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T&T Variant Rules Encumbrance

Characters can carry a number of Weight units equal to their


Attributes STRx100. For every full STRx10 units they carry they are at -1
Player characters are defined by seven attributes. DEX, but DEX cannot be lowered below 3 in this way (if the
• Strength (STR): A character raw muscular power and ability. penalty would reduce it below 3, treat DEX as 3).
Strength determines how much equipment you can carry and A weight unit nominally represents 1/10th of a pound (which is the
helps in melee combat. weight of one gold piece) but some objects have a weight unit
• Dexterity (DEX): A characters speed of reaction, reflexes, value which does not represent their true weight. Armour and
agility, athleticism and fighting skill. Dexterity helps in melee Shields weigh far more than they should to represent the
and missile combat. encumbering effect of wearing and wielding such bulky or
• Constitution (CON): A characters health, fitness, stamina uncomfortable items.
and size. CON determines how much damage you can take.
• Intelligence (INT): A characters intellectual ability, strength Poisons
of will, memory, intuition, problem solving ability and Most poisons reduce CON (some are available which work on other
knowledge skills. attributes). A dose of poison weighs one unit and the cost for it
• Luck (LUC): How lucky a character is. Contributes to both depends on the strength. Rangers can make poisons, the
melee and missile combat. minimum level required is shown on the table below. If a character
• Charisma (CHA): How attractive and influential a character is receives an antidote within a few minutes of being poisoned half
to others. the attribute loss. If the character is reduced to 0 attribute they
• Essence (ESS): How magical a character is. can still survive if the antidote is adminstered and the restored
points put them back to 1 or more.
Primary and Secondary Attributes
Each character class defines two attributes as primary and two as CON Loss Cost Ranger Level
secondary.
1d6 10 4
Levelling Up
2d6 20 5
When a character levels up their attributes increase as follows:
• +2 to each primary, +1 to each secondary and one point to 3d6 50 8
spend on any attribute of your choice.
4d6 100 10
Saving Throws 5d6 200 15
Saving throws are made on 2d6+Attribute Adds. Target number is
set by the GM. When making saving rolls, doubles add and roll 6d6 500 23
over. When resisting another characters action (such as a spell)
the target number is usually one of their attribute scores. A dose of poison can be applied to a weapon and used in combat.
• Easy: 5 If you win a round of combat the poison damage is applied to one
• Average: 10 of your opponents. If you lose or draw the round the poison is
• Difficult: 15 wiped off and no longer effective. Once applied the poison lasts
• Very Difficult: 20 until you fight a round of combat (as described already) or ten
Saving throws are made when a character must overcome some minutes, whichever comes first.
hazard or perform a task. Some examples of saving throws:
Attribute Example Saves Recovery of Attribute Points
Characters recover lost attribute points at one point per hour.
STR Lift something, escape from a hold, force open a door
DEX Dodge a falling object, move without being detected, Falling
climb something A character takes 1d damage for every 10ft fallen (round up).
Armour does not reduce this damage, although magical protection
CON Continue doing something when tired does unless explicitly stated otherwise.
INT Hear a noise, spot someone who is sneaking, solve a
Burning
problem, know a specific fact, resist being
A character who catches fire takes 1d damage per round (armour
influenced, resist fear
has no effect on this damage, although magical protection does
LUCK Make a LUCK save to determine if something unless explicity stated otherwise). If you roll a one on the damage
happens to you by blind chance. dice the fire goes out. Other characters can extinguish a burning
character by spend a whole round and making a DEX 10 save.
CHA Influence someones behaviour, Made a good bargain
ESS ESS is not normally saved on. Movement
Characters can move a distance, in yards per round, equal to their
DEXx2. If they are moving over treacherous or difficult terrain
Working Together (including over low obstacles) halve their movement rate.
Sometimes characters may work together on a saving roll, such as
a group of characters trying to lift something. Every character rolls Monster Ratings
separately, then add up their totals and compare to the target Monsters are defined by a Monster Rating MR. In combat the roll a
number. The GM always has the final say about when characters number of dice equal to their MR/10 (minimum 1d) and add half
can work together, and how many can work together on a given their MR to their roll.
problem. For example, an MR 34 monster rolls 3d+17 in combat.
For saving rolls, add the monsters (MR/10) to their save.
Botches For example, the MR 34 monster mentioned above rolls 2d+3
A natural roll of 2 on a saving roll is a botch, don't add and roll on when making saves.
and it is up to the GM to decide what this means in each case. Named Monsters (also called Boss monsters) get split MR's, shown
as Fighting MR/Constitution MR. Damage reduces CON MR without
Critical Hits effecting Fighting MR. Dice and Adds are calculated off Fighting
A critical hit occurs when all dice in a combat roll from a weapon MR.
come up the same. Roll the dice again and add on. Keep rolling Unimportant Monsters just get a standard MR, losing dice and
until you don't get a critical hit. If you are only rolling 1d, a 6 is a adds as they are wounded.
critical (roll and add on).
For example, if you were using a 3d weapon and rolled 4,4,4 you Setting Monster Ratings for a Party
would then roll the 3d again and add on the 12 from the first roll. Begin by working out the parties total dice plus adds. Next
If you are wielding two weapons all the dice rolled for both multiply the dice by four and add to the adds. This gives you the
weapons must come up the same to get a critical hit. parties average combat roll. Next add up the parties total armour
protection and add to the average combat roll. This gives you the
Opposed Rolls parties combat rating (CR)
An opposed roll occurs when two characters are competing for For practical purposes, a monsters CR is equal to its MR (this is not
some reason. Both characters roll and add attribute adds, highest quite right, but works okay). As a rule of thumb increase MR by
rolls wins. 10% for each “special ability” a monster possesses.
one in the - column.
Monster Ratings and Magic
Monsters that can cast magic have relevant attribute scores of Race + - Ability
12+ (MR/10).
Elf DEX or INT STR Nightvision
Surprise
Dwarf STR or CON CHA Nightvision
Surprise only occurs when the party is attacked with no warning at
all (e.g. By enemies who are invisible or who leap out from cover Orc STR or CON INT or CHA Nightvision
as the party passes by). The surprising side rolls as normal and
the surprised party gets no roll in reply, they must take the full Halfling DEX or LUCK STR Nightvision
damage dealt out by their attackers in the first round. Complete Human - - Extra attribute point
surprise is quite rare and only happens when the target is when you level up*
completely unexpecting of an attack, for example when a trusted
*So humans have two points to allocate to any attributes when
friend suddenly attacks them.
they level up rather than the usual one.
Unready
Foreigners
An unready situation occurs when a side is caught unprepared to
Character generation assumes that human characters come from
fight, but they at least have a few seconds warning of the
the area around Khazan. Characters may opt to be foreigners,
incoming attack (e.g. When someone suddenly attacks you in a
from lands beyond the land. In this case use the following rules:
bar fight without warning you can be considered to be unready).
Characters without weapons drawn when attacked are also • Northmen must place their highest roll in STR.
considered to be unready.
• Southrons must place their highest roll in CON.
Simply halve your combat total in the first round of combat when • Corsairs must place their highest roll in DEX.
unready, the second and subsequent rounds are handled as
• Easterlings must place their highest roll in INT.
normal.
Motivation
As an option, you may roll to determine a characters motivation,
Unusual Combat Situations
the reason why they are adventuring. If you want a heroic
In an unusual combat situation your best bet is to simply halve the
motivation read the dice lowest first, for a villainous motivation
combat rolls of anyone who is disadvantaged. Unusual situations
read the dice highest first.
might be fighting in water, on ice, on a small boat and so on.

Who Takes Damage d66 Motivations


Characters take their share of the damage taken by the party if
11 Liberation: The character wants to bring freedom to
there is no obvious reason why they shouldn't (e.g. If the archer or
others, this includes democracy and such like. How the
magician is clearly out of combat and unreachable by enemies
character interprets “freedom” is up to them.
they don't have to take damage). If the allocation of damage is
uneven the lower amount should go to a wizard or missile attacker 12 Atonement: The character is trying to make up for past
in melee, reflecting the fact that, even if in the melee and not deeds which they now regret performing.
sniping, they are still near the back and less likely to get hurt.
13 Defense: The character genuinely believes that their
Incapacitation way of life, family, friends etc.. is under threat.
A character who is reduced to 2 in any attribute is incapacitated 14-16 Altruism: The character truly believes that they can help
and unable to do anything until they recover to 3+. Death occurs protect the peace and make the world a better place.
at 0. The GM may rule that a character at 0 lingers long enough to
have a last word. 21-23 Respect: The character is lacking in confidence and
adventures to show others that they are competent and
Effects of Injuries (optional rule) worthy of respect.
To make combat more realistic, reduce a characters melee and 24 Self Improvement: The character wants to enhance
missile adds by the amount of CON they have lost. As CON returns their own skills and abilities.
so do adds. Note that this reduction can result in negative adds.
25-26 Curiousity: The character wants to explore new things
Adds and broaden their outlook.
Each attribute has an “adds” value, which is added to any saving
roll made on that attribute. Calculate each attributes adds as 23 Career: The character is an adventurer because that's
follows. what their family does. They may be looking for a long
• Attribute score below 9: -1 for each point below 9. term career or may want out at the earliest opportunity
• Attribute score of 9-12: No Adds when the family honour is satisfied.
• Attribute score above 12: +1 for each point above 12. 24-26 Thrills: The character is a thrill seeker, getting off on the
Note that adds are based on your current attribute score, if the adrenalin rush of adventuring.
attribute is dropped (for example, LUCK is spent by magicians and
clerics when casting spells) adds also drop. 31-34 Rebellion: The character joined up because everyone
they knew told them not to. The character may have
Melee Adds been the product of a comfortable liberal upbringing and
Unless stated otherwise, all characters add their melee adds to deliberately joined up as an act of rebellion against their
combat rolls with melee weapons. Combat Adds are your adds family and peers.
from STR, DEX & LUCK. 35 Conformity: The character is an adventurer because
their friends are, they simply followed the herd.
Missile Adds
Unless stated otherwise, all characters add their missile adds to 36 Escape: The character is running away from something.
combat rolls with thrown or missile weapons. Missile Adds are This could be a group or individual, or might be just
double your DEX adds plus your LUCK adds. memories of past deeds.

Combat Adds 41-43 Wealth: The character wants to get rich and will always
The term “combat adds” refers to both your melee and missile be on the lookout for opportunities to turn a profit.
adds. 44-46 Prestige: The character is obsessed with fame, awards
and medals and wants to accumulate as many as
Character Generation possible. The character wants to get famous, or
Roll 4d and drop lowest one, repeat six times. Assign each score infamous, it doesn't matter as long as they become well
to an attribute. known.

Race 51-53 Power: The character is seeking power, usually through


Non-human races get modifiers to their attribute scores. Apply using an adventuring career to lever themselves in
these modifiers after attributes have been assigned. An attribute politics.
cannot be reduced below 2. Roll 2d, add the highest roll to one of 54 Stability: The character seeks to maintain the status
the attributes in the + column and subtract the lowest from the quo, protecting it from threats and upsets.
55-56 Revenge: The character is seeking revenge on their
enemies. Perhaps their family was killed by Goblins? Starting Equipment
Each character begins play with the following (cost/weight):
61-62 Hatred: The character hates the “enemy” because they • An Adventurers Kit (90/360)
are different, a form of xenophobia. They have joined up • A dagger (small 1h weapon) (20/10)
to give vent to their prejudices. • A 2h weapon (150/60) OR Polearm (100/100) OR 1½h weapon
(100/30) & Round shield (40/100) OR 1h weapon (70/20) &
63-64 Kills: The character is a bit of psycho, they may be a
small 1h weapon (20/10).
stone cold killer or a raging berserker. Either way they
• Soft leather armour (50/200).
adventure in order to notch up kills.
• 100 GP (weighs 100).
65-66 Sadist: The character is a sadist who takes pleasure in You can choose to use your starting cash to upgrade any items of
hurting others. This does not mean they kill, they are your choice (e.g. You could upgrade the round shield to a kite
more interested in terrorising and hurting than death. shield for 30GP), or convert any starting items into cash.
The adventurers kit contains (the X/Y after each entry is the
Class objects cost in GP/weight). A – means the cost and/or weight is
Choose your character class when you create a character. This negligible):
determines how your attributes advance when you level up. Each • 30yds of rope (10/200)
class has one or more examples of characters of that class from • Pitch soaked torch (burns for an hour) (0.1/10)
literature or media. • Ball of string (-/-)
• 6 iron pitons (20/30)
Warrior (4) • Piton hammer (5/20)
Warriors are front line fighters and the leaders of men in battle. • Bronze mirror (5/-)
• Primary Attributes: STR & DEX • Chalk (2/-)
• Secondary Attributes: CHA & CON • Wax (2/-)
Boromir was a pure warrior. • Salt (2/-)
• Sheet of parchment (1/-)
Barbarian (3) • Quill pen and ink (5/5)
Barbarians are less civilised and trained fighters, but they make • tin plate and mug (10/10)
up for this lack of technical skill with superior stamina. • fish hooks (1/-)
• Primary Attributes: STR & CON • flint and tinder (5/-)
• Secondary Attributes: CHA & DEX • normal clothing (5/20)
• sleeping blanket (2/20)
Ranger (3) • backpack or sling bag to hold everything in (5/15)
A charismatic figure skilled in combat. Ranges are frequenters of • water skin (5/20)
the wilds, protecting the borders of civilsation from danger. • Days provisions (5/20)
• Primary Attributes: CHA & DEX
• Secondary Attributes: CON & LUC Weapons
Aragorn is the quintessential ranger. 1h: One handed weapon.
1½h: One and a half handed weapon.
Paladin (3) 2h: Two handed weapon.
Paladins are holy warriors, infused with their faith they are natural Weapons are simply classed by how many hands they need to
leaders and preachers, whilst also able to battle the enemies of wield. A 1½h weapon can be wielded in one hand or two. In both
their church. hands it gets 4d, in one hand it only gets 3d (you can wield a
• Primary Attributes: STR shield and 1½h weapon, but not a 1½h weapon and other
• Secondary Attributes: CHA & DEX weapon). Polearms require two hands to wield and are not really
• Choose a God or Goddess. usable in enclosed areas, such as underground (if used in such an
• Can use miracles at double normal cost. environment halve their combat total each round). Small 1h
weapons are concealable. Range is used when the weapon is
Warrior-Wizard (3) thrown.
Equally comfortable with a blade in hand or casting a spell, the
Weapon Examples
Cost (GP)

Weight (units)

Range (yards)
Dice

warrior-wizard is skilled with magic and battle.


• Primary Attributes: DEX
• Secondary Attributes: INT & STR
• Can use spells at double cost.

Rogue (2)
Quick thinking and fast on their feet, the rogue stays just within
the bounds of the law.. or outside of it on occasion.
Unarmed 1d - - - Fist, Foot, Headbutt,
• Primary Attributes: CHA & INT
Knee
• Secondary Attributes: DEX & LUC
Small 1h Weapon 2d 20 10 20 Knife, Dagger,
Wizard-Rogue (1) Cudgel
Some Rogues acquire a touch of magic through their careers.
• Primary Attributes: CHA 1h Weapon 3d 70 20 10 Short Sword, Rapier,
• Secondary Attributes: DEX & INT Hatchet, Mace, Club
• Can use spells at double cost. 1½h Weapon 3/4d 100 30 5* Long Sword, Broad
The Gray Mouser was a Wizard-Rogue. Sword, Battle Axe,
Heavy Mace, Flail,
Wizard (0) Staff, Short Spear
Masters of magic, wizards are knowledgeable and able to wield
powerful magics, drawing on the forces of darkness. Wizards have 2h Weapon 5d 150 60 5* Great Sword, Maul,
no secondary attributes. Warhammer, Heavy
• Primary Attributes: ESS Flail, Great Axe, Long
• Secondary Attributes: INT Spear
• Can use spells.
Polearm 6d 100 100 2 Poleaxe, Scythe,
Merlin is the archetypical Wizard.
Pike, Halberd
Cleric (0) *A short spear or long spear has a throwing range of 20 yards
Urbane and well educated, priests preach to the faithful, convert
the unbelievers and are able to draw on the power of the Gods. Characters can wield a 1h weapon in one hand and a small 1h
Like Wizards, clerics have no secondary attributes. weapon or shield in their other hand.
• Primary Attributes: ESS
• Secondary Attributes: CHA Ranged Weapons
• Choose a God or Goddess.
• Can use miracles. Weapon Dice Cost Weight Range
Light Crossbow* 3d 200 60 50 yards A single round lasts ten seconds and the combat roll represents
maneuvering for advantage, sniping, using cover and so on.
Crossbow* 4d 250 80 100 yards Rather than trying to map individual actions combat is treated as
a chaotic melee of blood, pain and fury.
Heavy Crossbow* 5d 400 150 150 yards
Shortbow 2d 100 30 100 yards Missile Weapons
Missile attacks are rolled as normal (using missile adds rather than
Longbow 3d 150 40 200 yards melee adds) and added to the parties combat total. The missile
Sling 2d 20 10 50 yards firer may opt to stay out of combat and fire from a distance (n.b.
The GM must agree that this is a reasonable option in the
Javelin** 3d 50 20 100 yards circumstances). They do not have to share any damage which the
party takes if it loses the round UNLESS the enemies are also
Quiver of 20 - 5 50 - using ranged attacks, in which case they do.
arrows or
bolts*** Range & Target Size Penalties
At anything beyond point blank range (i.e. In melee) or against
Pouch of 20 sling - 2 20 -
small targets, ranged weapon attacks take a penalty to their rolls.
bullets
If the penalty reduces the roll below 0 the attack missed
*All crossbows are slow firing and can only fire on alternate completely.
rounds, requiring a round between shots to reload. +0 for short range (within five yards)
**A javelin can be used as an improvised 1h weapon if necessary. -5 for medium range (up to ¼ weapons range)
***Short and Longbows fire arrows, crossbows fire bolts. -10 for long range (up to ½ weapons range)
-15 for extreme range (up to weapons range)
Short or Longbows can be “built” giving +1 missile adds with the -5 for small target (specific limb, humanoid in partial cover)
bow, +10 yards to range and increasing cost by 50%. Building -10 for tiny target (hand, eye, humanoid in full cover)
means using laminated woods in the bows construction to aid
resiliency. Non-Damaging Spells in Combat
Short or Longbows can be “backed”, giving +2 missile adds and The intention to cast a non-damaging spell is declared before
+20 yards range, increasing cost by 50%. Backing involves adding combat rolls are made. The wizard gets no combat roll in the
various glues and elasticisers, such as gut and sinew, to increase round and if they take no damage the spell casts at the end of the
the bows springiness. round. If they take damage (after armour) the spell fails to cast.
To “build and back” a bow double its cost, it gets +3 missile adds Note that, like missile attacks, Wizards may be able to stay out of
and +30 yards range. the fight and cast.

Recovering Arrows Magic Missile


If you win a combat you may roll 1d for each unit of ammunition Magic missiles add their damage to the parties combat total in a
(arrow, sling bullet, javelin or bolt) expended during that combat. round and, even if the party loses the round, that damage is still
Each 5 or 6 rolled lets you recover one expended unit and reuse it. applied to the opposition.

Armour and Shields Monsters & Missiles Weapons


The suits of arour below assume a full suit of protection. Cut down Monsters using missile weapons have the same options as player
suits can be obtained which just protect the head and body, half characters, those monsters that stay out of the melee halve their
hits taken, cost and weight. totals but take no share of any damage if their side loses.

Armour Hits Taken Cost Weight Experience Awards


Characters receive experience points (XP) as they play. A
Padded 4 20 100 characters current XP total determines their current level. As a
Soft Leather 6 50 200 rule of thumb, characters should receive 100XP per hour of play,
modified by how well they have been playing (150XP for excellent
Hard Leather 8 100 400 roleplaying, 50XP for poor roleplaying).
Mail 10 200 600
Level XP Level XP Level XP
Scale 12 400 800
1 0 11 16500 21 63000
Plate 14 800 1000
2 300 12 19800 22 69300
3 900 13 23400 23 75900
Shields Hits Taken Cost Weight
4 1800 14 27300 24 82800
Buckler 3 10 50
5 3000 15 31500 25 90000
Round Shield 4 40 100
6 4500 16 36000 26 97500
Kite Shield 5 70 200
7 6300 17 40800 27 105300
Tower Shield 6 100 400
8 8400 18 45900 28 113400
Viking Spike Shield* 4 60 120
9 10800 19 51300 29 121800
*+1d in combat due to spike.
10 13500 20 57000 30 130500
Giant Creatures
Giant humanoid creatures (such as Giants, Ogres and Trolls) may Advanced Combat Options
use giant versions of normal weapons. Giant versions weigh five
times as much and cost five times as much and inflict half again Stunts
as many dice (rounded up). A stunt is some kind of cool move made during combat, a
cinematic one. Charging, berserking, drops kicks, roundhouse
Combat Procedure kicks, massive overhead blows, acrobatic rolls and strikes and so
Combat is divided up into ten second rounds and is very simple, on are all Stunts. A character who opts to perform a Stunt in a
both sides roll all their dice plus adds, add the sides total, then round says what the stunt is, then doubles their adds and rolls.
compare them. The side with the highest total wins the round and The catch is that they must halve their adds in the next round, and
inflicts damage to the losing side equal to the difference. This you can never Stunt if you Stunted in the previous round.
damage is divided as evenly as possible between all the • Double adds, halve adds next round.
participants on a side. Some examples of stunts:
For more Dramatic Play the GM may wish to break the melee down • Diving between a giant opponents legs and trying to hamstring
into smaller fights, rolling for each separately (although they are them.
still all occuring simultaneously). This allows for more tactics in a • Fending a foe off with a spear.
battle, but takes more time. • Delivering a mighty overhand blow or delivering a spinning
blow. For example, making a 3 LUCK ring (200GP) requires a 15th level
• Binding an opponents weapon with your primary weapon and Wizard or Cleric and 15 days work.
stabbing them with your offhand weapon.
• Charging into combat. Home Stones
• Going berserk and throwing caution to the wind, concentrating A home stone can teleport one or more individuals back to a pre-
on attacking and not defending. set point instantly. The stones target point is set simply by telling
• Jumping onto an opponents shield and stabbing down at them. the GM and making a note of it. Using a stone requires a whole
• Shield charging an opponent to knock them down. turn and no other action by anyone being transported (everyone
• Foot sweeping an opponent. must stay still and touch the stone). A homestone may be used no
• Using a polearm to trip a foe. more than once every twenty four hours. The stones cost depends
• Spitting in an opponents eye. on the number of people it can transport:
• Kicking an opponent in the testicles or poking them in the eye. 2 people: 100GP
4 people: 200GP
Grappling 8 peoples: 400GP
To grapple a foe you must have both hands free. A grapple is an 16 people: 800GP
unarmed attack, but if you win you have pinned an opponent 32 people: 1600GP
rather than inflicting damage. On subsequent rounds you can x2 number of people: x2 cost
inflict damage equal to the tens value of your STR (or tens value of
MR if a monster). The pinned character can only try to escape, by Essence rings
making an opposed STR roll agains the grappler, if they win they These items store ESS points which can be used to cast spells
break out of the hold. with. A character may wear up to four rings on each hand (a ring
must be worn to effective).
Subdual Attacks 1 ESS ring: 50GP
To make a subdual attack halve your combat total. The advantage 2 ESS ring: 100GP
of a subdual attack is that it cannot reduce a target to below 1 3 ESS ring: 200GP
CON, so they are incapacitated but still alive. 4 ESS ring: 400GP
5 ESS ring: 800GP
Fighting Retreat 6 ESS ring: 1600GP
Declare your intent to retreat before rolling then fight a round of +1 ESS: x2 cost
combat as normal. If you win you are deemed to have successfully
disengaged. If you lose you take damage normally and must fight Magical Amulets
on. Amulets give +1 or more to one attribute as long as they are worn
round the neck. The attribute is specified when the amulet is
Running Away made. You can wear any number of amulets, but their effects are
Declare your intent to run away (flee) before rolling. If you opt to not cumulative. If you wore two STR amulets, one of +1 and one of
flee half your combat roll but you escape the combat whether you +2 you would get +2 STR NOT +3 STR.
win the round or not. +1 to one attribute: 100GP
+2 to one attributer: 200GP
Defending +3 to one attribute: 400GP
A character may opt to concentrate on defending themselves. Roll +4 to one attribute: 800GP
as normal but if you win you inflict no damage. +5 to one attribute: 1600GP
extra +1 to one attribute: x2 cost
Resurrection
Most temples can resurrect dead player characters as long as they Lucky Charms
have all the bones. The cost, in gold and XP, depends on the A Lucky charm gives you one or more re-rolls per day.
number of times the character has been resurrected. Clerics and One re-roll per day charm: 50GP
Paladins can halve the cost in XP and GP if resurrected at a church Two re-roll per day charm: 100GP
of their own Religion. Three re-roll per day charm: 200GP
If you do not have sufficient XP you cannot be resurrected, you are Four re-roll per day charm: 400GP
dead and gone. If you do not have sufficient money someone must Five re-roll per day charm: 800GP
make a CHA 10 saving roll to persuade the priests to extend +1 Re-roll: x2 cost
credit.
Restorative Potions
Resurrection GP XP Restorative potions restore lost CON or ESS points. When you
drink the potion roll the appropriate dice to see how many points
1st 100 100 you recover. Note that a given potion restores ESS or CON points,
not both.
2nd 200 200
• Restore 1d6: 50GP
3 rd
400 400 • Restore 2d6: 100GP
• Restore 3d6: 200GP
4 th
800 800 • Restore 4d6: 400GP
5 th
1600 1600 • Restore 5d6: 800GP
• +1d6: x2 cost
6th 3200 3200
Enhancement Potions
7 th
6400 6400
Enhancement potions increase an attribute until the next sunrise.
8th 12800 12800 When you drink the potion roll the appropriate dice to see how
many points you add to your attribute. A given potion only effects
9th 25600 25600 on attribute.
10 th
51200 51200 • Add 1d6: 100GP
• Add 2d6: 200GP
+1 x2 x2 • Add 3d6: 400GP
• Add 4d6: 800GP
Rituals • Add 5d6: 1600GP
Characters can work together to cast ritual spells. One character • +1d6: x2 cost
casts the spell, using their own attributes and the cost of the spell
is shared as evenly as possible between everyone participating. Cursed Potions
Cursed potions work just like enhancement potions but reduce an
Magical Items attribute rather than increasing it. A cursed potion cannot reduce
an attribute below three points. If the roll would do so, simply
Making Magical Items reduce the attribute to three.
Magical items can be made by Clerics or Wizards. The level • Subtract 1d6: 100GP
required to make an item is the square root of its cost (in Gold • Subtract 2d6: 200GP
Pieces), rounded up. Making magical items is a ritual process and • Subtract 3d6: 400GP
it takes one day per level required to make the item. • Subtract 4d6: 800GP
• Subtract 5d6: 1600GP • Healing (2): Restores lost CON points equal to clerics CHA.
• +1d6: x2 cost • Purification (2): Neutralises a poison or disease.
• Rebuke (2): Undead target must make an INT save or run
Disposable Lucky Charms away for ten minutes. Range 50'
A Disposable Lucky charm gives you one or more re-rolls then is • Exorcism (2): Inflicts damage equal to clerics CHA to undead.
exhausted. This damage can be applied to one or split between a group
One re-roll charm: 10GP evenly. Range 50'
Two re-roll charm: 20GP • Holy Shield (2): Target gains armour equal to their CHA
Three re-roll charm: 40GP against attacks from undead, worshippers of evil gods or
Four re-roll charm: 80GP supernatural attackers.
Five re-roll charm: 160GP • Wrath (2): Target of spell adds clerics CHA to their combat
+1 Re-roll: x2 cost total for next ten minutes.
• *Sanctify (2): Cleric or Paladin permanently loses ESS points
Armour Enhancements spent on this miracle to sanctify a 2 acre area (ten thousand
Enhancements are not cumulative, use the highest value square yards). This area can be any shape the creator desires
enhancements on a suit of armour. The enhancement is the (if you create a strip it should be at least one yard across at
number of extra damage points the suit of armour can absorb any given point). Any Undead entering that area takes
each round. damage, each round, equal to the clerics CHA (non-magical
+1 Armour: 50GP armour does not protect against this damage).
+2 Armour: 100GP • *Rites (2): Cast on a characters mortal remains. Anyone
+3 Armour: 200GP trying to use magic on that corpse must spend an extra
+4 Armour: 400GP number of ESS points equal to the clerics CHA. This only
+5 Armour: 800GP applies as long as the target body is dead, if it is resurrected
extra +1 Armour: x2 cost this benefit ends.
• *Inspiration (2): Use ESS points to ask your God a question.
Weapon Enhancements They will either give a Yes/No answer or a cryptic vision,
Enhancements are not cumulative, use the highest value depending on how the GM feels the question is best answered.
enhancements on a weapon. The enhancement is the number of • *Resurrection (2x targets Level): This spells brings the
extra adds the weapon has. dead back to life. There is also an penalty to the resurrected
+1 Add: 50GP characters total XP which depends on how many times they
+2 Add: 100GP have been resurrected.
+3 Add: 200GP • Word of Command (2): You give a single, simple, command
+4 Add: 400GP to a target which they must instantly obey if they fail an INT
+5 Add: 800GP save. They will not follow an obviously self-destructive
extra +1 Add: x2 cost command though.
• Oath (2): You speak a holy word which stuns any undead,
Religious Orders worshippers of evil gods or supernatural beings who hear it.
Clerics and Paladins must worship a specific God, being part of They can take no action in the next round if they fail an INT
that Gods religious order. Their choice of God may influence their save.
abilities, making some miracles more expensive to cast and others
cheaper. “Evil” Miracles
These miracles are available to priests of the Demon princes.
Magical Orders • Curse (2): As Blessing, but the points are subtracted from
Wizards, Warrior-Wizards and Rogue-Wizards may opt to be attributes rather than added. No attribute can be reduced
members of specific orders of magic. Like religions, membership below three with a curse.
of an order increases the cost of casting some spells and reduces • Harming (2): Drains CON points from target equal to clerics
the cost of others. CHA if the target fails an INT save.
• Animate Undead (2): Animates a corpse or skeleton as a
Magic, Miracles and Saves zombie or skeleton respectively. The creatures MR equals the
The difficulty for a save against magic is the casters INT, against a casters 2x(CHA+INT). Range 50'
miracle it is the casters CHA. • Black Sacrament (2): Heals damage equal to clerics CHA to
Unless stated otherwise, the target of a spell always gets a save undead or followers of evil Gods. This damage can be applied
against a spell which does not cause damage, a successful save to one or split between a group evenly. Range 50'
negates that spell or miracles effect. • Corruption (2): Target is infected with an unpleasant disease
which reduces STR by INT points after one hour has passed.
Damaging Effects After a second hour ½ INT points (rounded down) are lost, after
Unless stated otherwise, armour reduces damage from spells. a third ¼ INT points (rounded down), continuing until no
damage is inflicted or the disease is treated with a purification
Casting at Higher Level spell. If STR is reduced to 2 the character is incapacitated, if
A characters can double the cost of a spell to double its effect. STR is reduced to 0 they die.
They can quadruple the cost to triple the effect, increase the cost • Unholy Shield (2): Target gains armour equal to their CHA
eightfold for four times the effect and so on. This multiplier applies against attacks for the next ten minutes.
to attributes for saves, points of effect, damage, protection, range, • Unholy Fury (2): Target of spell adds clerics CHA to their
duration and so on... combat total for next ten minutes.
• *Desecrate (2): Cleric or Paladin permanently loses ESS
Rituals points spent on this power to desecrate a 2 acre area (ten
Spells and Miracles marked * are ritual magics, taking ten minutes thousand square yards). This area can be any shape the
for each point of ESS spent. The target of a ritual magic spell must creator desires (if you create a strip it should be at least one
be fully subdued, restrained or compliant. yard across at any given point). Any Undead entering that
area heal damage, each round, equal to the clerics CHA.
New Spells and Miracles • *Black Mass (2): Cast before a human sacrifice. The caster
The lists of spells and miracles given are by no means exclusive, adds the victims ESS points to their own when they kill the
but they are the ones most commonly encountered. The GM victim. This does not change the casters ESS score, only their
should feel free to create new ones as they see fit. current total.
• *Black Whispers (2): Use ESS points to ask the dead or your
Clerics and Paladins demon prince a question (there is no difference in game
Don't get spells, instead they get special divine powers. The cost, terms). They will either give a Yes/No answer or a cryptic
in Essence points, of a miracle is noted after the miracles name (it vision, depending on how the GM feels the question is best
is normally two). Unless stated otherwise miracles require touch to answered.
use and can be used on the character or another target. • *Resurrection (2x targets Level): This spells brings the
• Blessing (2): Adds CHA points to someones attributes for an dead back to life. There is also an XP penalty to the
hour. How the points are allocated is up to the Cleric/Paladin resurrected character.
and only one blessing can be on one character at a time, if • Blasphemy (2): You speak a blasphemous oath and any
more than one blessing is applied only the most powerful has hearing it are convulsed by pain and unable to act in the next
any effect. round if they fail an INT save.
• Word of Power (2): You give a single, simple, command to a halve STR & CON, but double DEX. Target gets an INT save if
target which they must instantly obey if they fail an INT save. unwilling.
They will not follow an obviously self-destructive command • Confusion (2): Target must make an INT save, if they fail they
though. are confused and wander around aimlessly for ten minutes or
until attacked, whichever comes first.
Spells • Portal (2): Creates a portal from one place to another. The
Wizards are treated like clerics/paladins, but have a different list places can be between dimensions, but not between times.
of powers (each power is called a spell). The portals area, in square feet, is the INT of the caster. The
• *Ward (2): Caster permanently loses ESS points spent on this portal remains open for ten minutes. The caster must be able
miracle to ward a 2 acre area (ten thousand square yards). to see the place where the other side of the portal will be, have
This area can be any shape the creator desires (if you create a been there previously or have something closely associated
strip it should be at least one yard across at any given point). with it.
When the ward is created the caster specifies who may freely • Cantrip (2): Creates a minor cantrip effect within INT yards of
pass through it and/or any methods which allow safe passage. the caster. A cantrip cannot directly cause damage. Some
Anyone else entering the ward takes damage, each round, examples include:
equal to the casters INT (non-magical armour does not protect • Blow a candle out with a gust of wind.
against this damage). • Cause a door to swing shut or open (if not locked).
• Light (2): Illuminates an area up to the casters INT radius in • Clean a room with magic.
yards. • Light a fire with magic.
• Magic Missile (2): Inflicts damage equal to Wizards INT. This • Conjure a small reading light.
damage can be applied to one or split between a group evenly. • Whisper a word in someones ear.
Range 50' • Cause the temperature to drop suddenly, then slowly
• Magical Armour (2): Target gains armour equal to their INT. return to normal.
• Wall (2): Creates a magical wall, the composition of the wall is
up to the caster and it can be solid or non-solid, transparent or
opaque. The wall can be any shape you wish but cannot cover
more than INT square yards. An attacker must inflict more
damage in one attack than the casters INT to breach the wall
(so it can be passed through). The wall lasts for one hour
before vanishing (if breached it remains in place, it just has a
hole in it).
• Dispel (2): Dispels a magical effect cast by a character of
equal or lower INT than the caster.
• Detect (2): Detects the presence of something within INT
yards of the caster and its nature. The “something” is specified
when the spell is cast.
• Store (2): Stores a single item, of up to INTx10 weight, in a
dimensional pocket. Once summoned it can be bought back as
an instant action. Returning it to the pocket dimension requires
the store spell to be cast again.
• Conceal (2): Makes up to casters INT characters invisible for
up to ten minutes. Any character who attacks whilst invisible
has surprise but becomes visible after attacking. Invisible
characters still have scent and make noise as normal.
• Teleport (2): Teleport up to INT yards away instantly. You
must either be able to see where you are teleporting to, have
been there before or have something closely associated with
the target place.
• *Summon (2): Summon supernatural creatures. The
summoned creature will perform one task for the caster before
leaving. Its MR equals the casters 2x(CHA+INT). Halve MR for
each special ability it has, such as Flight, Poison, Water
Breathing, Super acute senses and so on.
• Creation (2): Creates a single, non-magical, object with a
value of no more than 20GP. The object exists for one hour
then vanishes. The caster must have seen an object before to
create it, or have a very good description from someone else.
• *Enchant (2): Cast on a weapon, adds INT to its combat adds
for ten minutes. Cast on a suit of armour, increases armour
protection by INT for ten minutes.
• Banish (2): Send supernatural creatures away if it fails to
save.
• Command (2): Target must obey one simple instruction from
caster if they fail their INT save. If the instruction is self-
destructive they can double their INT for the saving roll.
• *Enslave (2): If the target fails their INT save they become
casters slave until released or the spell is dispelled.
• Lock (2): Target door or container is locked and can only be
opened by a dispel magic, by bashing it down, or with a STR
save.
• Unlock (2): Target door or container is unlocked. If target has
a Lock spell on it opens with a successful INT save.
• *Transform (2): Caster may rearrange targets attributes,
moving a number of points equal to the INT around. This
process also allows physical changes to be made, the degree
of which relate to the degree of change in the targets
attributes.
• *Transmute (2): Converts up to INT cubic yards of something
into something else. This spell cannot add or subtract
significant “value” in the process of transmutation.
• Enhance Sense (2): Multiplies the effectivness of one of
targets senses by your INT (so sight becomes INT times more
sensitive and so on).
• Alter Size (2): Double or halve a targets size for one hour. If
you double, double STR & CON, but halve DEX. If you halve,
Religions • Half Cost: Wrath, Blessing
There are various religions in the game. Any character may
profess to follow a particular religion, but Clerics and Paladins Sigmar Stronghammer
must declare a God which they follow. Each God has certain Sigmar is the Dwarf God of battle and creator of Dwarven kind.
miracles which are usable at half cost and others which are double • Double Cost: Healing, Purification, Oath
cost to use. These miracles reflect the nature of the God. • Half Cost: Holy Shield, Wrath

Human Gods Ingrid Hearthmother


On the whole, humans seem to have a thing about deities, Ingrid is the Dwarf mother God, Lady of Mercy and compassion.
worshipping the greatest range of such beings. Humanoids (Elves, • Double Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
Dwarves, Halflings, Orcs and so on) seem to be quite content with • Half Cost: Healing, Purification, Resurrection
one or two Gods only.
Grimnir the Smith
Elves Grimnir is the smith God of the Dwarves, Lord of mines, gems,
Elves worship four Gods, worshipping one in each season of the gold and so on. His followers pay normal cost for all miracles.
year. The Hag is not actively worshipped in winter time, simply
acknowledged. Locknir the Greedy
Evil Dwarvish God. Locknir is the brother of Grimnir. His
The Maiden of Spring worshippers are outcasts from Dwarvish society and are known as
Elvish Goddess of Spring. The maiden symbolises youth, birth, Dark Dwarves. Locknirs worshippers use the “Evil miracles” list.
growth and life. • Half Cost: Unholy Shield, Unholy Fury
• Double Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify • Double Cost: Black Mass, Black Whispers, Blasphemy
• Half Cost: Healing, Purification, Resurrection
Mighty Kondria
The Lord of Summer Halfling God of food and eating. His followers pay two for all
God of activity, battle, hunting, beauty and physical prowess. All miracles (normal cost).
Miracles are used at normal cost.
Cle Var
The Old Man of Autumn The Evil Halfling God. Cle Var is worshipped by the Dark Halflings,
Elvish seasonal God who represents old age and the gradual outcasts form halfling society. Dark Halflings are cannibals. His
decline into peace. He is also revered as a symbol of wisdom and worshippers use the “Evil miracles” list.
knowledge. • Half Cost: Black Mass, Black Whispers, Blasphemy
• Double Cost: Healing, Purification, Resurrection • Double Cost: Unholy Shield, Unholy Fury
• Half Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
Maratuu
The Hag of Winter The main Goblin God, worshipped as the creator of Goblin kind.
Elvish seasonal God. The Hag is considered evil and represents His worshippers use the “evil miracles” list.
death and decay. Those who actively worship her are known as
Dark Elves and are outcastes from normal Elven society. Most Golgaar
Elves respect the Hag but do not worship her. Worshippers of the Another Goblin God who competes with Maratuu for the attention
Hag use the “evil miracles” list. of Goblin kind. Followers of Golgaar and Maratuu spend much of
their time fighting one another. His worshippers use the “evil
The Hanged Man miracles” list.
The martyr, hung for his beliefs. Clerics and Paladins of the
hanged man have no double or half cost miracles, they pay 2 ESS Demon Princes and Princesses
for every one. Clerics and Paladins of the Demon Princes all use the evil miracles
list.
The Virgin
The virgin is also known as the Lady of Mercy. Her clerics are The Master of Pride
healers, focussing their efforts on caring for the sick and injured. Half Cost: Black Mass, Black Whispers
Temples of the Lady can be found in most settlements. Double Cost: Animate Undead, Black Sacrament
• Double Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
• Half Cost: Healing, Purification, Resurrection The Lord of Gluttony
Half Cost: Black Mass, Resurrection
The Spirit Double Cost: Holy Fury, Harming
The spirit is the main “opponent” to the Demon Princes. Clerics of
the spirit are better equipped to fight evil than others, but the The Lady of Envy
Spirits focus on the metaphysical makes them less effective when Half Cost: Curse, Word of Power
it comes to mundane tasks such as healing. Double Cost: Unholy Fury, Unholy Shield
• Double Cost: Healing, Purification, Resurrection
Half Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify The Lady of Avarice
No modifiers
Shamans of the Horned God
Worshippers of the nature deity of humans. The horned God The Lord of Sloth
personifies the wild nature of the wilderness. He is an old God Half Cost: Curse, Corruption
who's worship is gradually dying out in favour of the newer Gods, Double Cost: Unholy Fury, Blasphemy
such as the Hanged Man, the Spirit and the Virgin.
• Double Cost: Healing, Purification, Wrath The Lord of Lechery
• Half Cost: Oath, Word of Command, Inspiration Half Cost: Black Whispers, Word of Power
Double Cost: Unholy Fury, Unholy Shield
The Lady of the Moon
Another old God who's worship is in decline. The Lady of the Moon The Mistress of Anger
is a Goddess of the feminine, magic and mysteries. Half Cost: Harming, Unholy Fury
• Double Cost: Double Cost: Black Sacrament, Black Mass
• Half Cost:

Shamans of Gurrsh (Tribal Orcs)


Clerics of Gurrsh are normally referred to as Shamans.
Orc God of drinking, fighting and pleasure. Shamans of Gurrsh are,
on the whole, an excitable bunch who tend to charge into combat
along with their fellow Orcish warriors. Gurrsh doesn't approve of
those who hang back or plan too much, rewarding aggressive
action and penalising defensive thinking. Civilised Orcs tend to
worship one of the Human Gods, rather than the barbaric Gurrsh.
• Double Cost: Holy Shield, Healing
The World cooperating and vying with one another to wipe out Khazan and
the good guys.
The game world is very large but the players are only adventuring
in the area around the city of Khazan. This consists of a mixed The Red Hand Orcs
landscape of hills, forests, river valleys and marshes (a temperate The Red Hand Orcs are a tribe operating in the vicinity of Nurg. A
climate). The area is nominally divided up into manors, each ruled group of Red Hands were based in the Trollstone caverns, raiding
by a local Lord, but in reality the Lords have little sway outside of traffic passing on the nearby Khazan road.
their own settlements and bandits and monsters run rife over the Murgo Bonecracker (MR 80) is the leader of the tribe, a huge
area. Dungeons, tomb complexes and other ancient sites dot the heavily tattoed Orc warrior.
landscape and are a continuous draw to adventurers. The Red Hand Orcs are MR 20 opponents, armed with a variety of big
settlements have areas around them under cultivation and sell heavy weapons (Choppa's) and armour made of cast of bits slung
most of their produce to Khazan. Most of the plains are fertile but together.
dangerous to farm due to the hazards of bandits etc..
Khazan is a large city-port which sits on the coast. It is ruled by a The ArchFiend Necromagus
Duke. When the old Duke dies a council of the aldermen of the city The ArchFiend is the Master of an undead horde. He regularly
elect a new Duke, the election if a lifetime appointment (unless moves his base of operations from place to place. Defeating the
you get bumped off in one of the numerous plots and intrigues forces of the ArchFiend will be a campaign unto itself.
which are rife in Khazan). Khazan is thousands of years old, with
new buildings put on top of old for that entire team, resulting in a Evil Cults
maze of labyrinths, caves and other structures deep below the There are various evil cults, either hidden or operating out in the
city. open, in the settlements of the land. Most cults are a group of
people motivated by religious fanaticism or a pragmatic desire for
Foreign Parts power. Those operating in settlements are usually involved in
To the west of the land lies the Corsair Isles, separated from nefarious plots and intrigues, those operating openly are often
mainland by the Inner sea. Past the corsair isles is the Outer sea. linked to bandit or raider groups who prey on nearby settlements.
The Corsair isles are a group of independent city states, originally
founded by pirate bands. The trade and raid the mainland in equal
measure.
Past the Corsair isles lies the great Outer ocean, no one knows
what lies beyond that.
To the north lies a moutain range, the Icefangs, then beyond that
a region of cold fjords and deep vessels bordering the northern
ocean. The inhabitants of this fjordland are known as the
Northmen. The northern ocean freezes into winter and the ice
pack extends to the northern coast.
To the east the fertile plains of the land turn into grass covered
rolling hills, which gradually rise into a great mountain range, the
barrier peaks. On the far side of the barrier peaks the land slopes
down into the celestial empire. The people of the empire are
known as Easterlings.
To the south the land becomes more and more barren, finally
turning to desert, populated by nomad tribes and wealthy city
states. The peoples of the desert are known as the Southrons.
Beyond that lies a land of dank tropical jungles inhabited by
strange tribes and, rumours have it, a great empire of lizard men
who cannot venture away from the tropical wetness and warmth.

Major Races

Orcs
Orcs are generally classed as civilised or tribal. Civilised Orcs have
settled into human culture and live alongside humans. Tribal Orcs,
the larger majority, hold to the old Orcish ways of pillage and
plunder and are an ever present threat to the inhabitants of the
lands.

Dwarves
Dwarves have moved into the hills to mine the abundant ores
there.

Elves
Elves are found in the deep woodlands, living in harmony with
nature.

Halflings
Small, fat, hairy. Halflings live to eat and enjoy life and are a very
bucolic people. A reasonable halfling population has come to live
in the area, working the rich farmland.

Humans
The most populous species in the lands.

Settlements

Nurg
Two miles from the Trollstone caverns, thirty miles west of Khazan
on the Khazan road. Nurg is a small town and popular base of
operations for adventurers, having a variety of sites of interest
within a few miles of itself. There have been settlements where
Nurg stands for thousands of years, making it an interesting place
to be.

Factions
For such a small area the land has a remarkable number of
powerful, and evil, factions. All of these alternate between
Edges
A character gains their first Edge at 3rd level, a second at 6th level,
a third at 9th level and so on.

Bodyguard
You can take one others characters share of the damage in a
melee round, but you must specify the intent to do this at the start
of the round before rolling.

Smithing
You can make weapons or armour, use the same rules for required
level as those for magical items.

Weapon Specialisation
Choose a specific type of weapon (e.g. Swords, axes, hammers,
unarmed). You get +5 in combat when wielding a weapon of that
type. You can take this skill a second time to achieve Weapon
Mastery of a weapon you have already specialised in, giving you
+10 with it (this replaces the +5 for specialisation). For critical
purposes, you still only have to roll the same on the weapons base
dice to get a critical.

Armour Specialisation
Choose a specific type of armour (e.g. Soft leather, mail, plate).
When wearing a suit of that type of armour you increase its
protection value by 5pts. You can take this skill a second time to
achieve Armour Mastery of a type of armour you have already
specialised in, giving it +10 protection rather than +5.

Far Shot
Double the maximum range of any missile weapon you are using.

Snap Shot
With this skill you can fire a bow (not a crossbow) twice in one
round. Roll as normal but use up two arrows and get +5. Take this
a second time for Master Snapshot, which lets you fire two arrows
for +10.

Brew Poison
You can prepare poisons.

Tracking
You can follow tracks unerringly can conceal your own tracks so
that anyone without the tracking skill cannot follow you.

Far Throw
Double the maximum range of any thrown weapon you are using.

Evaluate
You can automatically work out what anything you find is (e.g.
Identify what apotion does, what properties a magic item has, how
much you could sell something for and so on).

Quick Throw
As the Ranger “Snap Shot” skill, but applies to thrown weapons.

Brew Poison
You can prepare poisons.

Improved Dodge
If you have no DEX penalty due to encumbrance you get +5 in
combat. You can take this a second time for Masterful Dodge,
giving you +10 in combat.

Brew Potions
You can make magic potions (see the magic items list for rules on
minimum level to make a given potion). This skill also lets you
identify any potions you find.

Enchanting
You can make magic items, except potions (see the magic items
list for rules on minimum level to make a given item).

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