majority  of  novels  in  the  genre  revolve  around  saving  a  space  princess.  dungeons.  the  ideal  woman.   Within  these  trappings.   The  following  are  classic  tropes  or  characteristics  of  the  Planetary  Romance  genre.  the  women  are  often   highly  attractive.   • Exotic  Locales.com). Rough Draft v0.  monster-­‐killings.  Planetary  Romance  are  filled  with  pulp  action.  A  significant  amount  of  the  planet's  common  population  are  typically   hostile  savages  living  a  tribal  or  nomadic  existence.  but  if  this  element  can  be  captured  in  a  game.   it  is  the  planetside  adventures  which  are  the  focus  of  the  story.  forced  gladiatorial  combat.  such  as  swashbuckling   adventure.  however.   • Hostile  Savages.  transmutation.  it  is  well  worth  it.  making  the  wilderness  between   "civilized  lands"  very  dangerous  for  the  average  man.  often  decaying.  Growing  out  of  the  adventure  novels  and  pulp  romances  of  the  turn  of  the   20th  century."  -­‐   From  the  Planetary  Romance  entry  in  Wikipedia.  independent.  or  other  methods  of  getting  between  planets.  do  not.  or  between  the  hero   and  a  specific  culture.2 Page 7 3/15/12   .  Over  the   last  few  years.  or  Sword  &  Planet  gaming.   and  duels  with  villains.   Sword & Planet.  you  will  rarely  (if  ever)  see  examples  of  evocation.  from  whatever  dire  straights  in  which  she  has   managed  to  find  herself  trapped.   the  most  beautiful  woman  on  two  worlds.  She  is  often  gorgeous.INTRODUCTION Welcome  to  Sword  &  Planet:  An  Old  School  Roleplaying  Game  of  Planetary  Romance.  While  telepathy.   intelligent  and.  imprisonment.  "In  Like  Flynn"   (http://flynnwd.   • Space  Princesses.  adventures  are  typically  of  those  formats  already  familiar   to  most  gamers'  experience:  urban.  For  those  of  you  who  may  not  be  familiar  with  the  genre.  often  makes  an  appearance  in  Planetary  Romance.  Despite  this.blogger.  and  much  of  the   literature  explores  cultural  clashes  between  two  distinct  groups.  mystery.  others.  In  either  case.  and  invoke   flying  carpets.   • Mysticism  &  Mentalism.   etc.  is  a  favorite  literary  genre  of  mine.  astral  projection.  all  in  all.  Planetary  Romance  features   exotic  locations  on  another  world.  enchantment  and  even  illusions  make  their  appearance  in  some  Sword  &   Planet  series.  except  that  she  keeps  getting  into  trouble  and   requires  saving.   divination.   • Alien  Interactions.  Pockets  of  civilization.  wilderness.  centering  around  mysticism  and   mentalism.  I   offer  the  following:   "Planetary  Romance  is  a  type  of  science  fiction  or  science  fantasy  story  in  which  the   bulk  of  the  action  consists  of  adventures  on  one  or  more  exotic  alien  planets.  particularly  the  earliest  examples  of  the  genre.  I've  discussed  it  occasionally  on  my  blog.  Most  often  filled  with  untamed  wilderness.  daring  escapes.   • Pulp  Action.   • Decadent  Monarchies.  alluring.  Although  Planetary  Romance  is  based  on  the  concept  of  Chivalric   Romance.  The  pulp  concept  of  magic.  exist  as  isolated  city-­‐ states  ruled  by  despotic  monarchs.  characterized   by  distinctive  physical  and  cultural  backgrounds.  Most  PCs  have  trouble  with  exploring  romance  within  a  roleplaying   environment.  political  intrigue.  ruins.  and  the  men  are  fiercesome  warriors.  The  cultures  of  the  planet  are  often  varied.  not  the  mode  of  travel.

 because  it  is  in  many  ways  similar  to  a  Low   Fantasy  setting.  they  are  simple  beaten  down  and  knocked  unconscious  rather  than   slaughtered  out  right.   Medieval  Weaponry.   Knocked  Unconscious.  swords  and  occasionally  other  medieval  weaponry  settle  most  disputes   among  common  men.  tend  to   pull  you  into  a  Sword  &  Sorcery  mode.   Weird  Monsters.  in  particular.  success  often   goes  to  the  one  that  acts  quickly  and  decisively.   Dinosaurs  Live.   These  range  from  "radium  pistols"  and  "crystal  ray  guns"  to  flying  ships  and   anachronistic  power  supplies.  and  thus  a   challenge.)   Lost  Technology.   Alien  Interactions. Rough Draft v0.  though.  are  often  pretty  easy  to  take  down  one-­‐on-­‐one.  creatures   recognizable  as  dinosaurs  exist  and  terrorize  the  countryside.  Most  of  the  monsters  encountered  in  a  Planetary  Romance  setting  are   unusual.  but  isn't  a  strong  representation  of  the  genre  as  a  whole.  Often.     Sword & Planet.  Gladiatorial  games  and  arena  combat  often  have  a  place  in  most   Planetary  Romance  settings.   Competent  Characters.   Chess  Variants.  a  tactical  simulation  similar  to  but  often  more  complex  than  the  game   we  know  here  on  Earth.  but  without  the  magical  powers  associated  with   many  creatures  of  mythology.  Almost  every  major  Planetary  Romance  series  introduces  some  local   variant  of  Chess.  Despite  the  unusual  nature  of  the  wildlife  on  the  planet.   Individual  Focus.   Arena  Combat.  or  between  the  hero   and  a  specific  culture.  While  the  main  characters  do  not  have  to  be  heroes  per  se  (and  in  some   cases  were  criminals  or  anti-­‐heroes  intentionally).  which  can  happen  in  some  Planetary  Romance   series.  Some  are  even  likely  to   be  domesticated  and  used  as  livestock  or  mounts.  they  want  much  more  personal  and  localized  goals.  large  death-­‐dealing  natural  weapons.  At  least  once  over  the  course  of  the  series.  (Necromancy  and  conjuration.  and  much  of  the   literature  explores  cultural  clashes  between  two  distinct  groups.  This  is  the  tie-­‐in  that  allows  most  fantasy  players  to  more  quickly   adjust  to  a  Planetary  Romance  setting.   When  given  a  choice  between  acting  in  haste  or  acting  with  deliberation.  The  main  villains  are  generally  competent.  and   similar  characteristics.  the  remnants  of  some  lost  technology   from  a  prior  civilization  still  remains  in  use  among  the  decadent  pockets  of  civilization.  Despite  the  possible  presence  of  firearms  or  other  high-­‐tech   weapons.   as  are  the  major  villains  they  face.  Heroes  are  just  plain  better  than  the  average  Joe  on  the  street.  Villains  don't  want  to  destroy   or  take  over  the  world.  Even  major  duels  and  challenges  against  leaders  take  on   this  kind  of  atmosphere.   Action  Heroes.  Characters  in  this  genre  are  rarely  slain  when  fighting  multiple   humanoids.  In  some  examples  of  the  genre.  They  are  almost  always  larger.  instead.• • • • • • • • • • • necromancy  and  conjuration  magic.  having  multiple  pairs  of  limbs.  fighting  opponents  to  the  death.  the  hero  plays  in  a   living  version  of  this  game.  only  to  find  themselves  later  in  another  situation  from  which  they   have  to  extricate  themselves.  meaner  and  stranger  than   anything  commonly  seen  on  Earth.  The  cultures  of  the  planet  are  often  varied.  Planetary  Romance  settings  tend  to  focus  on  the  trials  and   tribulations  of  individuals  instead  of  those  of  the  world.  they  do  undertake  heroic  actions.2 Page 8 3/15/12   .  Their  minions.

 In  fact.  portrays  the  villains  and  supporting  characters.   describes  the  world.  director.   the  Referee  describes  the  outcome  of  those  actions.  In  fact.  If  you're  going  to  be   a  Referee.  it's  the  Referee's  job  to  work  with  the  players  to  ensure   everyone  has  fun  and  the  group  tells  an  enjoyable  story.   Roleplaying  is  much  like  cooperative  fan  fiction  or  simulation  gaming.  spinning  your  own  story   of  adventure  and  daring  deeds.  as  well  as  the  heroes'  allies.  This  could  be  as  simple  as  "um.  So  long  as  everyone  is  having  fun.  and  off  you  go.  make  me  a  Strength  ability   check  and  tell  me  what  you  rolled"  or  more  complex  home–brew  charts  that  cover  the   smallest  of  details.  "What's  all  this  'roleplaying'  stuff  about?"   Essentially.  acts  like  the  Referee  of  a   story  or  the  director  of  a  play.  The   Referee  creates  adventures  for  the  heroes.  but  also  a  rewarding  one.  in  a  roleplaying  game.  where  players   work  together  to  build  a  fun  and  exciting  story.  the  Referee  isn't  playing   against  everyone  else.  Then  the  other  players  decide  what  their  characters  do.  This  introduction  provides  you  with  an  overview  of  what  the  Sword  &  Planet   system  is  and  how  it  works.   then  you  might  be  wondering.  you  should  read  through  this  whole  book  carefully.  while  the  later  chapters  show  you  how  to  create  characters   and  pursue  your  own  exciting  adventures.     Sword & Planet.  You  should  have  a  firm  grasp   of  the  setting  and  rules.   The  most  important  rule  of  the  game  is  that  the  Referee  always  has  the  right  to  modify   the  rules.  you  (the  player)  take  on  the  role  of  a  fictional   character  in  a  world  of  your  imagination.2 Page 9 3/15/12   .  Although  it's  the  Referee's  job  to  portray   the  various  antagonists  in  the  story.  and  referee.  it's  encouraged.  the  Referee.  There  are  gaps  in  the  rules  ––  holes  which  were   intentionally  not  filled  because  much  of  the  fun  of  "old  school"  gaming  is  being  able  to  make   rules  up  as  you  need  them. Rough Draft v0.  The  Referee  sets  the  scene  and  describes  what  happens  in   the  world  around  your  character.       The Referee One  of  the  players  in  a  Sword  &  Planet  game  takes  the  role  of  Referee.  and  decides  the  outcome  of  the  heroes'  actions  based  on  the  guidelines   given  in  the  rules.  The  Referee  is   responsible  for  running  the  game  and  is  a  combination  of  writer.   Think  of  a  roleplaying  game  like  an  extended  version  of  the  various  games  of  make   believe  we  all  played  as  children.     What Is Roleplaying? If  Sword  &  Planet  is  your  introduction  to  the  world  of  roleplaying  games  (RPGs  for  short).  since  the  Referee  gets  to  create  the  setting  and   the  various  characters  in  it.THE BASICS This  supplement  outlines  the  core  rules  used  to  play  a  roleplaying  game  in  the  Sword  &   Planet  genre.  then  you  are  playing  the  game  right.  One  player.   It's  a  big  job.  since  you're  expected  to  interpret  them  for  the  players.  as  well  as  inventing  fun  and  exciting  plots.  only  with  rules  to  help  guide  the  story  and  a  central   Referee  to  help  set  the  stage  and  keep  things  moving  along.

  In  addition.  either.  There   are  several  components  to  creating  a  character.  Some  scenes   are  fairly  straightforward.  the  four–sided  die  is  called  a  d4.The Player–Characters The  other  players  in  a  Sword  &  Planet  game  create  heroes  ––  the  main  characters  of  their   own  adventure  series.  the  Referee  for  the  gaming  session  should  have  a  copy  of  the  upcoming   Sword  &  Planet  Referee’s  Guide  on  hand.  any  fantasy  tale  of  adventure   you  can  imagine  is  possible.  because  these  are  characters  controlled  by  the   players.  Having  an  adventure  or  a  set  of  encounters   prepared  wouldn’t  be  a  bad  idea.   To  play.  or  PCs  for  short.  and  the  players  generally  have  to  make  die  rolls  to  see  how  well  their  heroes   do.   As  a  player.  or  NPCs  for  short.  and  a  pencil  and  some  paper.     A Note on Dice Sword  &  Planet  uses  several  different  kinds  of  dice.     The Sword & Planet System Sword  &  Planet  provides  a  framework  for  your  imagination.  a  set  of  assorted  dice  as  described  below.  a  Sword  &  Planet  adventure  consists  of  a  series  of  scenes.  time  becomes  more  crucial  and  is  broken  down  into  rounds.  These  heroes  are   called  player–characters.  help  you  decide  what  happens  in  your  stories  and  resolve  conflicts   between  your  characters  and  the  challenges  they  face.  You  can  choose  when  to   stop  playing.  The  length  of  the   game  session  can  vary.   When  the  action  starts  happening.  which  are  available  at  game   and  hobby  stores.  In  these  cases  the  Referee  generally  asks  the  players  to  describe   what  their  characters  are  doing  and  in  turn  describes  how  the  non–player  characters  react   and  what  they  say  and  do.  So.  and  we  abbreviate  them  according  to   how  many  sides  they  have.  His  characters  are  called   Non–Player  Characters.  and  if  we’re  telling  you  to   Sword & Planet.  you  create  your  character  following  the  guidelines  in  this  book.  like  an  ongoing  series  of  short  stories  or  novels.  with  the  characters  interacting  with  each  other  and  the  world  as   the  Referee  describes  it. Rough Draft v0.  such  as  when  the  characters  are  staving  off  a  disaster   or  fighting  villains.     Game Play A  session  of  Sword  &  Planet  play  resembles  one  or  more  chapters  from  a  novel.2 Page 10 3/15/12   .  and  you  can  start  up  again  anytime  later.  The  Referee  portrays  and  controls  characters.  with  the   assistance  and  guidance  of  your  Referee.  you  need  a  copy  of  Sword  &  Planet:  An  Old  School  Roleplaying  Game  of   Planetary  Romance.  while  others  take  many  sessions.   Just  like  a  story.  building  the  sort  of  hero  you  want  to  play.  each  six   seconds  long.  from  two  to  four  hours  or  even  longer.  With  it.  as  well.  It  has  rules  to  describe  your   character's  traits.  Some  adventures  are   completed  in  a  single  session.  The   Referee  and  the  players  get  together  and  tell  a  story  by  playing  the  game.  which  are  described  in  detail  in  the   following  chapters.  You  might  want  copies  of  the  Sword  &   Planet  character  record  sheet  as  well.

2 Page 11 3/15/12   .   treating  the  first  die  as  the  “tens”  and  the  second  die  as  the  “ones.  This  simple  system  is  used  for  nearly  everything  in  the   Sword  &  Planet  system.  The  six–sided  die  is  a  d6.  and  the  effects  of  success  and  failure.  we  say  to  roll  3d4.  just  roll  two  ten–sided  dice.  the   ten–sided  die  is  a  d10.  training.     Sword & Planet.  the  action  succeeds.  A  roll  of  0  and  0  means  a  result  of  “100.  that  would  mean  a  73.  if  you  were  to  roll  a  7   and  then  a  3.  the  eight–sided  die  is  a  d8.  the  action  fails.roll  3  of  them.  and  the  twenty–sided  die  is  a  d20.  the   Difficulty.  do  the  following:     •   Roll  a  twenty–sided  die  (abbreviated  d20).”  So.  with  variations  based  on  the  modifiers  added  to  a  roll.     •   Add  any  relevant  modifiers  (for  things  like  abilities.  Whenever  your   character  attempts  any  action  with  a  chance  of  failure.   There  is  no  die  with  100  sides—when  you  need  to  roll  a  d100.  the  twelve–sided  die  is  a  d12.  If  the  result  is  lower   than  the  Difficulty. Rough Draft v0.”     The Core Mechanic The  Sword  &  Planet  System  uses  a  core  game  mechanic  to  resolve  actions.     If  the  result  equals  or  exceeds  the  Difficulty.     •   Compare  the  total  to  a  number  called  the  action's  Difficulty  (set  by  the  Game  Master   based  on  the  circumstances).  and  circumstances).

 choose  the  best  six.  pick  a  character   race.  pick  some  equipment.  Intelligence. Rough Draft v0.  an  Expert  or  a  Mystic.   • Choose  Character  Class:  Decide  if  you  are  playing  a  Warrior.   • Choose  Skills:  Choose  your  character's  skills.   • Begin  Play:  Go  forth.  Strength.   • Choose  Profession:  Choose  your  character's  profession.   • Determine  Basic  Stats:  Determine  your  character's  basic  stats.   personality.  pick  a  profession.  adventure  and  earn  some  experience.  you  start  by  creating  a  character.  save  a  princess.  pick  a  character  class.CREATING A CHARACTER Unless  you’re  going  to  be  the  Referee.     Sword & Planet.  like  height.  and  arrange  them   to  taste  among  the  following:  Charisma.   • Choose  Race:  Select  your  character's  race  from  those  offered  by  the  setting.   • Choose  Powers  (Mystics  only):  Choose  your  character's  starting  powers  from  the   Mystic  power  list.  The  following   steps  are  provided  as  a  simple  guide  to  character  creation:   • Generate  Ability  Scores:  Roll  3d6  twelve  times.  weight.   • Choose  A  Name:  Name  your  character  something  appropriate  to  the  setting.  Dexterity.  etc.   • Choose  Equipment:  Choose  your  character's  equipment.     How to Build a Character Building  a  character  with  Sword  &  Planet  is  a  fairly  straightforward  process.  You’ll  roll  some   dice  to  determine  your  character’s  Charisma  and  other  basic  attributes.2 Page 12 3/15/12   .  pick  some  skills  for  your  character.  you’ve  got  a  bit  more  preparation  to  do—that’s  covered  later  in  a   section  especially  for  you.   Wisdom.  pick   powers  (if  you  are  a  Mystic).  saves.   If  you’re  the  Referee.  Constitution.  choose  a  name  and  you’re  ready  to   begin  playing.

 and  can  impact  other  elements  of   playing  that  class.   • You  can  use  your  Charisma  Bonus  to  modify  the  number  of  loyal  NPC  hirelings  you  can   acquire  (from  a  base  number  of  4).  Many  people  place  their  highest  ability  score  under  their  prime  attribute.2 Page 13 3/15/12   . Rough Draft v0.   Each  class  is  defined  by  a  prime  attribute.  This  allows  the  player  to  put  the  best   rolls  on  the  attributes  that  best  fit  the  character  concept.  Strength  (physical  strength  and  brawn)  and  Wisdom   (common  sense).   • You  can  use  your  Dexterity  Bonus  to  modify  your  “to–hit”  number  with  ranged  (also   called  “missile”)  weapons.  then   select  the  best  six  results  and  arrange  them  to  taste.  if  any.  you  gain  a  number  of  extra  languages  equal  to  your   Intelligence  Bonus.     Constitution Constitution  is  the  health  and  endurance  of  the  character.   • If  appropriate  to  the  setting.   • You  can  use  your  Charisma  Bonus  to  modify  checks  when  attempting  to  influence   others.   • You  can  use  your  Dexterity  Bonus  to  modify  your  Defense.   Intelligence  (education  and  IQ).  and  the  ability  to  solve  puzzles  or  understand   difficult  concepts.   • You  can  use  your  Constitution  Bonus  to  modify  certain  saving  throws.  A  high  constitution  gives  your   character  extra  hitpoints.ABILITY SCORES The  basic  attributes  of  a  character  are  numbers  representing  Charisma  (leadership).   • You  can  use  your  Dexterity  Bonus  to  modify  certain  saving  throws.     Charisma A  highly  charismatic  character  has  a  better  chance  to  talk  his  way  out  of  trouble.     Dexterity Dexterity  is  a  combination  of  coordination  and  quickness.   • You  can  use  your  Constitution  Bonus  to  gain  additional  hitpoints  on  each  hit  die.  A  high  dexterity  score  gives  your   character  bonuses  when  attacking  with  a  bow  or  other  ranged  weapon.   The  Referee  may  want  to  make  a  “loyalty  check”  for  an  NPC  put  into  a  dangerous   situation  or  one  who  is  offered  a  bribe  to  change  sides  in  a  conflict.  The  prime  attribute  of  a  class  is  most  often   used  to  modify  the  effectiveness  of  that  class’s  abilities.   • You  can  use  your  Charisma  Bonus  to  modify  the  loyalty  of  your  NPC  hirelings.  The  standard  way  to  create  ability  scores  is  to  roll  3d6  twelve  times.  reasoning.  and  can   lead  more  special  followers  than  characters  with  a  low  charisma.  Dexterity  (quickness  and  coordination).   Sword & Planet.   Constitution  (general  health  and  hardiness).     Intelligence Intelligence  represents  IQ.

•   You  can  use  your  Intelligence  Bonus  to  learn  additional  skills.   • You  can  use  your  Wisdom  Bonus  to  modify  certain  saving  throws.  perception.     Universal Attribute Bonus Each  attribute  has  the  potential  to  modify  what  you  can  do.     Wisdom Wisdom  determines  a  character’s  insight.   • You  can  use  your  Strength  Bonus  to  modify  your  “to–hit”  number  with  hand–held   (melee)  weapons.   Strength A  high  strength  can  give  your  character  bonuses  when  attacking  with  a  sword  or  other   hand–held  weapon  (called  a  “melee  weapon”).   • You  can  use  your  Strength  Bonus  to  modify  your  “damage”  number  with  hand–held   (melee)  or  thrown  weapons  (including  slings). Rough Draft v0.  and  good  judgment.  and  lets  him  carry  more  weight.  The  Universal  Attribute  Bonus   table  below  gives  some  numbers  to  consider:     Table:  Universal  Attribute  Bonus   Attribute  Roll   Description   Bonus   1-­‐4   Below  Average   –2   5–8   Below  Average   –1   9–12   Average   +0   13–16   Above  Average   +1   17–20   Above  Average   +2   Per  +4  Step   Above  Average   +1  per  step     Sword & Planet.2 Page 14 3/15/12   .

 in  addition  to  a  number  of   languages  equal  to  their  Intelligence  bonus. Earthling Earthlings  come  from  Earth.  In  addition.   Sword & Planet.  Red  martians  resemble  humans.  Most   Red  Martians  live  around  200  years.  Red  Martians  lay  eggs. Rough Draft v0.  and  gain  training  in  one   additional  Starting  Skill.  the  next  step  is  to  choose  a  character  race.  in  addition  to  a  number  of   languages  equal  to  their  Intelligence  bonus.   reflecting  having  evolved  in  the  lower  gravity  of  Barsoom.  In  addition.  Most  Humans  live  around  75  years.  An  average  Human  male  in  good  health  stands  around  six  feet  tall  and  weighs  about   175  pounds.  due  to  their  attentive  natures.   Saving  Throws:  Earthlings  are  the  “standard”  per  the  rules.  Humans  have  a  base   speed  of  6.   Tactics.  reflecting  their  superior  physique  from  growing  up   under  a  higher  gravity.   save  that  they  almost  uniformly  have  coppery  red  skin  and  black  hair.  and  thus  have  no  special   bonuses  to  saving  throws.     Human.   Special  Abilities:  Earthlings  are  very  adept  beings.2 Page 15 3/15/12   .  Green  Martian.  In  the   core  rules.   Saving  Throws:  Red  Martians  gain  a  +2  bonus  on  all  Reflex  saving  throws.  which  model  the  Barsoom  setting  of  the  John  Carter  of  Mars  series  by  Edgar  Rice   Burroughs.  Although  most  of  the  sentients  in  the  game  will  be  the  local   equivalent  of  human  (Red  Martian. Red Martian Red  martians  are  the  Barsoomian  equivalent  of  human.  beyond  what  is  determined  by  their  class.  depending  on  the  setting.  if  any.   Common  Languages:  Red  Martians  speak  both  Trade  (or  whatever  world-­‐wide   language  is  spoken  in  the  setting)  and  their  local  tongue.  Red  Martians  have  a  base  speed   of  6.  Earthlings  are  often  a  special   case  in  most  Sword  &  Planet  settings.  Red   Martians  automatically  have  the  Perception  skill.  beyond  what  is  determined  by  their  class.  Unlike  Earthlings.     Human.  An  average  Red   Martian  male  in  good  health  stands  around  six  feet  tall  and  weighs  about  175  pounds.   Common  Languages:  Earthlings  speak  both  Trade  (or  whatever  world-­‐wide  language   is  spoken  in  the  setting)  and  their  native  tongue  back  on  Earth.  in  the  case  of  Barsoom).   Special  Abilities:  Red  Martians  are  very  adept  beings.  Red  Martian.  Kaldane.CHARACTER RACES Once  you’ve  rolled  up  your  ability  scores.  and  gain  training  in  one  additional   Starting  Skill.  Earthlings  come  in  a  broad  variety  of  shapes  and   sizes.  Earthlings   automatically  have  the  Athletics  skill.   Suggested  Skills:  The  following  skills  are  suggested  for  Human  characters:  Riding.  there  are  four  character  races:  Earthling.   Your  Referee  may  also  have  invented  other  character  races.   Basic  Abilities:  Red  Martians  have  a  +2  bonus  to  Dexterity.  like  other   mammalian  creatures  on  Barsoom.   Basic  Abilities:  Earthlings  have  no  ability  score  adjustments.  but  a  -­‐2  penalty  to  Strength.  if  any.

 reflecting  the  physical  abilities  of  their  rykor.  whether  to  use  these  limbs  as  either   arms  or  legs.  wearing  only  a  harness  and  jewelry.     Kaldane Kaldanes  are  a  highly  intelligent  race  inhabiting  a  small  area  on  Barsoom.Suggested  Skills:  The  following  skills  are  suggested  for  Red  Martian  characters:  Craft.   Basic  Abilities:  When  connected  to  their  rykor. Rough Draft v0.  and  an  intermediary  set  of  limbs  that  can  be   used  as  arms  or  legs.   Common  Languages:  Green  Martians  speak  both  Trade  (or  whatever  world-­‐wide   language  is  spoken  in  the  setting)  and  their  tribal  tongue.  Red  Martians   have  a  base  speed  of  6.  but  a  -­‐2  penalty  to   Dexterity  and  a  -­‐2  penalty  to  Intelligence.  in  addition  to  a  number  of   languages  equal  to  their  Intelligence  bonus.  Kaldanes  have  a  +2  bonus  to  Dexterity.  Due  to  their  larger  size.   Special  Abilities:  Green  Martians  have  an  additional  pair  of  limbs  that  can  be  used  as   either  legs  or  arms.   Sword & Planet.  and  their  mouths  round  tooth  filled  holes  described  as  being  sphincter  like.   Saving  Throws:  Green  Martians  gain  a  +2  bonus  on  all  Fortitude  saving  throws.  they  lay  eggs.  Because  of   their  current  state  they  are  reliant  on  rykors  for  most  manual  labor.  the  Green  Martians  go  almost   completely  naked.  standing  3  to  4  feet  in  height  when   hatched.  The  young  are  miniature  replicas  of  the  adults.  their  tusks  extend  up  to  the  level  of  their  antennae.  and   they  also  have  vestigial  fingernails.  and  large  tusks.  newly   laid  eggs  are  described  as  being  the  size  of  a  goose  egg.  on  their  turn.  Green  Martians  gain  an  additional  attack  or  similar  action  at  a  -­‐2  penalty.  if  any.  Green  Martians   suffer  a  -­‐1  penalty  to  their  Defense  and  a  -­‐2  penalty  to  their  Stealth  rolls.  Green  women  differ  in  the   fact  that  their  skin  color  is  lighter.  reflecting  their  large  stature  and  barbarous   nature.  When  used  as  legs.   Persuasion.  In  the  males  these  tusks  extend  upwards  to  the  level  of  the   eyes.  The  eyes  themselves  are  large  and  wide-­‐set.  two  legs.  as  well  as  two  symmetrical  chelea   that  they  use  to  eat.   but  a  -­‐2  penalty  to  Strength.  Like  all  other  Martian  humanoids.  the  males  standing  up  to  fifteen   feet  tall  and  the  females  up  to  twelve.     Green Martian The  Green  Martians  are  the  largest  of  the  Martian  races.  with  yellowish-­‐green  skin  that  darkens  as  they  age.  Each  eye  is  capable  of  moving  independently  of  the  other.  their  noses  nothing  more  than   narrow  slits.  When   used  as  arms.  Kaldanes  appear   as  over  sized  blue-­‐grey  heads.  To   control  the  rykor  they  use  small  tentacles  that  descend  from  their  underside.  Their  large  bulging  eyes  are  lidless.  small  antennae-­‐like  ears  just   above  the  eyes.  Green  Martians  have  a  base  speed  of  6.  The  most  distinct  trait  of  the   species  is  their  six  limbs  -­‐  two  arms.  Survival.  with  snowy  white  sclera  and  blood  red   irises.2 Page 16 3/15/12   .  and  the  young  take  up  to  five  years   to  hatch.   Suggested  Skills:  The  following  skills  are  suggested  for  Green  Martian  characters:   Athletics.  They  have  green  skin.   Basic  Abilities:  Green  Martians  have  a  +4  bonus  to  Strength.  Green  Martians  gain  a  +2  to  their  base  speed.   Green  Martians  must  choose  each  round.  with  six  spider-­‐like  legs  that  they  walk  with  when  not  using   a  rykor  (a  mount  resembling  a  headless  Red  Martian).  Like  most  other  Martian  humanoids.

Special  Abilities:  Kaldanes  can  separate  themselves  from  their  rykor.  Kaldanes  without  rykors  act  as  if  they  have  a  -­‐8  penalty  to   Strength  (minimum  of  1).  if  any.   Common  Languages:  Kaldanes  speak  both  Trade  (or  whatever  world-­‐wide  language  is   spoken  in  the  setting)  and  their  local  tongue.  Kaldanes  gain  a  +2  bonus  to  their  Defense.  When  moving  on   their  own.2 Page 17 3/15/12   .   Suggested  Skills:  The  following  skills  are  suggested  for  Kaldane  characters:  Craft.  as  well  as  a  +4  bonus  to  their  Stealth   rolls.     Sword & Planet.  a  +4  bonus  to  Dexterity.  in  addition  to  a  number  of  languages  equal  to   their  Intelligence  bonus.  due  to  their  small  size.  and  a  -­‐2  penalty  to  Constitution   (minimum  of  1).   Persuasion.   Saving  Throws:  Kaldanes  gain  a  +2  bonus  on  all  Will  saving  throws. Rough Draft v0.

500   +2   3   4.000   +3   5   15.  characters  earn  experience  points.  and  keep  the  value  if  it  is  higher  than  the  character’s  current   hitpoint  totals.     Table:  Experience  Progression   Level   Experience   CLM   1   0   +1   2   1.  It  is  applied  whenever  a  character’s  level  of  experience  has  some  impact  on   their  ability  to  perform  a  task.000   +4   8   70.  adding  in  their  Constitution  modifier  for  each  character  level  (up  to  and   including  7th  character  level).  This   is  summarized  on  the  Experience  Progression  Table  for  ease  of  reference.  the  next  step  is  to  choose  a  character  class.  The  three   core  character  classes  are  Warrior.  Some  Referees  prefer  to  use  static  hit  dice  values  instead.  rounding  all  fractions  down.  At  8th  level  and  higher.2 Page 18 3/15/12   .  From  2nd  to  7th  level.CHARACTER CLASSES Once  you’ve  chosen  a  character  race.  Referees  are  not  encouraged  to  allow  multi-­‐ classing.500   +5   9   113.  Given  the  strong  presence  of   stereotypes  in  Planetary  Romance  literature.     The Experience Table Over  the  course  of  adventuring.  characters  gain  a  number  of   Sword & Planet.  and  then  adding  one  to  the  total.000   +3   6   26.000   +6     Class Level Modifier (CLM) The  Class  Level  Modifier  (CLM)  is  a  very  important  concept  used  throughout  the  Sword  &   Planet  system.  which  are  used  to   advance  the  character  in  level  as  the  game  proceeds.  as  it  dilutes  the  flavor  of  the  genre.  The  progression  for  Sword  &  Planet   characters  is  summarized  in  the  Experience  Progression  table  below.  characters  gain  a   number  of  additional  hitpoints  equal  to  half  the  maximum  of  their  hit  die  type  plus  one.  These  are   determined  as  follows:  At  1st  level. Rough Draft v0.  plus  their  Constitution  modifier.  Expert  and  Mystic.000   +2   4   8.   plus  their  Constitution  modifier.  characters  take  the  maximum  hitpoint  value  that  could   be  generated.  The  Class  Level  Modifier  is  calculated  by  dividing  a   character’s  level  by  two.000   +4   7   44.     Suggested Rule: Static Hit Dice Values Many  Referees  require  their  players  to  reroll  their  character’s  hitpoints  using  their  hit  dice   at  each  level.500   +5   10   176.

 whose  martial  training  allows  him  to  make  use  of  heavy  armor   and  powerful  weaponry.  As  such.  almost  every  protagonist  of  a  Planetary  Romance  series  is  a  Warrior. Rough Draft v0.  +4  dmg)     Special Abilities The  Warrior's  core  special  ability  is  Weapon  Mastery.  Physically  oriented.  +2  dmg)   5   7d10   +7   +8       6   8d10   +8   +8       7   9d10   +9   +9   Weapon  Mastery  (+2  atk.  he  can  represent  any  of  a  number  of  diverse  character   concepts  such  as  a  crusader.  Based  on  his   selection  of  skills  and  profession.  The  following  table  captures  the  basics:     Table:  Static  Hit  Dice  Values   Class   1st  Level   2nd  –  7th  Level   8th  Level+   Warrior   30  +  3xCON  modifier   6  +  CON  modifier  per  level   +3  per  level   Expert   24  +  3xCON  modifier   5  +  CON  modifier  per  level   +2  per  level   Mystic   18  +  3xCON  modifier   4  +  CON  modifier  per  level   +1  per  level     The Warrior The  Warrior  is  essentially  the  basic  combatant  of  the  trio  of  Sword  &  Planet  classes.  a  duelist.additional  hitpoints  equal  to  half  their  maximum  hit  die  type  minus  two.  then  the  Warrior  often  pursues  a  straightforward  physical   resolution.  The  Warrior  prefers  direct  solutions  to  problems.  +2  dmg)   8   9d10+3   +10   +9       9   9d10+6   +11   +9       10   9d10+9   +12   +10   Weapon  Mastery  (+2  atk.  In  the   end.   Sword & Planet.  hard  labor  and   physical  exertion.  The  Warrior  is   highly  skilled  in  combat.   Skills:  2  +  Int  modifier     Table:  The  Warrior   Level   HD   BAB   DEF   Special   1   3d10   +3   +7   Profession.  Warriors  traditionally  enjoy  combat.  Strength   Starting  Hit  Dice:  3d10.  a  hunter.  +0  dmg)   2   4d10   +4   +7       3   5d10   +5   +7       4   6d10   +6   +8   Weapon  Mastery  (+1  atk.  If  a  matter  can't  be  resolved   quickly  and  effectively.2 Page 19 3/15/12   .  with  no   Constitution  modifier.  +(3x  Con  modifier)   Hit  Dice/Level:  1d10/level  (gains  3  hp/level  after  7th)   Armor/Weapons  Permitted:  All/All.   Prime  Attribute:  Constitution.   Saving  Throw  Bonus:  Warriors  gain  a  +2  bonus  on  Fortitude  saving  throws.  a  soldier  or  a  tribesman.  Weapon  Mastery  (+1  atk.  the  Warrior  is  typically  a  well–rounded  physical   combatant.

 Despite  the   name.  Bows.  as  weill  as  the  profession's  skill  as  a   bonus  skill.  Slings   and  Thrown  Weapons.  and  is  skilled  at  holding  the  line  against  attackers.  Polearms.  he  gains  an  amount  of  bonus  damage   equal  to  his  level.Weapon  Mastery:  At  1st  level.   • Equestrian:  The  Equestrian  is  a  skilled  rider  most  at  home  in  the  saddle.  Claw  Weapons.  whether  the  setting  uses  airships.  Flails  and  Chains.   At  4th  level.   Outlander   Survival   Hunter:  On  a  successful  melee  attack  against  a  non-­‐ humanoid  creature  more  than  twice  the  size  of  the   Outlander.  Crossbows.   • Martial  Artist:  The  Martial  Artist  is  skilled  at  unarmed  combat.  or  Spears  and  Lances.   Martial  Artist   Athletics   Unarmed  Combat:  The  Martial  Artist  can  use  his   body  as  a  weapon.  the  Warrior  gains  a  +1  bonus  to  attack  rolls.  and  continuously  hones   his  body  to  its  peak  physical  condition.   • Mercenary:  The  Mercenary  sells  his  weapon  talents  to  those  willing  and  able  to  pay  for   them.  the  Warrior  selects  one  of  the  following  professions.  Personal  Firearms.  the  Equestrian's  mounts  are  not  necessarily  horses  or  even  horse-­‐like.  When  using  a  weapon  that  belongs  to  this   group.  the  Equestrian   can  negate  an  attack  against  his  mount  by  making  a   Riding  check  against  the  attack  roll.  This  bonus  increases  to  +2  at  7th  level.  inflicting  1d6  with  a  successful   unarmed  melee  attack.)   • Tactician:  The  Tactician  is  highly  skilled  at  massive  battles.   Light  Blades.   Profession:  At  1st  level.  the  Warrior  selects  one  weapon  group  from  the   following  list:  Axes.   Mercenary   Streetwise   First  Strike:  Once  per  round.  depending   on  the  setting.2 Page 20 3/15/12   . Rough Draft v0.  and  inspires  courage  to   those  around  him.  the  Warrior  gains  a  +2  bonus  to  damage  with  a  successful  attack  from  a   weapon  of  his  chosen  group.  Maces  and  Clubs.   • Pilot:  The  Pilot  is  a  master  of  his  ship.  the  Mercenary   receives  a  free  melee  attack  against  an  opponent  that   moves  into  the  range  of  his  melee  weapon.   Pilot   Piloting   Shipborn:  The  Pilot  gains  a  +1  DEF  when  fighting  on   a  ship.  This  bonus  increases  to  +4  at  10th  level.  This   attack  is  resolved  immediately.  He   immediately  gains  the  profession's  special  ability.  before  the  opponent   finishes  his  action.  and  ignores  any  movement  penalties  for   fighting  on  a  slippery  or  pitching  deck.  Most  Outlanders  are  accomplished   hunters.   Sword & Planet.  sailing  ships  or   dune  ships  (that  "sail"  across  the  surface  of  a  silt-­‐like  desert  on  skids  and/or  runners.  Heavy  Blades.   • Outlander:  The  Outlander  is  typically  a  tribal  or  nomadic  warrior  more  comfortable   with  the  wilds  than  the  confines  of  civilization.     Table:  Warrior  Professions   Profession   Skill   Special   Equestrian   Riding   Mounted  Combat:  Once  per  round.  Picks  and  Hammers.

 he  can  focus  on  diplomatic  matters.  stealth.  agility  and  adaptability  to  overcome  most  obstacles.   Once  per  rest.   Skill  Mastery:  At  1st  level.  Intelligence   Starting  Hit  Dice:  3d8.  attacks   and  melee  damage.  For  the  next   five  rounds.   Sword & Planet. Rough Draft v0.  all  characters  within  thirty  feet  of  the   Tactician  gain  a  +1  bonus  to  saving  throws.  The  Expert  prefers  to  resolve  problems  through  the  use  of  precision  and  skill.  Based  on   his  selection  of  skills  and  profession.  combat.  the  Expert  selects  one  skill  from  among  those  he  knows.Tactician   Tactics   Inspire  Courage:  Once  per  rest.  the  Tactician  can   spend  an  action  to  inspire  his  comrades.  and  tend  to  be  focused  on  dodging  attacks  rather  than  withstanding   damage.  He  prefers  to  address   challenges  through  the  application  of  skill  and  agility.  This  increases  to   twice  per  rest  at  4th  level.  Experts  are  usually  capable  of  melee   or  ranged  combat.  Skill  Mastery  (1/rest)   2   4d8   +3   +4       3   5d8   +3   +4       4   6d8   +4   +5   Skill  Mastery  (2/rest)   5   7d8   +5   +5       6   8d8   +6   +5       7   9d8   +6   +6   Skill  Mastery  (3/rest)   8   9d8+2   +7   +6       9   9d8+4   +8   +6       10   9d8+6   +9   +7   Skill  Mastery  (4/rest)     Special Abilities The  Expert's  core  special  ability  is  Skill  Mastery.   Skills:  4  +  Int  modifier     Table:  The  Expert   Level   HD   BAB   DEF   Special   1   3d8   +2   +4   Profession.  or  any  of  a  number  of  critical  tasks.  the  Expert  often  feels  that  the  best  way  to  defeat  an  obstacle  is  to  simply   go  around  it.  when  attempting  a  skill  check  with  their  skill  of  mastery.  +(3x  Con  modifier)   Hit  Dice/Level:  1d8/level  (gains  2  hp/level  after  7th)   Armor/Weapons  Permitted:  Light/Any  two  weapon  groups  (see  Warrior  for  details).   Experts  rely  on  speed.     The Expert The  Expert  can  be  a  jack-­‐of-­‐all-­‐trades  or  a  master  of  a  limited  area  of  expertise.  Physically  and   mentally  flexible.   Prime  Attribute:  Dexterity.  three  times  per  rest  at  7th  level  and  four  times  per  rest  at  10th   level.  the  Expert  can  elect   to  roll  two  d20s  at  the  same  time  and  take  the  better  of  the  two  rolls.   Saving  Throw  Bonus:  Experts  gain  a  +2  bonus  on  Reflex  saving  throws.2 Page 21 3/15/12   .  thievery.   wilderness  survival.

 The  Mystic  is  a  ritualist.  rather  than  be  limited  to   immediately  after  combat.  Hills.  Wisdom   Sword & Planet.   Warden   Survival   Terrain  Mastery:  The  Warden  selects  a  specific   terrain  type:  Aquatic.   Healer   Healing   Improved  First  Aid:  A  Healer  can  apply  First  Aid  up   to  an  hour  after  combat.  Mystics  often   possess  an  unquenchable  thirst  for  knowledge.  and  for  challenging   puzzles  that  stretch  his  faculties.  He   immediately  gains  the  profession's  special  ability.  Desert. Rough Draft v0.Profession:  At  1st  level.  and  gains  a  +2  bonus  on  Survival  skill   checks  made  in  that  terrain.   Diplomat   Persuasion   High  Society:  The  Diplomat  gains  a  +3  bonus  on  Bluff   and  Persuasion  skill  checks  when  interacting  with   members  of  the  highest  levels  of  society.  Based  on  his  selection  of  skills  and  profession.  as  weill  as  the  profession's  skill  as  a   bonus  skill.   Sage   Lore   Defining  Interest:  The  Sage  selects  a  defining   interest.  a  shaman  or  a  cultist.  the  Expert  selects  one  of  the  following  professions.     The Mystic The  Mystic  is  a  practitioner  of  mentalism  and  mysticism.   Plains  or  Underground.   • Warden:  The  Warden  is  an  Expert  at  surviving  in  a  specific  terrain.   • Assassin:  The  Assassin  is  an  Expert  at  killing  without  being  seen.  The  Mystic's  greatest  strengths  lie  in  his  or  her  vast   insight  and  the  ability  to  bend  the  bizarre  forces  of  mysticism  to  his  will.  He  gains  a  +1  bonus  on  attack   and  damage  rolls  against  creatures  native  to  that   terrain  type.  duty   or  honor.   Prime  Attribute:  Charisma.  Forest.  he  can   be  a  healer  or  an  enchanter.  and  has  an  array  of  seemingly   magical  powers  at  her  beck  and  call.  Mountains.  the  Mystic  prefers  to  resolve  problems  through   the  application  of  logic  and  occult  lore.  and   his  damage  is  doubled.  particularly  with  the   aristocracy.     Table:  Expert  Professions   Profession   Skill   Special   Assassin   Stealth   Sneak  Attack:  When  attacking  a  flat-­‐footed  opponent.  For  that  reason.   • Healer:  The  Healer  is  an  Expert  at  tending  to  the  wounds  of  others.   the  Assassin  gains  an  additional  +2  attack  bonus.  and  all  Lore  skill  checks  related  to  this   interest  gain  a  +3  bonus.  be  it  for  money.  and  is  generally  less  effective  in   melee  combat  than  others.   • Diplomat:  The  Diplomat  is  highly  skilled  at  negotiations.  and  is  trained  in   combating  creatures  from  that  area.  occult  and  otherwise.2 Page 22 3/15/12   .  He  prefers  to  address  challenges  through   supernatural  or  scholarly  means.   • Sage:  The  Sage  is  reknowned  for  their  expertise  on  a  single  given  subject.

 A   Mystic  begins  play  knowing  two  1st-­‐level  powers  of  your  choice.  or   they  can  be  unusual  powers  that  the  Mystic  has  gained  some  understanding  of  by  study.2 Page 23 3/15/12   .  Mystic  powers   2   4d6   +2   +3       3   5d6   +2   +3       4   6d6   +3   +4       5   7d6   +3   +4       6   8d6   +4   +4       7   9d6   +4   +5       8   9d6+1   +5   +5       9   9d6+2   +5   +5       10   9d6+3   +6   +6         Table:  Mystic  Powers  Known   Level   1st   2nd   3rd   4th   5th   1   2   —   —   —   —   2   2   —   —   —   —   3   3   —   —   —   —   4   3   1   —   —   —   5   4   2   —   —   —   6   4   2   1   —   —   7   5   3   2   —   —   8   5   3   2   1   —   9   5   4   3   2   —   10   5   4   3   2   1     Starting  Hit  Dice:  3d6.  and  the  Mystic  does  not  forget  these   powers  once  they  have  been  used.   Sword & Planet.   he  potentially  gains  one  or  more  new  powers.  as  indicated  on  Table:  Mystic  Powers   Known. Rough Draft v0.   however.  A  Mystic’s  selection  of  powers  is  extremely  limited.  Each  power  defines  how  often  it  can  be  used.   The  Mystic  can’t  use  this  method  of  power  acquisition  to  learn  powers  at  a  faster  rate.   Mystic  Powers:  A  Mystic  gains  mystic  powers  that  are  selected  from  the  Mystic  power   list.  +(3x  Con  modifier)   Hit  Dice/Level:  1d6/level  (gains  1  hp/level  after  7th)   Armor/Weapons  Permitted:  None/Any  one  weapon  group  (see  Warrior  for  details).   Saving  Throw  Bonus:  Mystics  gain  a  +2  bonus  on  Will  saving  throws.   Table:  The  Mystic   Level   HD   BAB   DEF   Special   1   3d6   +1   +3   Profession.  These  new  powers  can  be  common  powers  chosen  from  the  Mystic  power  list.   Skills:  2  +  Int  modifier   Special Abilities The  Mystic's  core  special  ability  is  Mystic  Powers.  At  each  new  Mystic  level.

  • Cultist:  The  Cultist  is  a  student  of  long-­‐lost  lore  which  might  best  be  left  unknown.  and  must  choose  whether  or  not  to  swap  the  power  at  the   same  time  that  he  gains  new  powers  known  for  the  level.   dice.  and  at  every  even-­‐numbered  Mystic  level  after  that  (4th.   Cultist   Lore   Psychic  Vampirism:  Once  per  rest.   and  so  on).  This  drain  counts  as  a  non-­‐lethal  or  subdual   attack.   • Oracle:  The  Oracle  is  gifted  with  incredible  insight  into  the  future.     Table:  Mystic  Professions   Profession   Skill   Special   Adept   Athletics   Body  Mastery:  Once  per  rest.  suppressing  any   extreme  emotion  such  as  rage.  etc.2 Page 24 3/15/12   .  6th.  fear  or  joy  for  three   rounds.  plus  his  CLM   and  his  Wisdom  modifier.  and  it  must  be  at  least  one  level   lower  than  the  highest-­‐level  Mystic  power  the  Mystic  can  use.  the  Cultist  may   spend  action  to  "steal"  the  vitality  of  someone  whom   he  touches  to  regain  another  use  of  an  expended   power.  The  target  must  succeed  in  a  Difficult  (DC  20)   Constitution  ability  check  or  suffer  1d4  hitpoints  of   damage  per  level  of  the  Mystic  power  that  is  being   renewed. Rough Draft v0.  a  Mystic  can  choose  to  learn  a  new  power  in  place  of  one  he  already  knows.  the  Adept  can  spend  an   action  to  heal  himself  for  1d6  hitpoints.  the  Doxologist   may  spend  an  action  to  mystically  calm  a  single   agitated  creature  within  thirty  feet.  bones.   • Doxologist:  The  Doxologist  derives  his  mystical  power  from  the  inner  peace  he  derives   from  his  religious  practices.   Profession:  At  1st  level.   • Pretender:  The  Pretender  disguises  his  true  mystic  talents  behind  the  banter  and   pageantry  of  a  carnival  act  or  side  show.  clouds.  although  the   creature  is  allowed  to  attempt  a  Difficult  (DC  20)   Wisdom  ability  check  to  resist  this  effect.  the  Oracle  may  take   one  minute  to  consult  a  divinatory  tool  (runes.  The  affected  creature  cannot  take  violent   action  or  be  destructive  until  attacked.   Doxologist   Persuasion   Calm  Single  Creature:  Once  per  rest.  entrails.   • Adept:  The  Adept  is  a  mystic  whose  mastery  of  mysticism  derives  from  the  efforts  of  his   own  mind  and  body  as  they  work  in  harmony.)  for  some  hint  as  to   Sword & Planet.  The  new  power’s  level   must  be  the  same  as  that  of  the  power  being  exchanged.  he  loses  no  hitpoints  and   the  Cultist  does  not  regain  another  use  of  the   expended  power.  the  Mystic  “loses”  the  old  power  in  exchange  for  the  new  one.Upon  reaching  2nd  level.  cards.  A  Mystic  may  swap  only  a   single  power  at  any  given  level.  If  the  target  succeeds.  the  Mystic  selects  one  of  the  following  professions.  as  weill  as  the  profession's  skill  as  a   bonus  skill.  He   immediately  gains  the  profession's  special  ability.   Oracle   Perception   Minor  Divination:  Once  per  rest.  In   effect.

  Mental  Illusion:  Once  per  rest.  If  he  succeeds  in   a  Difficult  (DC  20)  Wisdom  ability  check.  bad.   they  can  see  through  the  illusion  and  are  not  affected.  is  silent.2 Page 25 3/15/12   .  and  cannot   exceed  ten  feet  long  in  any  direction.  both   good  and  bad.Pretender   Bluff   the  outcome  of  a  particular  action  that  will  be   performed  within  the  next  half  hour.  the  Pretender  may   spend  an  action  to  create  an  illusory  image  within  the   mind  of  a  single  target  within  thirty  feet.     Sword & Planet.  the  Oracle   knows  whether  that  act  will  bring  good.  or  neutral  results. Rough Draft v0.  The  mental   illusion  lasts  only  three  rounds.  If  the  target   succeeds  in  a  Difficult  (DC  20)  Wisdom  ability  check.

    Difficulty Class Some  ability  checks  are  made  against  a  target  Difficulty  Class  (DC).  In  order  to  attempt  an  ability  check.  pack  a  tent  into  a  backpack.ABILITY CHECKS Most  of  the  time.  the  Referee   may  request  that  both  characters  roll  again  to  break  the  tie.  If  you  equal  or  exceed  the  target  Difficulty.  (For   example.  you  can  try  a  skill  check  again  if  you  fail.  when  a  character  has  succeeded  once  at  a  given  task.  if  you  fail  a  Athletics  skill  check  when  climbing.   that  kind  of  thing.  Both  saving  throws  and  skill  checks  are  extensions  of  the  basic  Ability  Check   concept.   If  there  is  ever  a  question  of  success. Rough Draft v0.  your  Referee  will  request  that  your  character  attempt   an  Ability  Check  against  a  specific  Difficulty.  however.     Trying Again In  general.  and  you  can  keep  trying  indefinitely.  If   these  scores  are  the  same.)  A  few  skills  are   virtually  useless  once  a  check  has  failed  on  an  attempt  to  accomplish  a  particular  task.  and  no  one  succeeds.  the  characters  tie.  In  an  opposed  check.  Basic  Difficulty  Classes  are  described  in  the  following  table.   The  Referee  may  apply  other  modifiers  to  a  task's  Difficulty.  Alternately.  For   most  skills.  have  consequences  of  failure  that  must  be  taken  into  account.  the  Referee  can  logically  assume  that  your  character  can   perform  it.  the  higher  result   succeeds.   Some  skills.  while  the  lower  result  fails.  your   character  should  be  able  to  walk  down  a  path.  you  may  fall.  sometimes  called   simply  the  Difficulty  of  the  task.  additional  successes  are   meaningless.  If  the  average  18–year–old  human  can  perform  a  task  without  special   training  or  natural  aptitude.  the  Referee  will  simply  assume  that  you  can  accomplish  the  tasks  that  you   describe  your  character  as  performing.  then  you  succeed  at  the   Ability  Check.  In  case  of  a  tie.  drink  unassisted.  the  higher  check  modifier  wins.  based  on  circumstances.  Unless  there  are  unusual  circumstances.2 Page 26 3/15/12   .  and  add  your  Class  Level  Modifier  and  any  appropriate  ability  score   modifier  to  the  roll.  you   simply  roll  a  D20.   Sword & Planet.     Table:  Difficulty  Classes  by  Description   Description     Difficulty  Class   Simple   10  (or  Auto)   Average   15   Difficult   20   Very  Difficult   25   Nigh  Impossible   30     Opposed Checks An  opposed  check  is  a  check  whose  success  or  failure  is  determined  by  comparing  the   check  result  to  another  character's  check  result.

 their  efforts  may  overlap.  Acrobatics  is  the  general  skill  to  use   whenever  the  character  is  performing  intensive  physical  activity  governed  more  strongly   by  their  agility  than  by  their  strength.2 Page 27 3/15/12   .  the  one  with  the   highest  result  is  considered  the  leader  for  this  skill  attempt.  as  identified  below.  feint  in  combat  and   otherwise  misdirect  an  opponent.  as  outlined  in  your  character's   class  description.  swimming  and  other   strength–based  physical  activities.  rogues.  When  characters  are  working  together.  revive  unconscious  creatures  and  provide  long–term  care.   You  receive  a  +5  bonus  on  Ability  checks  related  to  skills  that  are  considered  trained  skills   for  your  character.   Healing  (WIS):  Healing  is  a  fairly  simple  skill  in  terms  of  use.     Skill Descriptions The  Sword  &  Planet  System  uses  the  following  skills.   Acrobatics  (DEX):  Acrobatics  measures  the  acrobatic  skills  of  the  character  –  their   ability  to  roll.   Legerdemain  (DEX):  Legerdemain  is  the  defining  skill  of  thieves.  such  as  climbing.     Combining Skill Attempts When  more  than  one  character  tries  the  same  skill  at  the  same  time  and  for  the  same   purpose.  there  will  be  times  where  your  character  will   require  a  certain  level  of  competence  in  order  to  succeed  at  a  task.  For   every  ten  full  points  that  the  helper's  check  exceeds  the  Difficulty.  forge.  characters  that  are  good  craftsmen  tend  to   be  able  to  create  or  repair  a  wide  range  of  items.   Athletics  (STR):  Athletics  measures  the  total  capacity  of  a  character  to  focus  their   strength  on  highly  mobile  physical  activity.  and  the  core  skills  of   the  system  are  described  below.  as  defined  by  the  ability  score  associated  with  each   skill.  rather  than  the  more  focused  approach  of   a  fantasy  campaign.   Skill  checks  are  simply  Ability  Checks.  Each  helper  can  add  a  +2   bonus  to  the  leader's  result  if  their  skill  check  result  equals  or  exceeds  a  Difficulty  of  10.   Bluff  (CHA):  Bluff  is  used  to  lie  convincingly.   SKILLS Over  the  course  of  adventuring.   Craft  (INT):  The  Crafts  skill  enables  the  character  to  create.  Bluff  can  also  be  used  to  disguise  one's  motive  or  features.  jumping.  Each  skill  is  commonly  associated   with  a  given  ability  score.  and   charlatans.  and  otherwise  give  false  or  misleading   information.  In  the  Planetary  Romance  genre.  This  skill  reflects  a  high  degree  of  manual  dexterity.  and  similar  such  abilities.  balance.  with  all  benefits  that   Sword & Planet.  however.  30–39  a  +4.  Your  character  begins  with  a  number  of  Starting  Skills.  Skills  reflect  your   character's  natural  aptitude  or  significant  training.  The  Sword  &  Planet  system  rules  recognize   the  need  for  skills  in  creating  a  diverse  range  of  character  concepts.   so  a  result  of  20–29  grants  a  +3  bonus.  a  character  with  this  skill   can  treat  illnesses  and  injuries.  Your  character  is  considered  to  be  trained  in  the  skills  you  have  selected. Rough Draft v0.  aiding  your  character  in  the  ability  to   perform  these  more  difficult  tasks  successfully.  and  sabotage   various  items.  and  so  forth.  flip.  increase  the  bonus  by  +1.  repair.

 Survival  could  also  be  used  to  find  good  natural  campsites.  specifically  of  a  scholarly  or  academic  nature.  Perception  may  also  be  used  as  the  general  skill  to  use  for  detecting  and   perceiving.  Among   many  other  uses.   Streetwise  (CHA):  Streetwise  allows  you  to  gain  information  from  people.   Stealth  (DEX):  Stealth  is  the  learned  capacity  to  avoid  notice  and  detection.  and  is  essential  to  any  journey  into  the  deep   wilds.  study  of  historical  battles.  tracking.  basic  fortifications.  and  the  ability  to  think  clearly  and   effectively  in  the  heat  of  combat.  In   general  terms.entails.  singing  and  playing  musical  instruments.  and  similar  such  sleight  of  hand  tricks. Rough Draft v0.  Lore  is  also  used  to  research   information  from  books.  to  forage  for  cooking   ingredients  or  herbs.  it  is  often  used  to  scout  possibly  hostile  areas  before  entering  in  force.  As  well  as  the   uses  listed  here.  Legerdemain  might  be  used  to  “plant”  items  on  others.  find  buyers  or  sellers  of   desired  items.  scrolls  and  other  sources  of  written  information.  or  simply  obtain  information  from  "the  man  on  the  street.   Piloting  (DEX):  Piloting  allows  a  character  to  navigate  and  competently  use  water-­‐ based  or  flying  vehicles  as  a  mode  of  transport.   Riding  (DEX):  Riding  skill  allows  a  character  to  ride."   Survival  (WIS):  Survival  is  used  to  live  or  travel  in  wilderness  as  comfortably  as   possible.   Perception  (WIS):  Perception  measures  the  total  perceptive  abilities  of  the  character.  it  is  also  used  for  hunting.   Persuasion  (CHA):  Persuasion  allows  the  user  to  deal  well  with  other  people.  train  and  maintain  animals  that   serve  as  mounts.  pick  pockets.   Tactics  (INT):  Tactics  reflects  the  character's  knowledge  of  tactical  doctrine  for  small   units.   Lore  (INT):  Lore  is  used  any  time  it  is  questionable  whether  or  not  a  character  knows  a   specific  fact.  Characters  in  the   Planetary  Romance  genre  with  this  aptitude  tend  to  know  a  lot  about  all  manner  of   scholarly  pursuits.  dancing.  Successful  military  leaders  typically  have  the  Tactics  skill.   Perform  (CHA):  Perform  is  used  to  gauge  how  entertainingly  your  character  can   perform  acting.  and  similar  such  activities.  poison  a  cup   without  onlookers  noticing.       Sword & Planet.  this  almost  always  means  changing  the  attitude  of  those  people.2 Page 28 3/15/12   .   and  is  used  both  reactively  (to  spot  things  when  they  move  or  make  noise)  and  actively   (when  searching  an  area  or  attempting  to  determine  distances  and  the  like).  Streetwise   can  be  used  in  urban  environments  to  locate  people  or  places.

 plus  a   number  of  equipment  "picks"  equal  to  two  plus  their  character  level.  comparative  rarity  and  general  game  impact   compared  to  more  common  items  on  the  list.EQUIPMENT All  characters  begin  adventuring  with  the  same  basic  list  of  starting  equipment.  6-­‐man   3   Sword & Planet.  so  a  cape  will  have  to  do.  as  shown  below.   • Dagger  or  Quarterstaff:  The  world  that  serves  as  the  setting  for  a  Planetary  Romance   story  is  often  a  dangerous  place.  even  if  it  is   just  a  simple  dagger  or  quarterstaff.  etc.2 Page 29 3/15/12   .  poultice  jars.  adventurers  rarely  stay   one  place  long  enough  to  make  a  collection  of  furs  worthwhile.)   1   Manacles   1   Mystic  focus   1   Rations.  there  always  seems  to  be  a  need  to   give  a  dying  man  a  sip  of  water  so  he  can  communicate  that  last  piece  of  information  he   has  before  he  dies  in  the  arms  of  the  hero.  war-­‐trained   2   Cart  or  wagon   1   Flying  mount   2   Flying  vehicle.  Everyone  needs  some  kind  of  protection.  The  basic  equipment  common  to  all   characters  is:   • Harness:  Every  character  needs  something  to  hang  their  other  equipment  on.   While  sleeping  furs  are  more  common  for  settled  characters.  grappling  hook.  2-­‐man   2   Water  vehicle.   • Waterskin:  It's  important  to  stay  hydrated  when  fighting  the  swordsmen  and  monsters   common  to  a  Planetary  Romance  adventure.  mortar  and  pestle.  Also.  More  powerful  weapons  require  the  expenditure  of   one  or  more  equipment  "picks".  riding  or  draught   1   Mount.   typically  based  on  its  relative  importance.  per  topic   1     Table:  Transportation   Item   "Picks"   Mount.  this  may  be  replaced  with  a  belt.  With  GM  permission.  6-­‐man   4   Water  vehicle.  A  "pick"  is  simply  a   choice  of  equipment  from  one  of  the  lists  below.  and   harnesses  are  the  most  common  item  for  that  purpose  as  described  in  Planetary   Romance  novels.)   1   Craft  tools  (specific  to  a  given  craft)   1   Glowstone  or  lantern  (by  setting)   1   Healer's  kit  (acupuncture  needles.  Some  items  are  worth  more  than  one  pick.  one  week's  worth   1   Reference  tomes. Rough Draft v0.     Table:  Mundane  Equipment   Item   "Picks"   Climbing  equipment  (rope.  etc.   • Cape:  Every  character  needs  some  manner  to  keep  warm  at  night  while  adventuring.  2-­‐man   3   Flying  vehicle.

 Reload  1   Rng  3/6/12   Rng  3/6/12   Entangles  target.   Requires  two  hands   Rng  12/24/48.   Requires  two  hands               Reach   Rng  12/24/48.  hand   Axe. Rough Draft v0.  throwing   Axe.  great   Club.  huge   Bow.  Reload  1   Rng  12/24/48.  huge   Quarterstaff   2d6   2d8   1d6   2  (1  for  Warriors)   2   2  (1  for  Warriors)   L   H   L   Sword & Planet.   Table:  Weapons   Weapon   Axe.  huge   Crossbow.   Requires  two   hands.   Reload  2   Reach   Reach       Polearm   Polearm.   Requires  two  hands   Rng  12/24/48.  great   Crossbow.  Reload  1   Rng  12/24/48.  Reload  1   Rng  12/24/48.  short   Bow.   Requires  two   hands.  huge   Dagger   Javelin  or  spear.  war   Club.  battle   Axe.   Requires  two   hands.   half   Net   Damage   1d4   1d6   1d8   2d6   2d6   1d6   1d8   2d6   2d8   1d6   1d8   2d6   2d8   1d6   1d8   2d6   2d8   1d4   1d6   *   "Picks"   1   1   1   2  (1  for  Warriors)   2   1   1   2  (1  for  Warriors)   2   1   1   2  (1  for  Warriors)   2   1   1   2  (1  for  Warriors)   2   1   1   1   Size   T   S   M   L   H   S   M   L   H   S   M   L   H   S   M   L   H   S   S   M   Notes   Rng  3/6/12               Reach   Rng  12/24/48.  great   Axe.  long   Bow.   Requires  two  hands   Rng  12/24/48.  light   Crossbow.2 Page 30 3/15/12   .   Requires  two   hands.  heavy   Crossbow.   requires  a  Difficult   (DC  20)  Reflex   saving  throw  to   avoid  or  escape.  great   Bow.  huge   Club   Club.

 huge   Sword.  heavy   Radium  or  crystal   rifle   Radium  or  crystal   rifle.  great   Sword.  Shots  10.  short   Sword.Radium  or  crystal   pistol   Radium  or  crystal   pistol.  -­‐4  to  Strength-­‐  and  Dexterity-­‐based   skill  checks   3/4  movement.2 Page 31 3/15/12   .  Shots  10.  long   Spear.  short   Spear.  long   Sword.   Reload  1   Rng  12/24/48.   Requires  two   hands.   Requires  two   hands.  huge     Table:  Armor   Armor   DEF   Light   +2   Medium   +5   Heavy   Shield       +8   +2   1d8   2   S   2d6   2   M   2d8   3  (2  for  Warriors)   L   3d6   3   H   1d8   2d6   2d8   1d6   1d8   2d6   2d8   1   2  (1  for  Warriors)   2   1   1   2  (1  for  Warriors)   2   M   L   H   S   M   L   H   Rng  12/24/48.  Shots  10.  Shots  10.   Reload  1   Rng  12/24/48.   Requires  two   hands.   Reload  1   Rng  12/24/48.  heavy   Spear.   Reload  1       Reach   Reach               Reach   "Picks"   1   2   3   1   Notes       3/4  movement.  -­‐6  to  Strength-­‐  and  Dexterity-­‐based   skill  checks   -­‐2  to  Strength-­‐  and  Dexterity-­‐based  skill  checks   Sword & Planet. Rough Draft v0.   Requires  two   hands.

 with  fifty  coins  or  ten  gems  weighing  one  pound.  Treasure  is   added  to  this.  if  your   Strength  is  10.   Light  Load:  Your  character  can  carry  up  to  four  pounds  for  every  point  in  Strength  as  a  light   load.  the  harder  it  is  for  enemies  to  hit  you.  and  the  higher  your   DEF.     How Much You Can Carry Your  character’s  capacity  to  carry  weight  is  defined  in  three  classifications:  light  load.   Heavy  Load:  Your  character’s  heavy  load  is  equal  to  three  times  your  light  load.  If  you  are  a  mighty  Warrior   with  a  Strength  score  of  18.  then  your  light  load  is  40  pounds.   Bigger  and  Smaller  Humanoids:  These  load  calculations  are  for  man-­‐sized  humanoids.  the  Referee  will  adjudicate  that   situation.  The  brawny  Warrior  with  a  Strength   score  of  18  has  a  medium  load  of  144  pounds.  then  your  light  load  is  72  pounds.  then  your  heavy  load  is  216  pounds.  adds  a  bonus  to  your  Defense.   Heavy  Armor:  Heavy  armor  counts  as  a  heavy  load.FINAL TOUCHES This  section  details  additional  character  information  required  for  completing  your   character  sheet.  then  your  medium  load  is  80  pounds.  If  your  Strength  is  10.  Carrying  a  light  load  does  not   inhibit  a  character’s  abilities.  In  the  event   that  the  carrying  capacity  of  a  monster  comes  into  question.  A   smaller  humanoid  can  carry  three–quarters  of  the  carrying  capacity  of  a  man-­‐sized  one.  Your  armor  or  your   class's  DEF  bonus.  Weight  is  listed  in  pounds.  Thus.  look  at  the  Armor   Table  above.  Carrying  a  medium  load  imposes  a  –3   penalty  on  all  Dexterity–based  skill  and  ability  checks.  but   that’s  just  the  way  of  things  in  a  fantasy  world.  even  if  the  character  can  carry  the   weight  of  the  armor  as  a  medium  or  light  load.  If  you  have  a   Strength  score  of  18.  To  calculate  your  Defense.   Medium  Load:  Your  character’s  medium  load  is  equal  to  twice  your  light  load.     Sword & Planet.  Carrying  a  heavy  load  imposes  a   –6  penalty  to  all  Dexterity–based  skill  and  ability  checks. Rough Draft v0.  Compare  that  value  to  the  DEF  bonus  you  gain   from  your  class  at  your  character  level.  in  the  “DEF  Bonus”  column.  The   average  human  with  a  Strength  of  10  can  carry  a  heavy  load  of  120  pounds.  The  Sword  &  Planet  system   assumes  that  coins  are  the  size  of  American  quarters  and  gems  are  the  size  of  dice.  Add  the  higher  of  the  two  numbers  to  your  base   Defense  of  10.   while  a  larger  humanoid  can  carry  double  the  load  of  a  man-­‐sized  humanoid.2 Page 32 3/15/12   .  and  reduces  a  character’s   movement  rate  by  two  squares.  Then  add  your  Dexterity  Bonus  and  any  bonuses  or  penalties  from  your  race   due  to  unusual  size.  whichever  is  higher.   medium  load  and  heavy  load.  A  “normal”  level  of  miscellaneous   equipment  (not  including  armor  and  weapons)  is  assumed  to  weigh  10  pounds.  The  end  result  is  your  character's  Defense.     Calculating Defense An  unarmored  person  is  considered  to  have  an  Defense  (DEF)  of  10.

  If  a  wilderness  map  is  measured  in  hexes  that  are  four  miles  across.   Forced  March:  In  a  day  of  normal  walking.  you  generally  walk.  then  a  creature  can   cover  a  number  of  hexes  equal  to  its  movement  rate  in  a  day.Movement There  are  two  movement  scales  in  Sword  &  Planet.   Sword & Planet.   Overland  Movement:  Characters  covering  long  distances  cross–country  use  overland   movement. Rough Draft v0.  hustle.  running  can  be  very  tiring.  For  an  average   human.   Hampered  Movement:  Difficult  terrain.  as  follows.  For  each  hour  of  marching   beyond  8  hours.  each  square  moved  into  usually  counts  as  two  squares.  measured  in  squares  per  round.  they  are  required  to  make  a  Fortitude  save  (Difficulty  15).  and  suffers  a  –2  on  all  actions.  or  run.  For  rowed  watercraft.  or  poor  visibility  can  hamper  movement.   •   Tactical.  If  the  check   fails.2 Page 33 3/15/12   .  the  character  takes  1d6  points  of  subdual  damage.  and  so   you  generally  can’t  keep  it  up  for  longer  than  a  few  minutes.     While  moving  at  the  different  movement  scales.  a  day   represents  10  hours  of  rowing.  For  a  sailing  ship.  Of  course.  A  day  of   overland  travel  represents  8  hours  of  actual  travel  time.  Overland  movement  is  measured  in  miles  per  hour  or  miles  per  day.  it  represents  24  hours.  for  combat.  The  rest  of  the   daylight  time  is  spent  making  and  breaking  camp.  resting.  (This  is  equal  to  half  of  your  movement  rate.  a  day’s  worth  of  travel  covers  24  miles.  while  a  dwarf  hustles  at  5  miles  per  hour.  obstacles.   effectively  reducing  the  distance  that  you  can  cover  in  a  move.  A  character  can  walk   for  more  than  8  hours  in  a  day  by  making  a  forced  march.  you  move  at   double  your  movement  rate  in  miles  per  hour.  A  walk   represents  unhurried  but  purposeful  movement  at  3  miles  per  hour  for  an  unencumbered   human.  for  getting  from  place  to  place.  when  you  run.  measured  in  miles  per  hour  or  miles  per   day.  Difficult  terrain  reduces  that  amount  to  12   miles.  you  move  at  a  jog   that  is  roughly  equal  to  your  movement  rate  in  miles  per  hour.)   •   Overland.  a  character  walks  for  8  hours.  A  character  who  takes  any  subdual   damage  from  a  forced  march  becomes  fatigued.  and  eating.  halved  for  difficult  terrain.   When  movement  is  hampered.  Eliminating   the  subdual  damage  also  eliminates  the  fatigue  penalty.  (A  human  hustles  at  6  miles   per  hour.)  When  you  hustle.)  Finally.  (Each  square  is  equal  to  five   feet.

 The  game  might  start  in  a  rural  peasant  village.     Saving Throws When  you're  subjected  to  a  potentially  harmful  effect.  a  tavern.”  A  turn  represents  the  period  of  time  within  a  combat  round  when  a   character  resolves  their  actions  for  that  combat  round.  or  that  dragon  attacks  your  character.  in  a  castle.”  or  even.  Like  an  attack  roll  or  skill  check.  The  Referee  tells  you  what  happens  as  a  result:  maybe  those  stairs  lead   down  to  a  huge  tomb.  In  other  words.  or  at  the  gates  of  an  ancient  tomb—that’s  up  to   the  Referee.HOW TO PLAY Once  you’ve  got  a  character.  healing.  Defeating   monsters  does  not  require  killing  them.  The  rules  below  are  guidelines  for  how  to  handle  certain  events:  combat.  with  the  Referee  handling  the  details  of  a   dangerous  fantasy  world.  you  and  the  Referee  work  together.   movement.  and  any  other  modifiers  based  on  your  class.     Gaining Experience Characters  are  awarded  experience  points  (XP)  for  defeating  monsters  and  completing   adventures  and  story  arcs.  ability  scores  or   other  special  abilities.  That’s  for  the  Referee  to   decide.  the  Referee  will  describe  where  the  character  is.  The  epic  story  of   your  character’s  rise  to  greatness  (or  of  his  unfortunate  death)  is  yours  to  create  in  the   Referee’s  world.  Your  combat  skills  may  also  increase.  the  saving  throw  succeeds.   When  your  character  has  accumulated  enough  experience  points  to  reach  a  new  level.2 Page 34 3/15/12   .”  in  the  life   of  our  intrepid  adventurers.  “a  month  passes.  and  other  important  parts  of  the  game.  race.  attacking  a  dragon.  but  simply  overcoming  them  through  either   aggressive  or  diplomatic  means.  dying.  If  the  result  is  equal  to  or  higher  than  the  character’s  saving  throw   target  number.  you  get  a  saving  throw  to  avoid  or   reduce  it.  but  two  important  time  measurements  need  a  quick   explanation  in  terms  of  game  mechanics.  Mystics   may  gain  new  powers.  and  completing  an  adventure  or  story  arc  is  equivalent  to  defeating   a  monster  of  a  Challenge  Rating  equal  to  the  highest  level  character  in  the  party.  and  you  handling  what  your  character  does  in  it.  you’ve  become   more  powerful  and  can  pursue  greater  challenges!     Time Sometimes  the  Referee  will  rule  that  “an  hour  passes.  A  combat  round  averages  around   six  seconds  in  length.  modified  by  your   Class  Level  Modifier.  you  describe  what  your  character  does.”  and  the   “combat  round.  a  saving  throw  is  a  d20  roll.  in  a  vast  and  teeming  city  spiked  with   towers  and  minarets.  talking  to  the  people  you  meet:  all  of  these  sorts  of  things  are   your  decisions.  and  what  he   sees.  Monsters  have  a  set  experience  point  value  (as  given  in  the   monster  descriptions).   Basically.  But  from  that  point  on.  Going  down   stairs.  Monsters  can  also  make  saving  throws  (a   Sword & Planet.  you   will  gain  additional  hitpoints  and  perhaps  your  core  class  ability  will  be  bolstered.  These  units  of  time  are  called  the  “turn. Rough Draft v0.

 including  dodging   explosions  and  crashes.     Sword & Planet.  You  apply  your  Constitution  modifier  to  your  Fortitude  saving  throws.  but  is  most  often  equal  to  a  base  of  10   plus  half  the  attacker's  level  or  hit  dice.     Will:  Your  resistance  to  mental  influence  and  domination  as  well  as  certain  powers.     Reflex:  Your  ability  to  avoid  harm  through  reaction  time  and  agility.  You   apply  your  Wisdom  modifier  to  your  Will  saving  throws.  A  “natural”   roll  of  1  automatically  fails  on  a  saving  throw.  plus  ability  score  modifiers  and  other  modifiers  as   appropriate.     Saving Throw Types The  three  different  kinds  of  saving  throws  are  the  following:     Fortitude:  Your  ability  to  resist  attacks  against  your  vitality  and  health. Rough Draft v0.  Your  saving  throw   is  equal  to  the  following:       d20  +  Class  Level  Modifier  (CLM)  +  class  modifier  (if  any)     +  racial  modifier  (if  any)  +  ability  score  modifier  +  miscellaneous  modifiers     The  Difficulty  for  a  save  is  based  on  the  attack  itself.  A  “natural”  roll  of  20  automatically  succeeds  on  a  saving  throw.  such  as  poison   and  disease.2 Page 35 3/15/12   .monster’s  saving  throw  modifier  is  listed  in  the  monster’s  description).  You  apply  your  Dexterity  modifier  to  Reflex  saving  throws.

  4. The  Referee  determines  if  one  side  or  the  other  is  entitled  to  a  free  Attack  Action  as  a   result  of  surprise—this  is  either  a  judgment  or  a  die  roll  of  some  kind.  depending  on  the   circumstances.   although  the  Referee  may  choose  to  limit  them  to  a  reasonable  number  to  keep  the  game   moving.     Surprise The  Referee  determines  if  one  side  gets  a  free  Attack  Action  before  the  first  initiative  roll.  When  this  happens.  During  a  round  you  can  take  an  Attack   Action.  the  order  of  events  is  as   follows:   1.  You  can  perform  as  many  Free  Actions  and  reactions  in  a  round  as  you  wish.   This  is  either  through  common  sense  (adventurers  or  monsters  are  not  alert).  modified  by  a  character’s  Class  Level  Modifier  and  Dexterity   modifiers).  Full  Round  Actions  and  Free  Actions.   When  both  sides  are  acting  simultaneously.  each  side  rolls  initiative  by  making  a  Dexterity–based   check  (i.  You  may  trade  an  Attack  Action  to  make  another   Move  Action  or  Swift  Action.  Move  Actions.  since  they're  most  often  used  in   fights.  it  is  possible  for  two  combatants  to  kill  each   other  simultaneously!     The Combat Round When  things  really  start  happening  in  a  Sword  &  Planet  game. Determine  Initiative  (usually  a  Dexterity–based  check.COMBAT When  the  party  of  adventurers  comes  into  contact  with  enemies.  each  individual  or  group  take  their  turn. Rough Draft v0.  When  a  party  is  surprised.e.  and  results  take  effect.  they  are  considered   to  be  flat–footed.   You  may  trade  an  Attack  Action.2 Page 36 3/15/12   .  or  it  can  be   based  on  the  result  of  opposed  skill  checks.  You  may  trade  a  Move  Action  to  make  another  Swift  Action.   Sword & Planet.  A  round  isn't  very  much  time.  a  Move  Action  and  a  Swift  Action.  If  no  one  is  surprised.   3.   A  turn  during  a  round  of  combat  follows  this  sequence:   1.  depending  on  the   circumstances.  The  types   of  actions  your  hero  can  perform  during  a  round  are  Attack  Actions.  a  d20  roll.  roll  initiative  for  the  next  round  if  the  battle  has  not  been   resolved. Pre–Action  Activities:  Apply  any  ongoing  effects. In  order  of  Initiative.  highest  result  is  the  winner).  One   roll  is  made  for  each  individual  or  group  of  individuals.  just  long  enough  for  a  hero  to  do  something.  Turns  are  resolved  in  descending  order  of  initiative.   Initiative  rolls  may  result  in  a  tie.  no  one  starts  off  flat–footed.  time  is  broken  down  into   six–second  segments  called  rounds.     Declare Initiative At  the  beginning  of  a  combat  round.  Swift   Actions.   2. The  round  is  complete.  or  combat  rounds.  a  Move  Action  and  a  Swift  Action  to  perform  a  Full  Round   Action.  both  sides  are  considered  to  be   acting  simultaneously  unless  the  Referee  decides  to  allow  another  die  roll  to  break  the  tie.

 readying  an  action.  attacking.  To  attack  with  a   weapon.  or  withdrawing  from  combat.  dropping  something.   Full  Round  Actions:  A  Full  Round  Action  occupies  almost  all  of  your  attention  for  a   round.  in  any  order.2 Page 37 3/15/12   .  typically  an  Attack  Action.  standing  up  from  a  prone  position.  These  “to–hit”  bonuses  may  include  a  strength  bonus  (for  attacks  with  hand  held   weapons).   Attack  Actions:  An  Attack  Action  generally  involves  acting  upon  something.  readying  or  unreadying  an  item. Character  Actions:  Take  your  action(s).  The  difference  is  you  might  take  a  reaction  when   it's  not  even  your  turn  to  act.  a   Swift  Action  and  any  reasonable  number  of  Free  Actions.  It  costs  both  an  Attack  Action  and  a  Move  Action  to  gain  a  Full  Round  Action.  running.  You  can  perform  a  single  Swift   Action  per  round  without  having  to  sacrifice  a  Move  Action  or  an  Attack  Action.     Free  Actions:  A  Free  Action  is  something  so  comparatively  minor  it  doesn't  take  any   significant  time  at  all.  opening   a  door.  a  Move  Action.     Action Types The  following  action  types  exist  in  a  Sword  and  Planet  game.  issuing  commands   to  hirelings.  redirecting  a  mystical  power   effect.  picking  up  an  object.   Certain  maneuvers  may  require  a  Full  Round  Action  to  perform.  You  can  take  a  Move  Action  before  or  after  an  Attack  Action.  You  cannot  normally  split  your  Move  Action  before   and  after  your  Attack  Action.  Attack  Actions  include  activating  an  artifact.  and  any  bonuses  for   Sword & Planet.  aiding  another.  but  represents  a   larger  expenditure  of  effort  and  energy  than  a  Free  Action.  adding  the  character’s  Base  Attack  Bonus  and  any  additional  bonuses  to   the  result.  dropping  prone  or  kneeling.  a  dexterity  bonus  (for  attacks  with  missile  weapons).  You  may  spend  a   Move  Action  to  perform  a  Swift  Action.  or  using  the  healing  word  talent.  in  response  to  something  else  happening  during  the  round.  To  resolve  the  attack.  moving.  Free  Actions  include  things  like  talking  (heroes  and  villains  always   seem  to  find  time  to  say  a  lot  in  the  middle  of  a  fight).  changing  your  combat  stance.  like  a  Free  Action.   3.   Move  Actions:  A  Move  Action  usually  involves  moving.  Full   Round  Actions  include  delivering  a  coup  de  grace.  You  can  move  your  speed  in  a   single  Move  Action  or  twice  your  speed  in  a  round  by  sacrificing  an  Attack  Action  to  take   two  Move  Actions.  so  you  can  perform  as  many  Free  Actions  in  a  round  as  the  Referee   considers  reasonable.  so  you  can   attack  then  move  or  move  then  attack.  Examples   of  Swift  Actions  include  challenging  a  foe.  delaying  your   round. Rough Draft v0.  You  may  spend  an  Attack  Action  to  perform  either  a  Move  Action  or  a   Swift  Action.  A  reaction   doesn't  take  any  time.     The Attack Roll The  most  important  rule  to  understand  about  combat  is  the  attack  roll.  and  so  forth.2. Post–Action  Activities:  Resist  any  ongoing  effects.  You  may   exchange  an  Attack  Action  and  a  Move  Action  for  a  full–round  action.  whether   it's  an  actual  attack  or  using  some  skill  to  affect  something.   Swift  Actions:  A  Swift  Action  consumes  a  very  small  amount  of  time.  Move  Actions  also  include  things  like  aiming.  the   player  rolls  a  d20.  or  using  a  talent.  You're  limited  to  one  Attack   Action  in  a  round.  the  character  spends  an  Attack  Action  to  attack  a  foe.     Reactions:  A  reaction  is  something  you  do  in  response  to  something  else.  as  do  some  skills.   performing  a  combat  stunt.  and  fighting  with  two  weapons.  escaping  a  grab.

 you  roll  your  weapon  damage  twice  and  add  it  together).  Performing  extra  attacks  requires  both  an  Attack  Action  and  a   Move  Action.2 Page 38 3/15/12   .     Specific Situations The  following  are  a  compilation  of  guidelines  and  instructions  for  handling  certain.  the  player  should  apply  an   additional  –4  penalty  to  the  attack  roll.   such  as  a  dropped  weapon.   Combat  Stance:  The  standard  rules  presented  in  this  section  assume  that  the  character   is  maintaining  a  proper  balance  between  offense  and  defense.  specific   situations  that  might  arise  during  combat.  Defensive  combatants  suffer  a  –4  on  attack  rolls.  You   gain  a  +2  on  attack  rolls  made  against  a  flat–footed  opponent.   characters  may  make  a  second  attack  with  a  –2  penalty  on  both  attack  rolls.   Critical  Hits  and  Fumbles:  A  “natural”  roll  of  20  is  an  automatic  hit  that  it  inflicts   double  dice  damage  (i.  When  a   character  fumbles.  the  attack  penalty  on  both  attack  rolls  drops  to  –1.  a  character  may   spend  a  Swift  Action  during  their  round  to  change  their  combat  stance.  If  an  attack  hits.  This  is  called  a  critical  fumble.  but   suffer  a  –2  penalty  to  DEF  until  the  start  of  your  next  turn.  the   Referee  may  impose  some  other  circumstance  that  requires  a  Move  Action  to  recover  from.  over  a  clear  path  between  you  and  your  target.  they  may  learn  to   make  a  second  attack  in  the  same  round  with  their  primary  weapon.  You  may  also  gain  a  +2  bonus  on   combat  stunt  checks  with  Referee  approval.   Extra  Attacks:  As  characters  become  more  proficient  in  combat.  You  must  move  at  least  two   squares.  This  is   called  a  critical  hit.  such  as  attempts  to  wrestle  an  opponent  to  the  ground   in  order  to  pin  him  down  or  smashing  into  an  opponent  and  push  him  backward.   Charging:  Charging  is  an  Attack  Action  that  allows  you  to  move  up  to  your  base   movement  value  and  attack  at  the  end  of  your  movement.   but  suffer  a  –4  to  their  DEF.e.  You  must  be  able  to  see  your   target.  The  damage  is  subtracted  from  the  defender’s  hitpoint   total  (see  Damage  and  Death).  Alternately. Rough Draft v0.  and  you  must  move  to  the  closest  space  from  which  you  can  attack  them.artifacts.  all  foes  in  melee  range  gain  a  free  attack  against  them.  You  get  a  +2  bonus  on  the  attack  roll.   A  “natural”  roll  of  1  is  an  automatic  miss.  Such   rolls  may  be  modified  based  on  circumstances.  If   the  character  is  unskilled  in  the  use  of  a  particular  weapon.  (Characters  with  Sneak   Sword & Planet.  both   attacks  suffer  no  penalty.  At  BAB  +16  or  higher.  If  the  attack   roll  is  equal  to  or  higher  than  the  target’s  DEF.   Combat  Stunts:  Combat  stunts.  it  inflicts   damage  (a  number  of  hitpoints).  The  player  then  subtracts  any  attack  penalties  they  might  have  from  their  roll.  becoming  more   aggressive  or  defensive  than  usual.   The  attack  roll  is  then  compared  to  the  target’s  DEF  to  see  if  the  attack  hits.  the  attack  hits.  However.  Aggressive  combatants  gain  a  +2  on  their  attack  rolls.  they  are  considered  to  be  flat–footed.  After   moving.  Such   efforts  can  be  resolved  by  succeeding  at  an  opposed  attack  roll  with  your  opponent.   Flat–footed:  When  you  catch  an  opponent  unaware  or  otherwise  unable  to  defend   themselves  (such  as  when  they  are  surprised).  but  gain  a  +2   to  their  DEF.  At  BAB  +6  or  better.  you  may  make  a  single  melee  attack.  At  BAB  +11  or   higher.

  Powerful  mystical  monsters.     Movement  within  Melee:  A  defender  effectively  blocks  the  square  that  they  occupy.  while  large  creatures  take  up  an  area   that  measures  two  squares  to  the  side.  and  getting  out  of   trouble  by  using  your  wits  are  an  important  part  of  the  game.   Negotiation  and  Diplomacy:  Some  combats  can  be  averted  with  a  few  well–chosen   words  (including  lies).  and  such  points  are  recovered  at  a  rate  of  1  hitpoint   per  hour.  Attacks  in  general  are  described  above  (See  The  Attack  Roll.  or  those  with  more  than  11  hit  dice.  If  the  party  is  out  matched.  When  using  missiles  to  attack  into  a   melee.   When  the  player  desires.  Two  combatants  adjacent  to   one  other  are  considered  to  be  “in  combat.   Spacing:  All  movement  and  ranges  are  given  in  terms  of  squares.  Not  all   monsters  may  be  subdued.   Subdual  Damage:  A  weapon  may  be  used  to  beat  down.  or  thrown  axe.Attack  gain  an  additional  +2  from  Sneak  Attack.  or  the  monsters  don’t  seem  to  be   carrying  much  in  the  way  of  loot.  you  are  said  to  be   flanking  the  target.  in  an   attempt  to  avoid  combat—or  at  least  delay  it  until  conditions  get  more  favorable.  It’s  usually  only  possible  to  make  a  melee   attack  when  the  two  combatants  are  adjacent  to  one  other.  lie   prone.  rather  than  kill.  an  opponent.   and  enemies  cannot  move  through  this  area.  it  usually  isn’t  possible  to  choose  which  opponent  (or  friend)  will  receive  the  attack.  If  the  opponent’s  hitpoints.  shoot  arrows  from  within  concealing  mists  or  tree   Sword & Planet.  Page  16).  damage  inflicted  can  be  composed  of  half  “real”  damage  and  half   “subdual”  damage  that  does  not  kill.   Spears  and  Polearms:  Spears  and  polearms  in  the  second  rank  of  a  battle  formation   can  attack  by  reaching  through  the  first  rank  of  combatants. Rough Draft v0.  or  dagger.  giving   them  a  total  of  +4  on  attack  rolls  against  flanked  opponents.  Characters  of  medium   size  or  smaller  are  assumed  to  take  up  one  square.  stand  on  things.  Page  1)  are  added  to  melee  attacks.  fight  from  higher  ground.  will  usually  be  able  to  see   invisible  creatures  normally.  you  gain  a  +2  on  attack  rolls  against  a  flanked   opponent.2 Page 39 3/15/12   .  huge  creatures  take  up  a  three  by  three  square.  giving  them  a  total  of  +4  on  attack  rolls   against  flat–footed  opponents.  Striking   bargains.  Like  flat–footed  foes.   spear.)   Invisible  Opponents:  Attacks  against  an  invisible  opponent  have  a  –4  penalty.  but  if  the  Mystic  suffers  damage  while  using  his  power.”     Missile  Attacks:  Missile  attacks  are  attacks  with  ranged  weapons  such  as  a  crossbow.  A  character’s  dexterity  bonus  for  missile  attacks  is  added  to  the  to–hit   roll  when  the  character  is  using  missile  weapons.  the   opponent  is  knocked  unconscious  rather  than  killed  (unless  the  real  damage  actually   reduces  real  hitpoints  to  zero.  the  party  might  elect  to  brazen  their  way  through.  persuading  monsters  or  non–player  characters  to  do  things.  it   automatically  fails  and  is  considered  expended.   sling.   Melee  Attacks:  A  melee  attack  is  an  attack  with  hand–held  weapons  such  as  a  sword.)   Flanking:  When  you  and  an  ally  are  on  opposite  sides  of  a  target.   Terrain  Features:  Characters  and  monsters  will  hide  behind  things.  including  the  subdual  damage.  Generally  only  humanoids  and  special  creatures  such  as   dragons  will  be  subject  to  such  attacks.  and   gargantuan  creatures  take  up  more  space.  fall  to  zero.  a  character’s  strength  bonuses  to  hit  and  on  damage  (See   Strength.   Powers  in  Melee:  It  is  possible  for  Mystics  to  use  their  powers  while  within  melee   range  of  an  opponent.  In   addition  to  all  other  bonuses.  (Characters  with  Sneak  Attack  gain  an  additional  +2  from  Sneak  Attack.  in  which  case  the  opponent  is  accidentally  killed).

 Other   characters  can  stabilize  a  fallen  comrade  with  a  successful  Healing  skill  check  against  a   Difficulty  of  15.  the  character  must  attempt  to  stabilize  by  making  a  Fortitude  Save   against  a  Difficulty  of  20.  based  on  a  creature’s  size.  thus   disengaging  from  an  opponent.    Light  cover  (up  to  half   the  body  covered)  imposes  a  –1  penalty  on  attack  rolls.  and  you  can  only  use  Heal  to  recover  damage  incurred  since  the  last   time  you’ve  been  healed.2 Page 40 3/15/12   .  in  much  the  same  way  as  a  shield  would.  Any  strenuous  action  causes  the  character  to  lose  another  hitpoint.  Once  you  have  gained  a  recovery  in  this  fashion. Take  A  Recovery:  Once  during  an  encounter  you  may  take  an  Attack  Action  to  take  a   recovery.  such  as  those  conducted  with  fist.  if  any.   2.  unless  the  retreating  character  spends  a  Move  Action  to  withdraw.  you  may  take  a  recovery  as  defined  above.  on  his  initiative.  gaining  1d6  hitpoints  plus  your  Class  Level  Modifier  and  your  Constitution   modifier.   3.  Any  significant  interruption  during   Sword & Planet.  the  amount  of  damage  is  deducted  from  his  hitpoints.   Two–weapon  Fighting:  Using  two  weapons.  Each   round.   Unarmed  Combat:  Brawling  attacks.  one  in  each  hand.  the  second  weapon   grants  a  +1  to  DEF.  Concealment  works  similarly.   Withdrawing:  When  a  character  or  creature  retreats  from  a  melee  combat.  the  character  falls  unconscious  and  is  dying. A  Good  Night’s  Rest:  Resting  uninterrupted  for  six  hours  allows  you  to  recover  a   number  of  hitpoints  equal  to  your  character  level.  will  normally  inflict  1d4  points  of  damage.  When  used  defensively.  medium  cover  (up  to  three– quarters  of  the  body  covered)  imposes  a  –2  penalty. The  Heal  Skill:  If  you  receive  successful  Healing  skill  check  at  a  Difficulty  of  20  within   ten  minutes  of  being  wounded.  you  may  not  do  so  again  until  you  are   wounded  again.  plus  the  attacker’s  Strength  bonus  to   damage  (if  any).  a  character  can  recover   lost  hitpoints  in  one  of  three  ways:   1.  Unarmed  damage  is  modified  up  or  down.  which  is  chosen  at  the  beginning  of  a  character’s  turn. Rough Draft v0.  can  be  used  offensively   or  defensively.  Once  you   have  gained  a  recovery  through  the  Healing  skill.     Damage and Death When  a  character  (or  creature)  is  hit.     Healing In  addition  to  the  various  mystical  means  of  restoring  hitpoints.  any  enemy  in  combat  with  the  retreating  character  gains  a   free  attack.  but  both  suffer  a  –8  attack  penalty.  foot  or  dagger   pommel.   When  hitpoints  reach  –1  or  less.   Withdrawing  is  a  one  square  movement  that  does  not  incur  any  free  attacks.  he  is  dead.  Fighting  with  two   weapons  does  require  a  Full  Round  Action.  but  does  not  grant  a  second   attack.  and  take  every  possible  advantage  of  the  combat  terrain.  using  two   weapons  grants  an  additional  attack  roll.  and  heavy  cover  (up  to  90%  of  the   body  covered)  imposes  a  –4  penalty.  Offensively.  you  may  not  do  so   again  until  you  have  rested  uninterrupted  for  ten  minutes.  the  character  becomes  staggered  and  may  only  make  one  Attack   Action  per  round.  the  attack  penalties  drop  to  –4.   When  hitpoints  reach  0.branches.  If  the  character  fails  three  stabilization  checks.  If  the  off–hand   weapon  is  considered  a  light  weapon.

 If  you  undergo  complete  bed  rest  for  an  entire  day   and  night.  such  as  mindless  or  undead  creatures.  surrender  or  flee.  But  it’s  not  the  Referee’s  job  to  defeat  the  players—it’s  his  job  to   provide  interesting  (and  dangerous)  challenges.  the  epic   might  be  very  short.2 Page 41 3/15/12   .  will  not  continue  to  fight  a  hopeless   battle.  If  they  aren’t  skillful  and  smart.  Simply  assume  that  it  has  1  hitpoint  per  hit  die.  you  recover  twice  your  character  level  in  hitpoints.   A  creature’s  or  character’s  Will  save  modifier  is  often  a  good  indicator  of  how  brave  a   creature  might  be.     One Last Reminder Sword  &  Planet  is  a  free–form  roleplaying  game.   The  Referee  is  responsible  for  handling  situations  that  aren’t  covered  by  the  rules.  the  players  and  the  Referee   cooperate  with  each  other  to  create  a  fantasy  epic.  This  is  not   a  game  in  which  the  players  are  “against”  the  Referee.  based  on  the  situation  and  the  monster’s  intelligence.  Mook  creatures  only  provide   one-­‐quarter  of  their  normal  XP  value.  however.  are  fearless  and   always  fight  to  the  death.   Mooks:  A  mook  creature  is  one  that  is  very  easy  to  remove  from  combat.  Keep  in  mind   that  the  party’s  own  NPC  allies  might  decide  to  flee  if  their  prospects  of  survival  look  grim.  In  fact.  with  the  Referee  creating  the  setting  and   the  players  developing  the  story  of  the  heroes.  The  Referee  decides  when  monsters  abandon   the  battle  and  retreat.   Morale:  Certain  monsters.  dangerous  situations.your  rest  prevents  you  from  healing.     Monsters And Combat This  section  identifies  rules  specific  to  the  use  of  monsters  in  combat.  even  though  the  Referee  is   responsible  for  creating  tricky  traps.  seeking  to  retreat.  Any  creature  can  be  turned   into  a  mook.  and  then  guide  the  story  fairly.  making   fair  evaluations  of  what  the  characters  do  and  deciding  what  happens  as  a  result.         Sword & Planet. Rough Draft v0.  and  running  the  monsters  and   other  foes  the  PCs  will  encounter  during  the  game.  meaning  that  there  aren’t  very  many  rules.  The  majority.  generally  only   needing  to  be  struck  once  or  at  most  twice  before  going  down.

 the  victim  makes   another  Fortitude  save  against  the  same  Difficulty  each  day  to  fight  off  the  disease.  Winter  clothing  treats  the  cold  conditions   as  one  level  less  severe.  usually  damage.   combatants  that  cannot  see  as  well  suffer  a  –2  penalty  to  their  attack  rolls.)  Once  you  have  failed   four  Fortitude  saves.  A   blinded  creature  is  one  who  simply  can’t  see  through  the  surrounding  darkness.   tasks  requiring  good  light  (such  as  reading  small  lettering)  are  impossible  or  extremely   slowed.  they  must  make  a  Fortitude  saving  throw   against  the  disease's  Difficulty  to  avoid  becoming  infected.  Characters  who  deliberately  dive   Sword & Planet.  After  that.HAZARDS Heroes  may  encounter  any  number  of  dangerous  environments  and  hazards  in  their  travels   –  adventures  often  lead  to  terrifying  places  and  lead  to  confrontations  with  beasts  and   monstrous  creatures  of  many  sorts.  you  fall  unconscious. Rough Draft v0.  the  character  suffers  the  disease’s  effects  again.  Severe  cold  conditions  require  a  Fortitude  save  every  10  minutes.  If  it  succeeds.  If  a  character  deliberately  jumps  instead  of  merely  slipping   or  falling.  In  dim  light.  as  described  in  the  Combat   chapter  under  Damage  and  Death.  After  an  initial  onset  period.  then  dying.  to  a   maximum  of  20d6  (at  200  feet).  Additionally.  the  damage  is  reduced  by  1d6.  Two  successful  Fortitude  saves  in  a  row  indicate  the  character  has  fought  off  the   disease.  as  described  in  the  Combat  chapter.  there  is  no  effect   that  day.  so  all   opponents  are  treated  as  invisible.  the   character  suffers  the  disease's  initial  effects.     Darkness & Dim Light Characters  with  normal  vision  can  be  rendered  completely  blind  by  putting  out  the  lights.  which  goes  away  after  ten  minutes  of  complete   rest  in  a  warmer  environment.     Disease When  heroes  come  into  contact  with  a  disease.  If  that   save  fails.   Extreme  cold  conditions  require  a  Fortitude  save  every  minute  and  inflicts  1d6  damage  in   addition  to  the  –2  penalty  with  each  failed  save.  additional  failed   Fortitude  save  causes  you  to  become  staggered.  Once  you  are  unconscious.  This  section  looks  at  these  hazards  and  how  to  handle   them  in  terms  of  the  Sword  &  Planet  system.     Cold An  unprotected  character  in  cold  weather  must  make  a  Fortitude  save  (Difficulty  15)  every   hour  or  receive  a  –2  penalty  on  all  actions.  and  so  on.  A  successful  Acrobatics  or  Athletics  skill  check   (Difficulty  15)  will  also  reduce  the  falling  damage  by  1d6.  The  effects  of  multiple  failed  saves  is  cumulative  (failure  of   two  Fortitude  saves  imposes  a  –4  penalty  to  all  actions.  Characters  may  make  Survival  checks  to  receive  a  bonus   on  this  saving  throw.2 Page 42 3/15/12   .     Falling The  basic  rule  for  falling  damaging  is  simple:  1d6  points  of  damage  per  10  feet  fallen.

 adding  an  additional  +1d6  damage  for  every  10–foot  increment  it  falls  beyond  the   first  (to  a  maximum  of  +20d6  points  of  damage).  object  must  fall  30  feet  to  inflict  damage.  a   character  must  make  a  Fortitude  save  once  every  10  minutes.     Smoke A  character  breathing  heavy  smoke  must  make  a  Fortitude  save  (Difficulty  15)  each  round   or  spend  that  round  choking  and  coughing.  in  which  case  it  deals  10d6  points  damage  per  round. Rough Draft v0.  Objects  that  fall  upon  characters  deal  damage  based  on  their   weight  and  the  distance  they  have  fallen.     Falling Objects Just  as  characters  take  damage  when  they  fall  more  than  10  feet.  A  failed  check  results  in  normal   falling  damage.  If  no  body  of  water  is  at  hand.  So  a  25  lb.  The  effects  of  multiple  failed  saves  is  cumulative  (failure  of  two   Fortitude  saves  imposes  a  –4  penalty  to  all  actions.  hair.  Distance  also  comes  into   play.  Success  means  the  fire  has  gone   out.  you  fall   Sword & Planet.  However.  but  they  must  fall  farther  to  deal  the  same  damage.  A  character  on  fire  may  automatically  extinguish  the  flames  by  jumping  into  enough   water  to  douse  himself.  you  have  a  –6  penalty  on  all  actions  and  you  fail  another  save).  he  takes  1d6  points  of  damage  immediately.  In  severe  heat  (above  110°  F).e.  Those   at  risk  of  catching  fire  are  allowed  a  Reflex  save  (Difficulty  15)  to  avoid  this  fate.  Objects  smaller  than  100  pounds  also  deal   damage  when  dropped.  or  equipment  on  fire.   unless  the  character  is  immersed.  the   object  deals  1d6  points  of  damage.  the  object  must  fall  for  an  additional  20  feet  to  cause  1d6  points  of   damage.  Failure   means  he  takes  another  1d6  points  of  damage  that  round.  and  so  on.  Breathing  air  in  these   temperatures  deals  1d6  points  of  damage  per  minute.     Catching Fire Characters  touching  a  fire  source  might  find  their  clothes.  Boiling  water  deals  1d6  points  of  damage.     Heat An  unprotected  character  in  hot  weather  must  make  a  Fortitude  save  (Difficulty  15)  or   receive  1d4  points  of  damage.  so  long  as   the  water  is  at  least  10  feet  deep  for  every  30  feet  fallen.  rolling  on  the  ground  or  smothering   the  fire  with  cloaks  or  the  like  permits  the  character  another  save  with  a  +4  bonus.)  Once  you  have  failed  five   Fortitude  saves  (i.into  water  take  no  damage  on  a  successful  Athletics  skill  check  (Difficulty  15).  provided  it  falls  at  least  10  feet.  a  character  must  make  a   Fortitude  save  against  heat  every  5  minutes.  For  every   halving  of  weight.  the  save  is  once  per  hour.  If  a   character’s  clothes  or  hair  catch  fire.  the  burning  character  must  make  another  Reflex  saving  throw.  the  Difficulty  of  the   Athletics  check  increases  by  5  for  every  50  feet  of  the  dive.  which  goes  away  after  ten  minutes  of  complete  rest  in  a  smoke– free  environment.  Objects  weighing  less  than  1   pound  do  not  deal  damage  to  those  they  land  upon.2 Page 43 3/15/12   .  For  each  100  pounds  of  an  object’s  weight.  In  addition.  A  character  who  chokes  for  2  rounds  receives  a   –2  penalty  on  all  actions.  In  each   subsequent  round.  no  matter  how  far  they  have  fallen.  they  also  take  damage   when  hit  by  falling  objects.  In  very  hot   conditions  (above  90°  F).  Additional  failed  saves  cause  further  damage.

 usually  damage.  you  fall  unconscious.  while  a   character  with  a  Constitution  score  of  6  can  only  hold  his  breath  for  12  rounds.   A  character  can  go  without  food  for  3  days.  (Small  characters  need  half  as  much.2 Page 44 3/15/12   .  you  must  make  a  Fortitude  save  each  round  (Difficulty  10).  as  described  in  the  Combat  chapter  under  Damage   and  Death.  Smoke  obscures  vision.  you  are  dying.   characters  need  two  or  three  times  as  much  water  to  avoid  dehydration.  Once  you  are  unconscious.  Once  you  are  unconscious.)  Once  you  have  failed  four  Fortitude  saves.  the  character  must  make  a  Fortitude  save  each   hour  (Difficulty  10)  or  receive  a  –2  penalty  on  all  actions.   So  a  character  with  a  Constitution  score  of  14  can  hold  his  breath  for  28  rounds.  The  effects  of  multiple  failed  saves  is   cumulative  (failure  of  two  Fortitude  saves  imposes  a  –4  penalty  to  all  actions.  If  it  succeeds.  In  the  first  round.     Water Any  character  can  wade  in  relatively  calm  water  that  isn’t  over  his  head.  the  character  suffers  the  poison’s   effects  again. Rough Draft v0.  After  this   period  of  time.  as  described   in  the  Combat  chapter  under  Damage  and  Death.  The   Difficulty  of  Athletics  checks  for  swimming  increases  with  the  speed  and  turbulence  of  the   Sword & Planet.  the  victim  makes  another  Fortitude  save   against  the  same  Difficulty  each  round.)  In  very  hot  climates.  Medium  characters  need  at  least  a  gallon  of  fluids  and  about  a  pound  of   food  per  day  to  avoid  starvation.  they  must  make  a  Fortitude  saving  throw   against  the  poison’s  Difficulty  to  avoid  becoming  poisoned.     Suffocation A  character  with  no  air  to  breathe  can  hold  her  breath  for  double  your  Constitution  score.  then  dying.  and  so  on.  the  poison  has  run  its  course  and  no  longer  affects  the  hero.   In  normal  climates.   In  the  following  round.  After  this  time.  then  dying.  they  suffer  the   poison’s  initial  effects.  If  the  hero  fails.  in  growing  discomfort.  After  this  time.  which  goes  away  after  ten  minutes  of  complete  rest  after  eating  sufficient  food.unconscious  and  may  suffocate.     Starvation & Dehydration Characters  might  find  themselves  without  food  or  water  and  with  no  means  to  obtain  them.  After  that.  no  check  required.     Poison When  heroes  first  become  exposed  to  poison.  the   character  must  make  a  Fortitude  save  each  day  (Difficulty  10)  or  receive  a  –2  penalty  on  all   actions.   Swimming  in  calm  water  only  requires  simple  Athletics  skill  checks  (Difficulty  10).   additional  failed  Fortitude  save  causes  you  to  become  staggered.  The   effects  of  multiple  failed  saves  is  cumulative  (failure  of  two  Fortitude  saves  imposes  a  –4   penalty  to  all  actions.  A  character  can  go   without  water  for  two  days.  giving  a  –2  penalty  on  attack  rolls   made  against  characters  in  it.  you  fall   unconscious.  additional  failed  Fortitude  save  causes  you  to   become  staggered.  If  that  save  fails.  you  begin  to  suffocate.  which  goes  away  after  ten   minutes  of  complete  rest  with  sufficient  water.  you  fall  unconscious.  and  so  on.  When  you  fail   one  of  these  Fortitude  saves.)   Once  you  have  failed  four  Fortitude  saves.

 you  must  make  a  second  Athletics  skill  check  or  go   under.         Sword & Planet.  Air– breathers  under  water  must  hold  their  breath  to  avoid  suffocation.  it  deals  1d6  points  of  damage  per  minute  for  every  100  feet  the  character  is  below   the  surface.  but   worse.2 Page 45 3/15/12   .  On  a  failed  Athletics  check. Rough Draft v0.  Very  deep  water  is  not  only  generally  pitch  black.  posing  a  navigational  hazard.water.  Very  cold  water  deals  also  deals  damage  from  the  cold  temperatures.  A  successful  Fortitude  save  (Difficulty  15)  means  the  diver  takes  no  damage  in   that  minute.

    Step Two: Determine Modifiers The  Referee  determines  these  modifiers.  Also.  both  player–characters  and  NPCs  that  are   involved  in  this  cycle  of  the  Mass  Battle.  Simply  add   up  the  XP  Values  for  each  unit  on  a  side. At  the  end  of  the  cycle.)  Then  look  for  the  Challenge  Rating  with  an  XP  Value  that  is  closest   to  the  total  without  going  over.  or  barring  that.  such  as  player   characters.  and  overwhelming   advantages  grant  a  +4  Mass  Battle  modifier.  Significant  advantages  grant  a  +2  Mass  Battle  modifier.   2.  In  situations  where  both  sides  are  roughly  equal.     Step Three: Impact of Major Characters During  each  Mass  Battle  cycle.   4.  beads.  For  combat. Rough Draft v0.  but  Referees  are  encouraged  to  reward   participants  as  the  heroes  they  are.  When  one  particular   side  of  the  conflict  has  a  slight  advantage  in  a  given  category.  (Do  not  include  major  characters.  This  process  has  five   basic  steps:   1. At  the  beginning  of  the  Mass  Combat.  what  have  you)  equal  to  its  Encounter  Level.  has  the  opportunity  to  influence  the  Mass  Battle  resolution   check.  a  character  must   make  an  attack  roll  using  their  weapon  of  preference.  at  this   point.  and  compare  it  to  the  Major   Character  Impact  table  below.  each  major  character.  in  this  total.  This  person  is  typically  the   one  with  the  highest  Tactics  skill  check  modifier.  allowing  a  more  “high  level”  overview  of   the  combat  to  emerge  based  on  character  skill  sets  and  involvement.  they  may  gain  a  +1  Mass   Battle  modifier. Determine  the  impact  of  major  characters.  determine  the  effects  of  morale  on  the  participating  sides  of  the   conflict.  the  core  conflict  between  sides  is  extrapolated   out  to  a  series  of  skill  checks  and  other  die  rolls.  and  repeat  steps  2–5  as  needed.     Step One: Evaluate the Sides The  process  of  determining  the  Encounter  Level  for  each  side  is  relatively  easy.  mystic  powers  or  skill.  the  person  with  the   largest  Intelligence  modifier.   5.  be  it  combat.  Give  each  side  a   number  of  tokens  (dice.  determine  each  side’s  overall  modifiers   based  on  their  current  position.  For  mystic  powers. At  the  beginning  of  each  cycle  of  Mass  Combat.  they  expend  3d6  missiles  each  cycle.   neither  side  gains  a  modifier  to  their  Mass  Battle  resolution  checks.   3.  Character  participation  is  optional. Resolve  the  effects  of  the  Mass  Battle  cycle  with  a  Mass  Battle  resolution  check.  tactics  and  available  resources.   Each  major  character  chooses  the  means  by  which  they  will  attempt  to  contribute  to   their  side’s  success.MASS COMBAT In  the  Sword  &  Planet  Mass  Combat  system.  This  is  the  Encounter  Level  of  that  side.  determine  the  Encounter  Level  for  the  forces  on   each  side  of  the  conflict.  a  character  must  make  a   Sword & Planet.  each  side  should  choose  a  Warlord  to  lead  them  in  battle.  Should  a  character  choose  a  ranged  attack  instead  of  a  melee   attack.  including  the  player–characters  and   named  NPCs  on  either  side.2 Page 46 3/15/12   .

 If  the  Mass  Battle  resolution  check   succeeds.     Step Four: Resolve Mass Battle Cycle When  the  Referee  and  players  have  finished  determining  the  impact  of  all  major  characters.  First.  if   any.  The  Difficulty  of  the  skill  check  is  equal   to  the  current  number  of  tokens  on  the  opposing  side.  saving  throw  or  skill  check.  A  Mass  Battle  resolution  check  is   simply  a  Tactics  skill  check.  tactics  and  resources.  a  natural   “1”  will  always  produce  the  “4  or  less”  result.  as  he  take  the  stated  level  of  damage.  If  one  side  continues  the  fight.   based  on  position.)  If  both  sides  elect   to  disengage.  he  may  still  elect  to  disengage  from  the  Mass  Battle.  or  when  one  or  more  sides  leave  the  battlefield.  then  his  side  has  lost  their   morale  and  elects  to  disengage  from  the  Mass  Battle.  modify  the  attack  roll.  then  the  fight  is  over.  If  the  Warlord  fails  his  Will  save.  tactics.  and  then  make  a   skill  check  at  a  –5  penalty.  one  final  Mass  Battle   cycle  is  performed.  To  do  so.  As  shown  in  the  Notes  column.  comparing  the  result  to  the  Major  Character  Impact  table.  each  Warlord  must  check  to  see  if  their  side  remains  to   continue  the  fight.2 Page 47 3/15/12   .  the  opposing  side  loses  one  token.  if  a  Warlord  succeeds   with  his  Will  save.     Step Five: Morale At  the  end  of  each  Mass  Battle  cycle.  including  those  of   major  characters  attempting  to  impact  their  side’s  Mass  Battle  resolution  check.  or  if  they’ve  been  routed.   Second.  the  Warlord  must  make  a  Will  save   against  a  Difficulty  of  20  plus  the  number  of  tokens  that  his  side  has  lost  since  the   beginning  of  the  Mass  Battle.  resources  and  the  impact  of  major  characters  on  that  side.Will  saving  throw.   Characters  using  skills  must  get  their  skill  choice  approved  by  the  Referee.  and  then  the  fight  is  over.   each  side  must  make  a  Mass  Battle  resolution  check.     Table:  Major  Character  Impact   Check  Result   MB  Mod   Damage  Taken   Notes   4  or  less   –1   4d6   Also  on  a  natural  “1”   5  to  14   +0   3d6     15  to  24   +1   2d6     25  to  34   +2   1d6     35  or  more   +3   ––   Also  on  a  natural  “20”     The  value  under  the  MB  Mod  column  is  added  to  the  final  Mass  Battle  resolution  check.  modifying  their  check  result   with  the  sum  of  their  side’s  Mass  Battle  modifiers.   The  Damage  Taken  column  represents  the  high  level  of  potential  risk  that  the  character  put   himself  into.  each  side  adds  all  their  Mass  Battle  modifiers  together.  and  compare  the  result  to  the  Major  Character  Impact  table  below.  A  Mass  Battle  is  over  when  one  or  more  sides   have  lost  all  of  their  tokens.  Any  side  of  a  Mass  Battle  cycle  that  has  lost   their  morale  suffers  a  –2  penalty  on  all  Mass  Battle  checks  that  cycle.  plus  an  additional  token  for  every  five  points   that  the  check  achieves  above  the  Difficulty.  any  Mass  Battle  modifiers  determined  from  a  side’s  position.  the  Warlord  for  each  side  makes  a  Tactics  skill  check.  In  all   cases.     Sword & Planet.  (Alternately.  and  a  natural  “20”  will  always  produce  the   “35  or  more”  result. Rough Draft v0.

  Add  up  the  number  of  remaining  tokens.  unless  they  were  slain  through  the  damage  they’ve  taken   as  part  of  their  efforts  to  impact  the  Mass  Battle  resolution  checks.  and  determine  the  XP  Value  for  a  Challenge  Rating   of  an  equivalent  level. Rough Draft v0.  each  side  should  resolve  how  many  of  their  forces  remain.)  Once  this  has  been  resolved.The Aftermath of a Mass Battle When  the  Mass  Battle  has  ended.     Sword & Planet.  Divide  this  value  up  by  the  XP  Value  of  the  various  forces  involved  on   a  particular  side  to  determine  the  number  of  survivors.2 Page 48 3/15/12   .  (This  is  why  major   characters  were  not  added  into  the  calculations  to  determine  the  total  XP  Value  of  the   forces  in  the  first  step  of  the  Mass  Battle  process.  subsequent   events  are  left  to  the  discretion  of  the  Referee.  It  should  be  assumed  that  major   characters  automatically  survive.

 The  target  may  attempt  a  Difficult  (DC  20)  Wisdom-­‐ based  saving  throw  to  negate  the  effect.     Guidance Level:  1   Sword & Planet.   Object  Reading:  Discern  information  about  an  object  by  touch.   Touch  of  Fatigue:  Touch  attack  fatigues  target.  The  target  may  attempt  a  Difficult  (DC  20)   Wisdom-­‐based  saving  throw  to  negate  the  effect.2 Page 49 3/15/12   .  the  Mystic  can  mentally  distract  a  creature. Rough Draft v0.  and  determine  the  direction  to  that  object  if  it  lies  within  thirty  feet.   Guidance:  +1  on  one  attack  roll.  The   Mystic's  mental  image  of  the  item  must  be  clear  and  accurate.  the  Mystic  clouds  the  mind  of  a  humanoid  creature  so  that  it  takes  no   action  and  thus  loses  its  next  round.  Lesser:  Telepathic  conversation  at  a  moderate  distance.     Dousing.  A  thin  sheet  of  lead  can  block   mystical  detection.   Tongues.   Distract:  Target  is  distracted  for  next  round.  Lesser:  Detects  desired  object  within  30  ft.     Distract Level:  1   Range:  Close  (30  ft)   Duration:  1  Round   Once  per  round.  unique  items  require   firsthand  experience  with  the  item  before  they  can  be  located.  or  skill  check.  Lesser:  You  understand  one  spoken  language  of  a  touched  creature.     Daze Level:  1   Range:  Close  (30  ft)   Duration:  1  Round   Once  per  round.     Mystic 1st Level Powers Daze:  Humanoid  creature  loses  next  action.  saving  throw.   Telepathic  Bond.  the  Mystic  can  concentrate  on  a  specific  object  (or  the  nearest  example  of  a   general  item).MYSTIC POWERS This  section  describes  the  Mystic  powers  found  within  the  Sword  &  Planet  system.   Dousing.  causing  it  to  suffer  a  -­‐5  penalty   to  Perception  skill  checks  for  the  next  round. Lesser Level:  1   Range:  Close  (30  ft)   Duration:  1  Minute   Once  per  round.

Range:  Touch   Duration:  1  Minute  or  until  discharged   Once  per  round,  the  Mystic  can  bestow  minor  insight  on  a  subject,  granting  them  a  +1   bonus  to  a  single  attack  roll,  saving  throw  or  skill  check  made  within  the  next  minute.    

Object Reading
Level:  1   Range:  Touch   Duration:  Instant   Once  per  round,  the  Mystic  can  learn  something  significant  about  an  object  he  is  handling.   Using  the  list  below,  the  first  piece  of  information  the  Mystic  does  not  know  is  learned   through  the  use  of  this  power:   • Age  of  object.   • Name  of  last  creature  to  touch  the  object,  if  any  (other  than  the  Mystic).   • Race  of  last  creature  to  touch  the  object,  if  any  (other  than  the  Mystic).   • Name  of  the  object’s  creator  (a  natural  object,  like  a  rock,  was  created  by  nature).   • Race  of  the  object’s  creator,  if  any.   • Object’s  purpose.   • Material(s)  that  makes  up  the  object.   • Location  of  the  object’s  creation.   • Name  of  the  most  recent  owner  of  the  object,  if  any.   • Mystical/unusual  property  of  the  object,  if  any  (random  if  more  than  one).   Multiple  uses  of  this  ability  allow  the  Mystic  to  gain  multiple  bits  of  information.  If  the   Mystic  know  all  of  the  above  information,  this  ability  reveals  nothing  to  the  Mystic.    

Telepathic Bond, Lesser
Level:  1   Range:  Medium  (150  ft)   Duration:  1  Hour   Once  per  round,  the  Mystic  can  choose  one  creature  per  level  within  range,  and  establish  a   limited  telepathic  bond  with  these  creatures  while  within  range.  This  bond  only  exists   between  the  Mystic  and  the  creature,  so  one  target  cannot  communicate  with  another   target  directly.  This  limited  bond  communicates  words  only,  and  thus  does  not  circumvent   language  barriers.  A  thin  sheet  of  lead,  a  foot  of  stone  or  three  feet  of  wood  or  dirt  can  block   this  limited  connection.    

Tongues, Lesser
Level:  1   Range:  Close  (30  ft)   Duration:  1  Hour   Once  per  round,  the  Mystic  can  touch  a  target  and  understand  its  spoken  language  due  to  a   subconscious  telepathic  connection.  So  long  as  the  Mystic  remains  within  thirty  feet  of  the   target,  he  can  continue  to  understand  that  language  for  the  duration  of  this  ability.  This   ability  does  not  grant  knowledge  of  written  languages.   Sword & Planet, Rough Draft v0.2 Page 50 3/15/12  

 

Touch of Fatigue
Level:  1   Range:  Touch   Duration:  1  Minute   Once  per  round,  the  Mystic  can  draw  physical  energy  from  a  touched  target,  rendering   them  fatigued  (-­‐1  penalty  to  all  attack  rolls,  Dexterity-­‐based  saving  throws  and  any   Strength-­‐based  or  Dexterity-­‐based  skill  checks).  If  the  target  is  already  fatigued,  or  if  the   target  succeeds  in  a  Difficult  (DC  20)  Constitution-­‐based  saving  throw,  then  this  use  has  no   further  effect.    

Mystic 2nd Level Powers
Cause  Fear:  One  creature  flees  for  1d4  rounds.   Charm  Person:  Makes  one  person  your  friend.   Command:  One  subject  obeys  selected  command  for  1  round.   Disguise  Self:  Changes  your  appearance.   Doom:  One  subject  takes  –2  on  attack  rolls,  saving  throws,  skill  checks  and  ability  checks.   Empathic  Healing:  You  transfer  hitpoints  from  one  or  more  willing  donors  to  your  target   (1:1  from  a  single  target,  or  3:2  from  multiple  targets).   Hypnotism:  Fascinates  2d4  HD  of  creatures.   Remove  Fear:  Suppresses  fear  or  gives  +4  on  saves  against  fear  for  one  subject  +  one  per   four  levels.    

Cause Fear

Level:  2   Range:  Close  (30  ft)   Duration:  1d4  Rounds   Once  per  rest,  the  Mystic  can  make  a  single  creature  frightened.  With  a  successful  Difficult   (DC  20)  Wisdom-­‐based  saving  throw,  the  target  is  shaken  and  suffers  a  -­‐2  penalty  on  attack   rolls,  saving  throws,  skill  checks  and  ability  checks  for  one  round.  If  the  target  fails  the   saving  throw,  however,  they  suffer  the  same  penalties  for  1d4  rounds,  and  flee  from  the   Mystic  as  quickly  as  possible  for  those  rounds  or  until  they  are  out  of  sight  of  the  Mystic.    

Charm Person

Level:  2   Range:  Close  (30  ft)   Duration:  6  Hours   Once  per  rest,  the  Mystic  can  make  one  person  regard  him  as  a  trusted  friend  and  ally  (treat   their  reaction  as  Friendly  toward  the  Mystic.)  The  target  may  attempt  a  Difficult  (DC  20)   Wisdom-­‐based  saving  throw  to  overcome  this  compulsion,  with  a  +5  bonus  if  they  are   attacked  by  the  Mystic  or  his  allies.    

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Command
Level:  2   Range:  Close  (30  ft)   Duration:  1  Round   Once  per  rest,  the  Mystic  can  mentally  force  its  target  to  obey  a  single  word  command  on   its  next  action.  The  most  common  examples  of  such  as  "approach",  "drop",  "fall",  "flee",  and   "halt".  The  target  may  attempt  a  Difficult  (DC  20)  Wisdom-­‐based  saving  throw  to  overcome   this  compulsion.    

Disguise Self
Level:  2   Range:  Personal   Duration:  1  Hour   Once  per  rest,  the  Mystic  can  craft  a  mental  illusion  that  changes  his  outward  appearance.   Should  someone  interact  physically  with  the  illusion,  they  may  attempt  a  Difficult  (DC  20)   Wisdom-­‐based  saving  throw  to  recognize  it  as  such.    

Doom
Level:  2   Range:  Medium  (150  ft)   Duration:  10  Minutes   Once  per  rest,  the  Mystic  can  curse  a  single  target,  imposing  a  -­‐2  penalty  on  attack  rolls,   saving  throws,  skill  checks  and  ability  checks  for  the  duration  of  this  ability.  The  target  may   attempt  a  Difficult  (DC  20)  Wisdom-­‐based  saving  throw  to  overcome  the  curse.    

Empathic Healing
Level:  2   Range:  Touch   Duration:  Instantaneous   Once  per  rest,  the  Mystic  can  mystically  transfer  vitality  from  one  or  more  willing  adjacent   donors  (including  himself,  if  so  desired)  to  a  touched  target,  healing  one  hit  point  for  every   hit  point  donated  by  a  single  donor  or  healing  two  hitpoints  for  every  three  hitpoints  given   by  multiple  donors.  As  this  requires  willing  donors,  there  is  no  saving  throw  for  this  ability.    

Hypnotism

Level:  2   Range:  Close  (30  ft)   Duration:  1  Minute   Once  per  rest,  the  Mystic  can  fascinate  up  to  2d4  HD  of  creatures.  Targets  stop  and  stare   blankly  for  the  duration  of  the  power,  during  which  the  Mystic  may  make  one  reasonable   request  of  the  target(s).  While  the  target  is  fascinated  by  this  power,  it  reacts  as  though  it   were  two  steps  more  friendly  in  attitude.  This  allows  the  Mystic  to  make  a  single  request  of   the  affected  creature  (provided  he  can  communicate  with  it).  The  request  must  be  brief  and  

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 the  creature  retains  its  new  attitude  toward  the   Mystic.   Location  Reading:  Discern  information  about  the  location  you  are  in.  The  target  may  attempt  a  Difficult   (DC  20)  Wisdom-­‐based  saving  throw  to  overcome  this  compulsion.  negating  emotion  effects.  This  power  suppresses  any  currently  existing  fear  effects  and  grants  a  +4  bonus  on   saving  throws  against  fear  for  the  duration  of  the  power.  the  Mystic  instills  courage  in  one  subject.  If  the  target  makes  any  significant  noise  or  acts  in   such  a  way  as  to  draw  attention  to  themselves.  if  for  some  reason  the  target   may  so  desire.   but  be  unable  to  see  them  unless  they  succeed  at  a  Difficult  (DC  20)  Wisdom-­‐based  saving   throw.  The  target  may  attempt  a  Difficult   (DC  20)  Wisdom-­‐based  saving  throw  to  overcome  this  effect.  the  Mystic  can  render  someone  unnoticeable  for  ten  minutes  or  until  they   attack.  or  3:2  from  multiple  targets).   Vampiric  Healing:  Transfers  vitality  from  one  or  more  unwilling  donors  to  your  target   (1:1  from  a  single  target.     Remove Fear Level:  2   Range:  Close  (30  ft)   Duration:  10  Minutes   Once  per  rest.   Hold  Person:  Paralyzes  one  humanoid  for  one  minute.     Aura of Unnoticeability Level:  3   Range:  Touch   Duration:  10  Minutes   Once  per  rest.   Detect  Thoughts:  Allows  "listening"  to  surface  thoughts.   Whispering  Wind:  Sends  a  short  message  to  a  group  up  to  10  miles  away.reasonable.   Calm  Emotions:  Calms  creatures.  effectively  making  them  invisible.  with  a  +2  bonus  if  this   is  attempted  in  combat.  Failure  on  the  saving  throw  indicates  that  the  target  does  not   remember  being  hypnotized.     Calm Emotions Level:  3   Range:  Medium  (150  ft)   Duration:  1  Minute   Sword & Planet.   rendering  them  effectively  invisible.  plus  one  additional  subject  per  four   levels. Rough Draft v0.   Dousing:  Detects  desired  object  within  300  ft.  Even  after  the  power  ends.     Mystic 3rd Level Powers Aura  of  Unnoticeability:  Target  goes  unnoticed  for  10  minutes  or  until  they  attack.2 Page 53 3/15/12   .  others  will  know  that  the  person  is  nearby.  save  halves.  but  only  with  respect  to  that  particular  request.

 the  Mystic  can  extend  his  mental  awareness  and  detect  the  surface  thoughts   of  others  within  close  range.  the  target  may  attempt  a  Difficult  (DC  20)  Wisdom-­‐based  saving   throw  to  break  free  of  the  mystical  hold  placed  on  them.  1  inch  of  common   metal.  or  if  they   succeed  in  a  Difficult  (DC  20)  Wisdom-­‐based  saving  throw.  A  thin  sheet  of  lead  can  block   mystical  detection.   Sword & Planet.  and  determine  the  direction  to  that  object  if  it  lies  within  800  feet.  like  a  glen.   • Name  of  the  location’s  creator  (a  natural  location.  he  learns   through  the  use  of  this  power:   • When  the  location  was  created  (if  man-­‐made.  a  thin  sheet  of  lead.  the  Mystic  can  concentrate  on  a  specific  object  (or  the  nearest  example  of  a   general  item).     Location Reading Level:  3   Range:  Touch   Duration:  Instantaneous   Once  per  rest.  the  Mystic  can  learn  something  significant  about  an  area  in  which  he  stands.  but  1  foot  of  stone.   • Name  of  last  creature  to  pass  through  location.  This  power  can  penetrate  barriers.  unless  the  target  succeeds  in  a  Difficult  (DC  20)  Wisdom-­‐based   saving  throw.  the  first  bit  of  lore  the  Mystic  does  not  know.  The   Mystic's  mental  image  of  the  item  must  be  clear  and  accurate.  or  3  feet  of  wood  or  dirt  blocks  it. Rough Draft v0.     Detect Thoughts Level:  3   Range:  Close  (30  ft)   Duration:  10  Minutes   Once  per  rest.     Hold Person Level:  3   Range:  Medium  (150  ft)   Duration:  1  Minute   Once  per  rest.  if  any  (other  than  the  Mystic).  the  Mystic  can  calm  all  creatures  within  a  20ft  radius.  Targets  may  not  make  any  violent   actions  or  do  anything  destructive.     Dousing Level:  3   Range:  Long  (800  ft)   Duration:  10  minutes   Once  per  rest.  unless  they  are  attacked  or  otherwise  harmed.  was  created  by  nature).  the  Mystic  can  mentally  paralyze  one  humanoid  within  range.2 Page 54 3/15/12   .Once  per  rest.  unique  items  require   firsthand  experience  with  the  item  before  they  can  be  located.  freezing  them   in  place.  Every  round.  in  order.  otherwise  skip).  negating  all  emotion-­‐ based  effects  (such  as  rage  or  fear)  for  the  next  minute.  if  any  (other  than  the  Mystic).   Go  through  this  list.   • Race  of  last  creature  to  pass  through  location.

 Donors  do  not  have  to  be  willing.  If  the   Mystic  know  all  of  the  above  information.   • Brief  description  of  the  most  significant  event  to  happen  in  the  location.  +1  on   Wisdom-­‐based  saving  throws.   Heroism:  Gives  +2  bonus  on  attack  rolls.  if  any.  healing  one  hit  point  for  every  hit  point   donated  by  a  single  donor  or  healing  two  hitpoints  for  every  three  hitpoints  given  by   multiple  donors.2 Page 55 3/15/12   .  skill  checks.  saves.     Vampiric Healing Level:  3   Range:  Touch   Duration:  Instantaneous   Once  per  rest.  if  any.     Mystic 4th Level Powers Bestow  Curse:  –6  to  an  ability  score.  –2  to  DEF.   • Name  and  race  of  the  current  owner  or  master  of  the  location.  this  ability  reveals  nothing  to  the  Mystic.   Remove  Curse:  Frees  object  or  person  from  curse.• Race  of  the  location’s  creator.  but  if  they  do  not  wish  to  give  up  their   vitality.  they  may  attempt  a  Difficult  (DC  20)  Wisdom-­‐based  saving  throw  to  suffer  only  half   the  number  of  hitpoints  taken  (with  an  appropriate  reduction  in  the  amount  of  hitpoints   healed  by  the  target  as  a  result).   • Race  of  the  location’s  longest  occupant.  –4  on  attack  rolls.  or  50%  chance   of  losing  each  action.     Whispering Wind Level:  3   Range:  10  Miles   Duration:  1  Round   Once  per  rest.   Multiple  uses  of  this  ability  allow  the  Mystic  to  gain  multiple  bits  of  information.     Bestow Curse Level:  4   Range:  Touch   Sword & Planet.  the  Mystic  can  mystically  transfer  vitality  from  one  or  more  adjacent   "donors"  (willing  or  unwilling)  to  a  touched  target.  and  checks.  saves.   Tongues:  Speak  any  language.   • Mystical  or  supernatural  property  of  the  location.  +2  to  attack  and  melee  damage  rolls.  if  any.   Suggestion:  Compels  subject  to  follow  stated  course  of  action.   Rage:  Subjects  gains  +10  temporary  hitpoints.   Clairaudience/Clairvoyance:  Hear  or  see  at  a  distance  for  10  minutes.   Ray  of  Exhaustion:  Ray  makes  subject  exhausted.   • Name  of  the  location’s  longest  occupant. Rough Draft v0.  if  any  (random  if  more  than  one).  the  Mystic  can  send  a  short  message  of  twenty-­‐five  words  or  less  to  all   creatures  within  a  small  10-­‐ft  radius  area  located  up  to  ten  miles  away.  if  any.

    Clairaudience/Clairvoyance Level:  4   Range:  Long  (800  ft)   Duration:  10  Minutes   Once  per  rest.  the  Mystic  can  instill  up  to  four  subjects  within  thirty  feet  of  each  other  with   a  blinding  rage.  the  Mystic  can  spy  upon  a  distant  location  up  to  800  feet  away.  OR   50%  chance  of  losing  each  action.  and  –2  to  DEF.  a  +1  bonus  on  Wisdom-­‐based  saving  throws.  and  skill  checks.  who  may  resist  the  curse  with  a  Difficult  (DC   20)  Wisdom-­‐based  saving  throw.  the   target  is  released  from  the  curse  when  the  Mystic  dies.  in  addition.  then  the  target  is  only  fatigued  (-­‐1  penalty  to  all   attack  rolls.  this  power  has  no  effect.  in   keeping  with  the  general  power  level  of  these  examples.  If  the  target  succeeds  in  a  Difficult  (DC   20)  Constitution-­‐based  saving  throw.     Ray of Exhaustion Level:  4   Range:  Close  (30  ft)   Duration:  10  Minutes   Once  per  round.  the  Mystic  can  curse  a  target.  for  up  to  10   minutes.  saving  throws.  Subjects  gains  +10  temporary  hitpoints.)  In  addition.  OR  –4  on  attack  rolls.     Rage Level:  4   Range:  Medium  (150  ft)   Duration:  1  Minute   Once  per  rest.2 Page 56 3/15/12   .  saves.   rendering  them  exhausted  (-­‐3  penalty  to  all  attack  rolls. Rough Draft v0.  a  +2  bonus  on  attack  and  melee   damage  rolls.  The  Mystic  can  either  hear  or  see  (his  choice)  as  if  he  were  standing  in  that   location.  The  target  gains  a  +2  bonus  on  attack  rolls.  the  Mystic  can  imbue  a  single  creature  with  great  bravery  and  morale  in   battle.  and  checks.  the  Mystic  can  invent  his  own  curse.  If  the   target  is  already  exhausted.Duration:  Permanent  (or  until  removed)   Once  per  rest.  Dexterity-­‐based  saving  throws  and  any  Strength-­‐based  or  Dexterity-­‐based  skill   checks).     Heroism Level:  4   Range:  Touch   Duration:  1  Hour   Once  per  rest.   Sword & Planet.  Dexterity-­‐based  saving  throws  and   any  Strength-­‐based  or  Dexterity-­‐based  skill  checks)  for  the  duration  of  this  power.  the  Mystic  must   define  the  means  by  which  the  curse  may  be  removed  (with  GM  approval).  (Alternately.  The  Mystic  may  choose  to  inflict  one  of  the  following   effects  on  their  target:  –6  to  an  ability  score.  the  Mystic  can  draw  physical  energy  from  a  single  target  within  range.

  Raise  Dead:  Restores  life  to  the  recently  deceased  through  the  sacrifice  of  other   creature(s).  the  Mystic  can  influence  the  actions  of  the  target  creature  by  suggesting  a   course  of  activity  (limited  to  a  sentence  or  two).   If  the  condition  is  not  met  before  the  power's  duration  expires.   Fear:  Subjects  within  cone  flee  for  1  minute.  the  power  ends  when  the  subject  finishes  what  it  was  asked  to  do.  if  the  suggested  activity  can  be  completed  in   a  shorter  time.   Scrying:  Spies  on  subject  from  a  distance.  The  suggested  course  of  activity  can   continue  for  the  entire  duration  of  the  power.  the  Mystic  instantaneously  removes  all  curses  on  an  object  or  a  creature.   Telepathic  Bond:  Link  lets  allies  communicate.     Mystic 5th Level Powers Dominate  Person:  Controls  humanoid  telepathically.  for  the  duration  of  the   power.     Tongues Level:  4   Range:  Touch   Duration:  1  Hour   Once  per  rest.  the  Mystic  can  grant  the  subject  the  ability  to  speak  and  understand  the   language  of  any  intelligent  creature.   Phantasmal  Killer:  Fearsome  illusion  kills  subject  or  deals  3d6  damage.  The   Mystic  can  instead  specify  conditions  that  will  trigger  a  special  activity  during  the  duration.   Remove Curse Level:  4   Range:  Touch   Duration:  Instantaneous   Once  per  rest.  Asking  the  creature  to  do  some  obviously  harmful   act  automatically  negates  the  effect  of  the  power.  including  unusual  dialects.     Suggestion Level:  4   Range:  Close  (30  ft)   Duration:  12  Hours  (or  until  completed)   Once  per  rest. Rough Draft v0.2 Page 57 3/15/12   .   Waves  of  Fatigue:  Several  targets  become  fatigued.  the  activity  is  not   performed.     Dominate Person Level:  5   Range:  Close  (30  ft)   Sword & Planet.  which  must  be  worded  in  such  a  manner  as   to  make  the  activity  sound  reasonable.   True  Seeing:  Lets  you  see  all  things  as  they  really  are.

 a  target  is  shaken  and   suffers  a  -­‐2  penalty  on  attack  rolls.  The  target  may  attempt  to  Difficult  (DC  20)  Wisdom-­‐based  saving   throw  to  avoid  the  effects  of  extreme  mental  distress.  the  target  only  suffers  3d6  damage  from  the  mental  distress  of   confronting  one's  greatest  fears.  however.  saving  throws.  Any  action  against  the  target's   nature.  If  multiple  sentient  creatures  are  sacrificed.  the   Mystic  gains  complete  control  over  the  target's  actions.     Sword & Planet.  grant  the  target  another  attempt  at  the  Wisdom-­‐ based  saving  throw  with  a  +2  bonus.  If  this  second   save  is  successful.  the  Mystic  can  attempt  to  establish  telepathic  control  over  a  single  humanoid   target  within  range.2 Page 58 3/15/12   .  the  number  of  hit  dice   from  the  sacrificed  creatures  must  exceed  one  and  a  half  times  the  hit  dice  of  the  target  of   this  power.  they  suffer  the  same  penalties  for  one   minute.     Phantasmal Killer Level:  5   Range:  Medium  (150  ft)   Duration:  Instant   Once  per  rest.  then  he  must   immediately  attempt  a  Difficult  (DC  20)  Constitution-­‐based  saving  throw.  the  Mystic  can  restore  life  to  a  sentient  being  that  has  been  dead  less  than   one  week.  the  Mystic  can  instill  panic  into  the  minds  of  up  to  four  targets  within  range.   With  a  successful  Difficult  (DC  20)  Wisdom-­‐based  saving  throw.  the  Mystic  can  create  a  mental  illusion  of  the  most  fearsome  creature   imaginable  to  the  target.  If  the  target  fails  a  Difficult  (DC  20)  Wisdom-­‐based  saving  throw.  If  the  saving  throw  fails.  Any   creature  with  0  Constitution  cannot  be  raised  from  the  dead  by  this  or  any  other  means.  the  target  dies  from  a   heart  attack  brought  on  by  the  intense  fear.  including  self-­‐destructive  actions.  If  the  target's  soul  is  unwilling  or  unable  to  return  to  its  body.     Raise Dead Level:  5   Range:  Touch   Duration:  Instant   Once  per  rest.  Any   creature  that  is  raised  from  the  dead  loses  one  point  of  Constitution  permanently.  This  requires  the  sacrifice  of  a  sentient  creature  with  more  hit  dice  than  the   target  of  this  power.  however.  Creatures  recently  returned  from  death  have  only  one  hit  point  and  are  unable  to   move  under  their  own  power  or  function  until  they  have  been  completely  healed.  skill  checks  and  ability  checks  for  one   round.  the  power  does   not  work.  and  flee  from  the  Mystic  as  quickly  as  possible  for  the  duration  of  the  power  or   until  they  are  out  of  sight  of  the  Mystic.     Fear Level:  5   Range:  Close  (30  ft)   Duration:  1  Minute   Once  per  rest.Duration:  2  Weeks   Once  per  rest. Rough Draft v0.  If  the  target  fails.  If  the  target  fails  the  saving  throw.

 This   fatigue  can  be  recovered  normally.  sees  the  exact  locations  of  creatures  or  objects  hidden  by  illusory  effects.     Telepathic Bond Level:  5   Range:  Close  (30  ft)   Duration:  1  Hour   Once  per  rest.  a  foot  of  stone  or  three  feet  of  wood  or  dirt  can  block  this  connection.  the  Mystic  can  create  waves  of  mental  energy  that  render  all  living  creatures   within  range  fatigued.     Sword & Planet.     True Seeing Level:  5   Range:  Touch   Duration:  10  Minutes   Once  per  rest.2 Page 59 3/15/12   .  the  Mystic  can  confer  the  ability  to  see  all  things  as  they  actually  are.  the  difficulty  of  the  saving  throw  increases  to  Very   Difficult  (DC  25).  whereas  someone  the  Mystic  has  never  met  before  only  has  to  succeed  at   an  Average  (DC  15)  saving  throw. Rough Draft v0.  this  bond  is  not  restricted  by  language  barriers.  nor  can   it  be  used  in  conjunction  with  other  Mystic  powers.  and  establish  a   telepathic  bond  between  these  creatures  that  exists  for  the  next  hour.  the  Mystic  can  extend  his  mental  senses  to  spy  on  a  specific  target  from  any   distance.  even  if  the  creatures   move  beyond  the  initial  range  of  the  power.  unlike   Lesser  Telepathic  Bond.  The  range  of  true   seeing  conferred  is  120  feet.  so  the  Mystic  does  not  have  to  relay  messages  from  one  target  to  another.  This  power  has  no  effect  on  a  creature  that  is  already  fatigued.  This  bond  exists  between  all  of  the  creatures  in   this  bond.  unless  the  target  succeeds  in  a  Average  (DC  20)  Wisdom-­‐based  saving  throw.  In  addition.  sees   invisible  creatures  or  objects  normally.     Waves of Fatigue Level:  5   Range:  Close  (30  ft)   Duration:  Instant   Once  per  rest.  Note  that  this  ability  does  not  penetrate  solid  objects.  A  thin   sheet  of  lead.  the  Mystic  can  choose  one  creature  per  level  within  range.Scrying Level:  5   Range:  Close  (30  ft)   Duration:  10  Minutes   Once  per  rest.  The   target  sees  through  normal  and  supernatural  darkness.  If   the  Mystic  knows  the  target  personally.  notices  secret  doors  hidden  by   mysticism.  and  sees  through  mental  illusions.

 1  bite  (3d6).   Apt:  DEF  14.  the  orluk  is  mastodonian  in  size.  webbed  paws.  with  a  long  body  slung  low  to  the  ground  on  ten   short  legs  that  end  in  padded.  It  is  about  the  size  of  a  Shetland  pony.BESTIARY Barsoom  is  home  to  many  strange  and  unusual  creatures.  SPD:  10.  Every  month.  Its  natural  habitat  and  hunting  ground  is  the   great  icemelt  swamps  that  form  at  the  foot  of  the  icecap  every  summer.  SPD:  8.   Orluk:  DEF  22.  HD  2.  It  is  both  predator  and  scavenger.  It  is  white-­‐furred.  The  small  selection  in  the   bestiary  below  is  but  a  few  of  those  that  characters  could  encounter  in  their  adventures.  and   is  yellow  in  color.  SPD:  6.  A  predator  and  scavenger.  It  has  a  large  head  and  jaws  like  a  hippopotamus.  from  the  lower  jaw  of   which  grow  two  curved  horns.  The  orluk  is  practically   amphibious.  has   ten  short  legs.  for  which  reason  to  be  called  a  calot  is  an  insult.   each  with  its  own  eyelid.  and  this  is  when  most  orluks  are  taken  by  hunters   because  this  is  when  their  fur  is  thickest  and  most  luxuriant.  XP:  450.  HD  9.  ST:  +7.   CL:  6.  SP:  None.800.  SP:  None.  SP:  Ferocious  roar  (Stunned  for  1d6   rounds.     Apt The  apt  is  a  monster  of  the  frozen  wastes  of  the  far  north.  about  horse   size  or  larger.  Atk:  2  claws  (2d6).  with  three  rows  of  sharp  teeth.     Orluk A  huge  predator  of  the  Martian  Arctic.  ST:  +11.  CL:  4.   Banth:  DEF  19.  and  has  six  limbs.  is  completely  hairless  save  for  a  bristly  mane.  its  eyes  are  huge  compound  eyes  of  many  hundred  of  ocelli.  In  winter  it  subsists   on  whatever  it  can  catch  on  the  ice.  being  a  good  swimmer  and  able  to  pursue  its  prey  into  water  or  bog  when   necessary.  8  swim.  ST:  +5.  Its  huge  jaws  have  multiple  rows  of  sharklike  teeth.  Its   eating  habits  are  gory  and  disgusting.  the  Banth  has  ten  legs.  walking  on  four.  Atk:  2  claws  (2d6).  all  apts  in  a   colony  spend  several  days  asleep  in  one  chamber  of  their  lair.  CL:  2.  Atk:  1  bite  (2d6).  the  first  pair  being  equipped  with  hands   for  seizing  prey.  HD  5.  the   calot  is  also  the  fastest  Barsoomian  land  animal.     Banth The  Martian  lion.  HD  15.  but  sometimes  in  pairs.     Calot The  calot  is  the  Barsoomian  equivalent  of  the  dog  or  hyena.  XP:  900.  and  has  black  and   yellow  fur.  XP:  1.  SP:  None. Rough Draft v0.  ST:  +3.  XP:  150.  It  uses  its  roar  to  freeze  or  panic  its  prey  (creatures   within  6  squares  must  succeed  in  a  Will  save  (DC  17)  or  be  stunned  and  unable  to  act  for   1d6  rounds.  The  banth  usually   hunts  alone.  Will  DC  17  negates).  CL:  1/2.  SPD:  8.   Calot:  DEF  12.     Sword & Planet.  a  wide  froglike  mouth  on  a  blunt  head.  It  is  weasel-­‐like  in  appearance.  Atk:  1  bite  (1d4).2 Page 60 3/15/12   .

 HD  6.     Thoat The  Thoat  is  the  common  riding  animal  of  the  red  men.  This  hunting  has  made  it  almost  extinct.  jaws  that  reach  well   back  behind  its  tiny  ears.  Its  jaws.  are  armed  with  tusks  like  the  green  man's.  but  it  will  also  take  humans.  SP:  None.  XP:  150.  SP:  None.  HD  3.  and  is  intelligent  enough  to  use  crude   weapons  like  clubs.  Ulsios  fight  using  pack  tactics   like  the  calot.   Ulsio:  DEF  11.  It  stands  about  six  feet  at  the   shoulder.  SP:  None.  8  fly.  SPD:  8.  SPD:  8.  Atk:  4  claws  or  clubs  (1d6).  its  tail  is  broad  and  flat.  Its  cry  is  a   piercing  squeal.  blunt  head.  ST:  +3.  of  which  it  has  eight. Rough Draft v0.  It  has  a  broad.  SP:  None.  powerful  jaws  and  a  poisonous  stinger.  and  it  has  a  naturally  suspicious  and  ornery  nature.     Sword & Planet.  CL:  2.  the  ulsio  may  grow  up  to  the  size  of  a  dog.   It  is  equipped  with  large.Sith The  sith  is  an  insect-­‐like  flying  predator.  CL:  3.  XP:  450.  XP:  450.  The  Kaolians  hunt  it  for  its   venom.     Zitidar The  mastodon-­‐size  mega-­‐draft  animal  of  Mars.  Atk:  1  bite  or  stomp  (1d6).   White  Ape:  DEF  15.  HD  1.  is  totally  hairless.  CL:  1/2.  ST:  +5.  with  a  white  underside  and   yellowish  legs  and  feet.  It  has  ceremonial  uses  in  parades  and  such.  and  a  snout  that  is  naked   bone  and  full  of  teeth.  too.  ST:  +2.  Fort  DC  13  ends).  which  has  medicinal  uses  as  well  as  being  the  most  effective  weapon  against  the   sith  itself.  and  has  a  most  repulsive   appearance.  HD  3.     Ulsio The  Martian  rat.  resembling  a  skull  from  which  the  flesh  has  rotted  away.  XP:  300.   Its  usual  prey  is  young  green  men.  The  ulsio  is   a  scavenger.  XP:   600.  SPD:  6.  save  for  its  head  which  is  capped  by  a  bristly  shock  of  snow   white  hair.   and  being  the  strongest  draft  animal.  with  a  long  scaly  tail.  Atk:  1  bite  (1d4).  Atk:  1  bite  (1d6).  Atk:  1  bite  (2d6).  wider  at  the  end  than  at  the  base.  but  will  attack  live  prey  if  it  can  attack  as  a  pack.  SPD:  6.  that  looks  like  a  hornet  grown  to  the  size  of  an  ox.  It  has  four  arms  like  the  green  men.  SPD:  6.  It  stands  15  feet  tall.  1  stinger  (1d6+poison).  CL:  1.  ST:  +3.   Sith:  DEF  13.2 Page 61 3/15/12   .  HD  6.  is   totally  white  and  hairless.  CL:  2.  ST:  +5.  and  its   feet  are  soft  pads  that  can  gallop  over  the  soft  moss  of  Mars  with  hardly  a  sound.  SP:  Poison   (1d4/round.   Zitidar:  DEF  15.  slate-­‐gray  over  most  of  its  body.  is  tasked  with  the  heavy  hauling.  It  attacks  by  biting  or   stomping.  it  is  totally  hairless.     White Ape The  great  white  ape  of  Mars  is  a  feared  predator  that  usually  haunts  the  abandoned  cities.   Thoat:  DEF  13.  beady  eyes.

 (Examples  of  minor  and  major  abilities   are  provided  below.400   Sword & Planet.600   36-­‐38   12   14.  To  determine  a   creature’s  effective  Hit  Dice.  compare  the  effective  hit   dice  to  the  HD  Range  column  below.)  To  determine  the  Class  Level  and  XP  Value.   Flight.  Fast  Healing  (4  hitpoints/round  or  less).  Frightful  Presence/Fear.200   18-­‐20   6   1.600   27-­‐29   9   4.  Disease  (2d6  or  less).  add  one  hit  die  per   minor  ability  and  add  two  hit  dice  per  major  ability. Rough Draft v0.Monster Class Levels and Experience Values A  creature’s  effective  Hit  Dice  can  determine  its  Class  Level  and  XP  Values.800   21-­‐23   7   2.  Fast   Healing  (5  hitpoints/round  or  greater).400   24-­‐26   8   3.200   33-­‐35   11   9.800   30-­‐32   10   7.  Poison  (1d6  or  less).  Breath  Weapon  (4d6   or  less).   Minor  Abilities:  Per  +4  DEF.  Per  Natural  Attack  (after  the  first).  start  with  the  creature’s  Hit  Dice  total.  Poison  (2d6  or  greater).  Mystic  Power  (per  power)   Major  Abilities:    Breath  Weapon  (5d6  or  greater).2 Page 62 3/15/12   .       Table:  Monster  Class  Levels  and  XP  Values  By  Hit  Dice  Range   HD  Range   CL   XP   0-­‐2   1/2   150   3-­‐5   1   300   6-­‐8   2   450   9-­‐11   3   600   12-­‐14   4   900   15-­‐17   5   1.  Damage  Reduction.  Disease  (3d6  or  greater).

 license.  (d)"Open  Game  Content"   means  the  game  mechanic  and  includes  the  methods.  photographic  and  other  visual  or  audio   representations.  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.  (b)"Derivative  Material"  means  copyrighted   material  including  derivative  works  and  translations  (including  into  other  computer   languages).  logos.  likenesses  and  special  abilities.  symbols.  copy.0a  (OGL).  translate  and  otherwise  create  Derivative  Material  of   Open  Game  Content.  potation.  including  translations  and   derivative  works  under  copyright  law.  names  and  descriptions  of  characters.  logos  and  identifying  marks   including  trade  dress.   formats.)  are  reserved  as   Product  Identity  by  the  individuals  that  own  them.  "Used"  or  "Using"  means  to  use.  (c)  "Distribute"  means  to  reproduce.”  and  with  the  exception  of  all  artwork.   transformed  or  adapted.  procedures.   and  any  other  trademark  or  registered  trademark  clearly  identified  as  Product  identity  by   the  owner  of  the  Product  Identity.  upgrade.  edit.     This  entire  work  is  designated  as  Open  Game  Content  under  the  OGL.  incidents.  artwork.  with  the  exception  of   the  trademarks  “Samaradan  Press”.2 Page 63 3/15/12   .  motto.  environments.  places.   and  the  Trade  Dress  of  this  work  (font.”   “S&W.  Inc.  and  is  Copyright  2000   Wizards  of  the  Coast.  storylines.  personalities.  creatures.  lease.  artifacts.  symbols. Rough Draft v0.  (h)  "You"  or  "Your"  means  the  licensee  in  terms  of  this  agreement.  abridgment  or  other  form  in  which  an  existing  work  may  be  recast.  locations.  dialogue.  transmit  or  otherwise  distribute.  language.   compilation.  “Swords  &  Wizardry.  extension.  improvement.  personas.  names.  stories.   broadcast.  etc.     1.”  and  “Mythmere  Games.  designs  that  are  used  by  a   Contributor  to  identify  itself  or  its  products  or  the  associated  products  contributed  to  the   Open  Game  License  by  the  Contributor  (g)  "Use".  depictions.     OPEN GAME LICENSE Version 1.  correction.  spells.  All  Rights  Reserved.  sell.  likenesses.THE LEGAL TEXT   OPEN GAME CONTENT   Open  Game  Content  may  only  be  Used  under  and  in  terms  of  the  Open  Game  License   Version  1.  designs.   (f)  "Trademark"  means  the  logos.  (e)   "Product  Identity"  means  product  and  product  line  names.  magical  or  supernatural  abilities  or  effects.  rent.  creatures  characters.  modify.   Definitions:  (a)"Contributors"  means  the  copyright  and/or  trademark  owners  who   have  contributed  Open  Game  Content.  sign.  but  specifically  excludes  Product  Identity.   teams.  concepts.  format.    These  trademarks.  addition.0a   The  following  text  is  the  property  of  Wizards  of  the  Coast.  Inc  ("Wizards").  and  which  specifically  excludes  the  Open  Game  Content.  themes  and  graphic.  or  graphic  designs.  enchantments.  style  of  artwork.  poses.  and  means  any  work  covered  by  this  License.  “Bad  Axe  Games”.   equipment.  modification.   Distribute.  mark.  publicly  display.  plots.     Sword & Planet.  layout.  “Trailblazer”.  thematic   elements.

 independent  Agreement  with  the  owner  of  such  Trademark  or  Registered   Trademark.   Representation  of  Authority  to  Contribute:  If  You  are  contributing  original  material   as  Open  Game  Content.   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.   or  governmental  regulation  then  You  may  not  Use  any  Open  Game  Material  so  affected.     8.     7.  You  may  use  any  authorized  version  of  this  License  to  copy.   All  sublicenses  shall  survive  the  termination  of  this  License.  title  and  interest  in  and  to  that  Product   Identity.   Copy  of  this  License:  You  MUST  include  a  copy  of  this  License  with  every  copy  of  the   Open  Game  Content  You  Distribute.   Offer  and  Acceptance:  By  Using  the  Open  Game  Content  You  indicate  Your   acceptance  of  the  terms  of  this  License.  modifying  or  distributing.   Identification:  If  you  distribute  Open  Game  Content  You  must  clearly  indicate  which   portions  of  the  work  that  you  are  distributing  are  Open  Game  Content.     13.   Use  of  Product  Identity:  You  agree  not  to  Use  any  Product  Identity.  the  copyright  date.  worldwide.  the   Contributors  grant  You  a  perpetual.  non–exclusive  license  with   the  exact  terms  of  this  License  to  Use.2 Page 64 3/15/12   .  independent   Agreement  with  the  owner  of  each  element  of  that  Product  Identity.   Termination:  This  License  will  terminate  automatically  if  You  fail  to  comply  with  all   terms  herein  and  fail  to  cure  such  breach  within  30  days  of  becoming  aware  of  the  breach.  except  as  expressly  licensed  in  another.  including  as  an   indication  as  to  compatibility.     5.   No  other  terms  or  conditions  may  be  applied  to  any  Open  Game  Content  distributed  using   this  License.  You  represent  that  Your  Contributions  are  Your  original  creation   and/or  You  have  sufficient  rights  to  grant  the  rights  conveyed  by  this  License.     Sword & Planet.2.   and  the  copyright  holder's  name  to  the  COPYRIGHT  NOTICE  of  any  original  Open  Game   Content  you  Distribute.     12.  judicial  order.     10.  royalty–free.     11.   Notice  of  License  Copyright:  You  must  update  the  COPYRIGHT  NOTICE  portion  of   this  License  to  include  the  exact  text  of  the  COPYRIGHT  NOTICE  of  any  Open  Game  Content   You  are  copying.   The  License:  This  License  applies  to  any  Open  Game  Content  that  contains  a  notice   indicating  that  the  Open  Game  Content  may  only  be  Used  under  and  in  terms  of  this   License.     9. Rough Draft v0.  You  must  affix  such  a  notice  to  any  Open  Game  Content  that  you  Use.   Updating  the  License:  Wizards  or  its  designated  Agents  may  publish  updated   versions  of  this  License.  the  Open  Game  Content.     3.  You  agree  not  to   indicate  compatibility  or  co–adaptability  with  any  Trademark  or  Registered  Trademark  in   conjunction  with  a  work  containing  Open  Game  Content  except  as  expressly  licensed  in   another.  The  owner  of  any  Product  Identity   used  in  Open  Game  Content  shall  retain  all  rights.     6.  and  You  must  add  the  title.  No  terms   may  be  added  to  or  subtracted  from  this  License  except  as  described  by  the  License  itself.   Inability  to  Comply:  If  it  is  impossible  for  You  to  comply  with  any  of  the  terms  of  this   License  with  respect  to  some  or  all  of  the  Open  Game  Content  due  to  statute.   Grant  and  Consideration:  In  consideration  for  agreeing  to  use  this  License.  modify   and  distribute  any  Open  Game  Content  originally  distributed  under  any  version  of  this   License.  The  use  of  any  Product  Identity  in  Open  Game  Content  does  not  constitute  a   challenge  to  the  ownership  of  that  Product  Identity.     4.

  Mutants  and  Masterminds  Copyright  2002.  Inc. Rough Draft v0.  Wizards  of  the  Coast.  Fantasy  Flight  Publishing.  Authors   Jonathan  Tweet.  Finch   Sword  &  Planet:  An  Old  School  Roleplaying  Game  of  Planetary  Romance.   Jason  “Flynn”  Kemp     END  OF  LICENSE       Sword & Planet.  Cordell.  Charles  Ryan.  Copyright  2012.  Copyright  2008.  Copyright  2008.  Charles  McManus  Ryan.  Monte  Cook.   Monster’s  Handbook  Copyright  2002.  Copyright  2004.  Rich  baker.  Andy  Collins.   Swords  &  Wizardry  Core  Rules.  The  Game  Mechanics.  based  on  original  material  by  E.  and  JD  Wiker.  Cook.  Matthew  J.  Wizards  of  the  Coast.   Monte  Cook’s  Arcana  Unearthed.   Monte  Cook.  Copyright  2003.  Gary  Gygax  and  Dave  Arneson.  Craig  Cochrane.  Wizards  of  the  Coast.   Reformation:  If  any  provision  of  this  License  is  held  to  be  unenforceable.  LLC.  LLC.  Rich   Redman.   System  Reference  Document  Copyright  2000–2003.  John  Tynes.  Inc.  David  Noonan.  Inc.  such   provision  shall  be  reformed  only  to  the  extent  necessary  to  make  it  enforceable.  Bruce  R.  Author:  Stan!   Challenging  Challenge  Ratings:  Immortals  Handbook.  Durbin.  Monte  J.  Copyright  2009.  Craig  Cochrane..  Author:  Monte  J.   authors  Suzi  Yee  and  Joseph  Browning.  Expeditious  Retreat  Press.  Monte  Cook.     System  Reference  Document  Copyright  2000.   Pathfinder  Roleplaying  Game  Beta  playtest  edition.  Copyright  2003.   Grim  Tales..     15.   Modern  System  Reference  Document  Copyright  2002.  Skip  Williams.   Trailblazer.   Spycraft  Copyright  2002.  All  rights  reserved..  Peter  Adkison.  Copyright  2003.  Copyright  2002.0a  Copyright  2000.   Author:  Jason  Bulmahn.   Design  Parameters:  Immortals  Handbook.  Authors   Bill  Slavicsek.   Modern  Player’s  Companion.14.  Skip  Williams.  Paizo  Publishing.  Skip  Williams.  Richard  Baker.  published  by  Bad  Axe  Games.  Authors  Jonathan   Tweet.  Rich  Redman.  Copyright  2008.  Inc.  Durbin.  The  Game  Mechanics.   David  Noonan.  Gary  Gygax  and  Dave   Arneson.  Rich  Redman.  published  by  Bad  Axe  Games.  Alderac  Entertainment  Group.2 Page 65 3/15/12   .   Unearthed  Arcana  Copyright  2004.   Encountering  Encounter  Levels:  Immortals  Handbook.  Benjamin  R.  Bruce  R..   COPYRIGHT  NOTICE     Open  Game  License  v  1.  based  on  material  by  Jonathan  Tweet.  Copyright  2003.  Jeff  Grubb.  Jesse  Decker.   A  Magical  Medieval  Society:  Western  Europe  Copyright  2003.  Malhavoc  Press.  based  on  original  material  by  E.  Cordell.   Swords  of  Our  Fathers  Copyright  2003..  Wizards  of  the  Coast.   The  Book  of  Experimental  Might.  Inc.  Copyright  2003.  Benjamin  R.   Andy  Collins.  Andy  Collins.  Inc.  Green  Ronin  Publishing.  Craig  Cochrane.  LLC.  Inc.   Ultramodern  Firearms  d20.  Wizards  of  the  Coast.  Cook.

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