Shard RPG Basic Compendium PDF
Shard RPG Basic Compendium PDF
Shard RPG Basic Compendium PDF
BOOK ONE
Scott Jones
Interior Art: Joe Fontenot, Jay French, Laura Jennings, Scott Jones, Joseph Kentspeth, Darrin LeBlanc,
Denis Loubet, Eric Willman
Elizabeth Andrews, Kris Andrews, Mark Bennett, Andrew Bowman, Matt Burton, Ryan
Busby, Craig Cormier, Jodie Denniston, Lori Diederich, Matt Diederich, Keegan Douberly, Kyle
Douberly, Edmund Dupont, Jefferey A. Edwards, Joe Fontenot Jr., Richard Fox, Jesse Griffin, Cale
Hawkins, Owen Hopson, Faith Johnson, Kristen Johnson, Chase Kelly, Joseph Kentspeth, Matt Kuffler,
Cindy Lackey, Dee-Ann LeBlanc, Josh Logan, Caleb Loose, Denis Loubet, Michael McManus, Zoltan
Meszaros, Mike Neel, Steve Pecha, Bob Quinlan, Rox Quinlan, Melissa Rangel, Stephanie Reid, Luray
Richmond, Andrew Schultz, Hawk Silverthorn, Ezra Smith, Fred Stanton, Raymond Stewart, Sean
Summers, Kendra Swope, Jade Tinnerman, Michelle Watson, Kiai Weidemann, Eric Willman
Special Thanks: Blythe de Orive, Jay French, Joseph Kentspeth, Robie Kentspeth, Zoltan Meszaros, Jim
Searcy, and David Wheeler
2008 Shard Studios LLC. SHARD RPG Basic Compendium, Drdnah: World of the False
Dawn and related logos, characters, names, and distinctive likenesses thereof are trademarks of Shard
Studios LLC. All rights reserved.
Contains original material 1992 by Aaron de Orive.
The reproduction of material from within this book for the purposes of personal or corporate profit,
by photographic, electronic, or other methods of storage and retrieval, is prohibited.
ISBN: 978-0-9802426-0-7
Shard Studios VIN: SSD10100. Published in December 2008.
Foreword
This has been one of the longest and toughest, yet most creatively enriching roads I have ever traveled
over the last fifteen years. Through all the trials and tribulations there have been two things that have helped
drive this amazing project to completion: my ever-burning passion for one of the most unique and inspiring
game-worlds I have ever had the pleasure to become a part of; and the amazing devotion and support of my
friends and family. It is due to these precious things that you now hold this book in your hands.
My fascination with role-playing games began in 1982, when I saw in those rulebooks, character sheets,
and strangely shaped dice the wonderful opportunity to bring to life and participate in an interactive version
of those ageless faerie-tales I loved as a child. From my dad I may have gained my stubborn determination
and die-hard mentality, but it was Mom who opened my eyes to fantasy and stoked my creative fires. And
of course it was that amazing community of gamers I eventually fell in with and befriended that still inspire
me to this day! Id be lost without them.
Those early gaming years were filled with the voracious consumption of all manner of paper RPGs,
with every type of rules system and genre you can imagine. And if I didnt have the time to play something
myself, you can bet one of my other gaming friends did. These were great years, and if I ever thought that Id
grow out of gaming, I was obviously deluded, because role-playing games are more a part of my life now
than they ever were then! It was in 1992, shortly after meeting Aaron, my friend and business partner, that
the concept of officially bringing his idea of Drdnah to life as a paper RPG came into being, a concept
that I wholeheartedly fell in love with, just as I had embraced the world of Drdnah itself while playing in
his games. Unable to initially pursue the task himself at the time, Aaron gave me the rights to do it on my
own, so I doggedly kept plugging away at the SHARD rules in my spare time.
Fifteen years later, and here we are! In your hands you hold everything you need to introduce yourself
to our world: historical fiction, character creation, combat, ritual magic, a list of beasts, and a glossary. It is
our most ardent wish that you have as much fun in this world as we have, and that you will continue with
us on our journey as we open many more doors into this fantastic realm of Drdnah, World of the False
Dawn.
-Scott Jones, March, 2008
And to think it all started with a desire to make a fantasy setting that was just a little different from
the rest. When I started playing these games in high school, European medieval fantasy was the name of
the game. Come to think of it, it pretty much still is. The profound effect that J.R.R. Tolkien has had on
the industry, indeed on fantasy fiction in general, is in evidence all around us in many different forms of
media. I have the greatest admiration and respect for the works of Professor Tolkien. He is ultimately the
one responsible for this book. Without his imagination, mine might not have been stirred so profoundly.
It is said that an artist is the product of his influences, and I couldnt agree more. The influence of such
artists as Hayao Miyazaki, Frank Herbert, Jim Henson, Alexandre Dumas, Walt Disney, and J.R.R. Tolkien
is quite evident in SHARD. It would not exist if not for the imaginations of these incredible creators. If
theres one thing Ive learned from these master storytellers, its that setting is so vitally important. An
imaginary world must be a place that we dream about, obsess over, and long to visit time and again. If you
feel that way about your fantasy world, chances are others might too, and if youre lucky, some of them
might be amazing creators in their own right.
Thankfully for me, Scott Jones was one of those people. Soon after we were introduced, he joined our
gaming group and began playing in the world of Drdnah. Scott, whose childhood influences were similar
to my own, fell in love with the setting. He became one of my most enthusiastic players, eventually adapting
the setting for a game of his own. He and his group of players continued to adventure in Drdnah long
after I had abandoned it to pursue other professional interests. Scott continued to develop the setting,
adding amazing amounts of content. When he asked me if he could pursue trying to publish the setting as
an RPG, I gave him my blessing. I knew that Drdnah could not have a better champion.
What you hold in your hands is the fruits of that decision. One of the best Ive ever made, as a matter
of fact. We hope you enjoy exploring SHARD. Weve certainly had a hell of a good time getting it to you.
-Aaron de Orive, March, 2008
Basic Compendium
Table of Contents
Credits ................................................. 2
Foreword ........................................... 3
BOOK ONE
I. Introduction to
Drdnah ...................................... 8
Attributes .................................... 31
Travel ............................................. 41
Campaign Types ........................ 41
Overview ..................................... 45
Power Level ................................. 45
Low Power Level ....................... 46
Talented Power Level ............... 46
Heroic Power Level .................. 46
Legendary Power Level ............ 46
Mixed Power Level ................... 46
Maximum Attribute
Ranking .............................. 46
Base Character Points ............ 46
Maximum Drawback Points ... 47
Paksin ....................................... 52
Sarpah ...................................... 65
Vajrah ....................................... 78
Characteristics .......................... 99
Strength ................................... 99
Vigor ....................................... 100
Agility ..................................... 100
Dexterity ................................ 100
Essence ................................... 100
Perception .............................. 100
Wit .......................................... 100
Will ......................................... 100
Presence ................................. 100
Basic Compendium
BOOK ONE
A Quick Combat
Summary Sheet ................... 322
Using the NPC Combat
Tracking Sheet ..................... 325
Special Abilities for
Characters ............................. 325
Creating New Animal
Templates .............................. 326
Map of Drdnah .................... 331
What is Drdnah?
The SHARD RPG introduces the world of Drdnah
(pronounced DAHR-doo-nah), an exciting new realm
of heroic fantasy and adventure. You wont find the
standard fantasy fare in these pages; there are no elves,
trolls, dwarves, knights, or even dragons. The world is
rather different from typical European fantasy settings.
Drdnahs time period is not strictly medieval, and the
setting draws its flavor from Eastern rather than Western
cultures. Further, it is not set on an alternate version of
Earth. In fact, there are no humans on Drdnah.
The tone of the setting can best be described as Asian
heroic fantasy with a strong cloak-and-dagger influence,
all set on an alien world. Using films and novels as a
reference, if you mixed the adventure and romance
elements of The Three Musketeers, the Byzantine political
intrigue of Dune, the martial arts combat of Crouching
Tiger, Hidden Dragon, the sets and costumes of any version
of Tales of the Arabian Nights, and the world visuals of The
Dark Crystal, you would get a pretty good idea of what
its all about.
The Shard RPG features anthropomorphic animals
(which we have chosen to call Zoics) as the character
races. Human-like animals have always been popular
in myth and legend. We seem drawn to them, and for
good reason. They are visually striking, culturally iconic,
and incredibly diverse. Further, they offer a wonderful
opportunity for role-playing. Many Asian and Middle-
Basic Compendium
I. Introduction to Drdnah
Dwarfed by a yellowing planet, the zoological ship Naga Sena was a bone-white speck in high orbit. Like
a spider on a strand it moved patiently, not heavy enough to be swift, too bulbous for a rapid course change.
The research vessel was built from a standard inter-orbital freighter, unremarkable but for one external engine
that looked bulky and outlandish. The engine had never been fired.
Out of the planets burnt clouds rose a pattern of flickers: cutter ships, perhaps a dozen, punching through
the upper atmosphere. Each was smaller than the scientific vessel, but infinitely faster and fitted for combat.
On the Naga Senas bridge, Krishna Marati watched them on the central hologram. He clicked open the
intercom. Theyve launched. We have to decide.
Inside the freighters enormous research pod, a membrane of transparent polymer separated Kramah from
the beast. They stood close, their faces less than a foot apart. If the membrane could be torn, thought Kramah,
one quick bite would shear flesh from skull. But the polymer was impenetrable. The animal enclosure was
secure. They could touch at no point, except one: Their eyes met.
He felt a challenge from the creature. They were kindred, two apex predators. Yet he sensed more, had
sensed it as soon as the treatments began. The beast had thoughts, complex and probing, that danced behind
its eyes like wind behind a tree. It was a female, this one. Furtive, inquisitive. And why did she seem so
nervous?
Kramah flicked his tail anxiously. Human was the name he had given these bony creatures who kept him
here. He could feed on them, if he were outside the membrane. Yet he would not. They might, instead, strike
Chapter I: Introduction
to Drdnah
BOOK ONE
10
**********
Great Father and Mother dance in Heaven,
Heaven is Light, Drdnah is far,
The children touch Drdnah,
It gives them stance.
Feel and Rejoice.
Great Father and Mothers forms are many,
Heaven is Light, Drdnah is far,
Great Mother pours the Water of Heaven,
The children have many forms.
Look and Rejoice.
Basic Compendium
11
Chapter I: Introduction
to Drdnah
BOOK ONE
The Wandering
12
Basic Compendium
13
Chapter I: Introduction
to Drdnah
BOOK ONE
14
Basic Compendium
15
Chapter I: Introduction
to Drdnah
BOOK ONE
16
Basic Compendium
17
Chapter I: Introduction
to Drdnah
BOOK ONE
18
Basic Compendium
19
Chapter I: Introduction
to Drdnah
BOOK ONE
20
Basic Compendium
Chapter I: Introduction
to Drdnah
21
BOOK ONE
22
Basic Compendium
23
Chapter I: Introduction
to Drdnah
BOOK ONE
24
Basic Compendium
25
Chapter I: Introduction
to Drdnah
BOOK ONE
26
The Present
It is the unfortunate nature of the jnah to
forget the lessons of the past. Indeed, this is why I
have embarked upon this endeavor. In my lifetime
alone, I have seen war erupt between the powers
of Rkbar and Sustrm. In fact, it is my fear that
Sustrm and its aminars may be following the path
of the ancient Visedi. More and more the Sustrmi
fancy themselves wiser and more deserving of power
than the rest of the world. The tensions between
Hthiyar and Ktta have also escalated to the point
of violence. Border disputes are common, and the
two great powers amass their armies close to their
borders. Dar-Purm has grown tired of the raids by
the Crystal Corsairs and the instability that Ishprias
warlords have created in the region. Rumors of
conquest have circulated in that part of the world
for decades. And in Visedhrah, it is said that the
sorcerer princes have once again risen to power, and
speak of unifying the Sarpah as in the days of old.
And so it is, with over one thousand cycles of
Ed having passed since the end of the Wars of
Twilight, that we find ourselves at this, the present
day. I pray that the hands of the Devah guide our
fortunes moving forward, and that the eyes of the
Great Father and Mother watch over our spirits as
the future unfolds before us eternally.
Drdnah at a Glance
Drdnah is a sundered world existing in a distant
dimension. In this place, the laws of physics are different
from those of Earth. Though many basic concepts
such as gravity would seem to be the same, existing
within Drdnahs continuum is like living within the
dreaming mind of some omnipotent intelligence. All
life that exists within this dream both shapes and
is shaped by the power of this great mind. Those on
Drdnah sense this to some extent, and thus fill their
legends with reflections of this dream-world and the
magic it contains. They see the world as a mere shard
of the great crystal of this dream. Little do they realize
that this is almost literally the case.
If the changing Zoics aboard the descending
starship had gazed out upon the world of Drdnah
Basic Compendium
27
Chapter I: Introduction
to Drdnah
BOOK ONE
The Jnah
In shape and form, the jnah are fairly human.
They all have five fingers and toes, stand upright,
have secondary sex characteristics, and basic human
shape, but they retain their prominent animal
features: trunks, horns, tails, spines, wings, etc. The
size and weight of jnah can vary wildly, depending
upon the jenu, or specific animal type, from which
they evolved. This encompasses everything from
twelve-foot tall elephants to three-foot tall mice.
There are three major classifications of jenu:
the Sarpah (reptiles and amphibians), the Paksin
(avians), and the Vajrah (mammals). All three of
these major racial types are able to interbreed within
their own type. Different racial types, however, seem
unable to interbreed. As such, mammals are capable
of interbreeding with all other mammals, birds with
other avians, and reptiles and amphibians with any
of their kind. Children born of these unions will
either be the animal type of the father, the mother,
or on rare occasions another animal from either
parents ancestry.
The jnah are very religious, and all aspects
of their lives are touched by religion in some form
or another. Morning and evening prayers, ritual
bathing, chants, observance of holy days, and
other forms of worship are practiced by everyone.
Rituals dominate every persons life. There are rites
of passage into adulthood, marriage and birthing
rituals, a host of war rituals, purifications, oaths to
households and lineages, investiture rituals - the list
goes on and on. The backbone of jnah society is
the faith in their gods, the Devah. And though they
may never actually be seen descending on luminous
clouds to bless or punish their worshippers, their
existence would never be doubted.
The everyday interactions within society tend to
be quite polite. Formal greetings are common, and
28
Social Hierarchy
House Structure
Each House has a variety of important vassals
and retainers that serve the aryah and his or her
family. These vassals include the following:
The chamberlain is the great steward, in charge
of the Houses overall affairs. The chamberlain
organizes and officiates over all important
Basic Compendium
29
Chapter I: Introduction
to Drdnah
Satlan crouched before the high, thin tree. Above him, hung on a lower branch, a circular blade
rocked in the breeze. He laid back his feline ears, flipped his tail once, then leapt. His arm reached
up, his claws extended and fell short of the weapon.
His landing was graceful. For a moment his expression turned sour. Then he checked his frustration
and stood upright, ears flat and humbled. The wind rose, ruffling his spotted fur and silks.
A reedy figure stepped beside him. A slender tail rippled and rolled along the ground. Loose scales
revealed the Sarpahs great age. Is the grass made of knives? said the old master with a flash of
forked tongue. You jump as if youre afraid of the ground. The earth is our greatest ally, cub. Every
action makes use of it. He coiled his tail beneath him and sprang. With negligible effort he lit upon
the tree branch. The hanging blade scarcely wavered. Before you jump, Satlan, learn to stand.
And what, Master Ashgra, said an unexpected voice, of we who travel the sky? A broad
shape flashed across the sun. The daunting wingspan of a large Paksin some race of eagle or hawk
threw a shadow over the young Satlan. The jnah landed a few feet away. A craggy scar striped his
bare chest. The old mummys mind has withered, he whispered to Satlan. His age has past, Your
Lordship. I can teach you how modern warriors fight, as Ill demonstrate presently. His calloused
hand plucked a curved crystal dagger from its sheath. He pointed this in challenge at the Sarpah in
the tree.
The old jnah nodded. Indeed, the Padhi mercenaries employ a style of combat unique to
themselves. Idiomatic one might say. He flicked his forked tongue. Perhaps, Satlan, you can
demonstrate the simple things I teach.
The young leopard bowed to his master, swallowed nervously, and turned to the feathered
warrior.
30
Attributes
Animal Abilities
Animal Abilities are such
things as wings, claws, venom,
or any other physical animal trait
that your chosen Zoic may possess.
This RPG will include Animal
Templates that will make the
construction of a Zoic character
very easy.
Characteristics
Characteristics
are
the
physical, mental, and social traits
of your character. These include such things
as your characters strength, agility, his mental
faculties, and his overall presence.
Advantages
Talents
Drawbacks
Drawbacks are physical, mental, or social
disadvantages that may afflict your character.
Even though Drawbacks allow you to initially
build a slightly more powerful character, they
also outline definite weaknesses that the GM
will bring into play. Be very careful when
choosing Drawbacks. Phobias, crippled limbs, a
magical curse, or an enemy determined to hunt
you down are all examples of Drawbacks.
Skills
Skills consist of the training and education
your character has received throughout his
life. They can include artistic or professional
training, various scholarly disciplines, or even
hobbies. Each Skill will be linked to one or
more of your Characteristics and this will
31
BOOK ONE
The Dice
The game of SHARD uses a multi-d6 system. In
other words, you will need several six-sided dice in
order to play. Ten to twelve dice per player should
be sufficient. These dice can be purchased in most
hobby and game stores, or can be found in many
common board games.
Action Dice
Many of your Attributes will be assigned a
Ranking, a number ranging from 1 to over 10. This
number will let you know how many dice you will
get to roll when you use a particular Attribute.
Thus, if a Skill had a ranking of 4, you would get
to use four six-sided dice when making a roll. These
dice are called Action Dice, and you may have several
groups of Action Dice that you can use at once.
Additionally, you may be given modifiers that could
increase or decrease your total number of Action
Dice.
Dice Rolls
Whenever your character performs an action
where the outcome is uncertain, you get to roll
Action Dice. Some actions such as walking across
a room or picking something up are considered
to be automatically successful (unless, of course,
someone is trying to prevent you from doing it).
Any action that requires a roll
is called a Contested Action, and
any action whose outcome will
automatically end in success is
called a Free Action.
Climbing a high wall with few
hand-holds would be considered
a Contested Action, and thus
require a roll. Climbing over a
fence a few feet high would be
considered a Free Action, and
therefore require no roll. The
GM would simply declare that the
action was successful, unless there
were some other circumstances
that made it a Contested Action,
such as being fired upon or
attempting to move stealthily.
In order to perform an action,
you simply need to declare what
you wish to do, describing in as
much detail what you wish to
accomplish. The GM will then tell
you which Attributes Ranking you
need to base your Action Dice on.
If the action is deemed especially
difficult, the GM may then assign
a modifier, a number that will be
32
Opposed Rolls
In many contested situations, the number of
successes you roll when performing an action may
be reduced or negated by one or more Opposed Rolls.
An Opposed Roll is a dice roll whose purpose is to
cancel out anothers successes. As an example, lets
say your character decided to try and sneak past
a guard. You would be asked to roll Action Dice
to attempt the task. The guard would roll Action
Dice to try and detect you. Lets say you rolled four
successes, while the guard rolled three successes,
you would be declared the winner. However, you
would only have achieved one success rather than
four.
Failing Actions
If you fail to score any successes (i.e. do not
roll at least one 4, 5, or 6 on your action dice),
you are considered to have failed at your task. In
certain circumstances, you may attempt the same
task again, but there might be some penalties (see
Successive Attempts).
Basic Compendium
Successive Attempts
If you have Fumbled an action, you may not try
the same action again (but you may try something
else). If you have simply failed an action, then you
may try again on your next turn. However, the
next attempt will be made at a penalty of 1 die
per successive attempt. Thus, a 1 on the second
attempt, a 2 on the third, and so on, up to a
maximum of 10. In certain situations, the GM
may wish to disallow any further attempts after
the action has failed. This will depend on the task
being performed, the circumstances surrounding
it, and the character performing it.
33
Challenging
-1 Dice
Difficult
-2 Dice
Very Difficult
-3 Dice
Extremely Difficult
-4 Dice
Almost Impossible
-5 Dice or higher
BOOK ONE
Standard
Modifiers
As noted under Action Dice, there are various
modifiers that a GM may require you to factor in
when rolling your dice. These modifiers will either
be Difficulty Modifiers, requiring you to lose a
certain number of Action Dice, or Bonus Modifiers,
allowing you to add a certain number of dice to
your Action Dice.
Difficulty Modifiers
A Difficulty Modifier is assigned by the GM
whenever he determines that your character is
attempting a particularly difficult action. This
type of modifier subtracts a certain number of
dice from your Action Dice before you make a roll
to determine success or failure at a given task. The
Difficulty Ranking
Standard
Bonus Modifiers
A Bonus Modifier is assigned by the GM
whenever he determines that your character is
attempting a particularly easy action. This type of
modifier adds a certain number of dice to your
Action Dice before you make a roll to determine
success or failure at a given task. The GM always
has the option of declaring any Easy action a
Free Action, which will automatically end in an
Adequate Success. The Bonus Modifier Table below
gives the Difficulty Ranking and the corresponding
modifier that a GM may assign.
Easy
+1 to 2 Dice
Very Easy
+3 to 4 Dice
Childs Play
+5 Dice or more
34
Levels of Success
Rolling multiple dice could result in multiple
successes. Scoring only one success while attacking
may mean the character inflicted only a minor
wound. Scoring only one success while trying to
pick a lock may mean that it may have taken twice
as long as it normally should have. The exact ingame result of a Success Level is left up to the
GM to determine, but some guidelines are found
below.
Successes
Success Level
1 success
Partial
2 or 3 successes
Adequate
4 or 5 successes
Good
6 or 7 successes
Excellent
8 or 9 successes
Astounding
10 or 11 successes
Incredible
12+ successes
Legendary
Partial Success
Achieving this level means that you have
scored the bare minimum required in order for
your action to have been declared successful. The
Partial Success, however, should not be everything
you wanted it to be. While the gist of what you
wanted to achieve may have happened to some
extent, the end result may be something you did
not anticipate. In combat, a Partial Success strike
will have its damage halved (then rounded up
to the nearest whole number) before any armor
adjustments have been applied (see Combat for the
full affects of Successes during melee).
Example: Ishi, having been discovered
breaking into a house by a guard, decides she
wants to kick the guard in the stomach, hoping to
knock him over and allowing her to escape. Ishis
player rolls her dice and scores only one success.
Basic Compendium
Adequate Success
This level indicates that you have succeeded
at your action fairly much as you had intended.
However, nothing special should result from such
a Success Level.
Example: Tazi wants to shoot at an enemy up
on a wall, trying to get him to topple off of it. The
GM rules that even though the guard is unaware
of Tazi, he nevertheless has partial cover (the
wall), and the shot will be at long range. The GM
declares the action is Challenging and assigns a
dice penalty of 1 (one die taken off the total that
Tazi may roll for the action). Tazis player rolls
his dice and scores 3 successes. Because the guard
is totally unaware of Tazi, he gets no defense roll.
The GM rules that the shot will do full damage
and that the guard topples off the wall.
Good Success
Scoring this level means that a little something
extra has occurred, something beneficial above
and beyond what you expected. This level should
be rewarded with an additional tidbit, something
which makes the success slightly better.
Example: Istvan the seer attempts to magically
peer into the past to see if he can discern the
properties of an ancient amulet he has discovered.
Istvans player scores 4 successes on his Action
Dice. The GM declares that Istvan knows the
properties of the amulet, and further knows who
crafted the amulet and a little about its history.
Excellent Success
At this level, you have achieved much more
than you thought you would. This level should
be rewarded with a variety of extra bonuses which
make the success much better.
Example: Akari tries to find a suitable spot
inside a busy tea house to eavesdrop on bits of
conversation between two enemies of her lord.
The GM rules that because her targets are being
very cautious, and due to the noise surrounding
the pair, the action is Very Difficult and he
assigns a penalty of 3 dice. Akaris player scores
6 successes. The GM decides that Akari finds the
perfect spot, and manages to hear every word of
the conversation clearly (and then proceeds to
give her lots of juicy information regarding an
assassination plot against her lord).
Astounding Success
This level indicates that truly great things have
been achieved, and that others would marvel at
this success. The GM should generously reward
35
BOOK ONE
Incredible Success
At this level, the seemingly incredible has been
achieved. This success will be talked about for years
to come. Rewards should be heaped upon you if you
score such a level, and truly amazing turns in your
characters life should come about because of it.
Example: Sanjiv the physician attempts to
treat his lord, whose arm was seriously damaged
during an assassination attempt. The limb is badly
mangled, so the GM decides that this action will
be Extremely Difficult and assigns a penalty of
4 dice. Dr. Sanjivs player beats the odds and
scores an amazing 10 successes! The GM rules
that Sanjiv not only manages to save the arm, but
that furthermore his lord will retain full use of it
and suffer no permanent effects. Sanjivs lord will
heal almost as good as new. The GM declares that
Dr. Sanjiv will be asked to visit the Academy of
Nilm as an honored speaker, and will no doubt
be offered a very prestigious position in the court
of his choice. Dr. Sanjiv has become the doctor of
the decade!
Legendary Success
This level signifies that the seemingly impossible
has been achieved, and that the results seem almost
magical. Successes of this kind are what legends are
made of, so they should be rewarded generously.
Should you score such a success, you should be given
rewards which you did not even dream possible.
Example: Vashamsah the artisan decides that
she wants to carve a statue of the goddess Krilrah
out of a single giant sapphire (this assumes, of
course, that she has such materials). The GM
decides that such a feat will require months of
work and rules it a Very Difficult action, assigning
a 3 dice penalty. Vashamsahs player scores an
unbelievable 12 successes! The GM rules that the
statue becomes the envy of artists throughout
the world. It is highly sought after by powerful
lords for their own collections. Its eventually
enshrined in a specially built temple and ascribed
divine powers. Vashamsah has defined beauty in
her generation, and her place in art history is
assured!
36
Special Rolls
As a general rule, your Action Dice will always
be based on one of your characters Attribute
Rankings, whether it be a Characteristic, Skill,
or Animal Ability. In a few special cases, your
Action Dice may be reduced to 0 due to negative
modifiers. You may also find yourself attempting
to perform a task for which you do not possess the
appropriate Skill, or one that requires a simple use
of a primary Characteristic. The rules below cover
these situations.
0 Default Roll
This rule applies in cases where, as a result of
Difficulty Modifiers, your Action Dice required to
perform the task have been reduced to 0. In these cases,
and at the GMs discretion, you can use the 0 Default
Roll. This die roll allows you to use a single d6 as your
Action Die. However, because the task is so difficult,
you must roll a 6 on that single die in order to achieve a
Partial Success. If you fail the roll, Successive Attempts
are not allowed. There may be some situations where
the GM simply declares the action to be impossible, in
which case no roll is allowed.
Example: Ishi has just seen the young
daughter of her friend fall into a raging river
during a terrible storm, and realizes that without
help the child will surely drown. Ishi is a fairly
good swimmer, having a Ranking of 4 in that
Skill, and decides to leap into the water to attempt
to save the girls life. The GM rules swimming
under these circumstances is Almost Impossible,
thus imposing a 5 penalty! Ishis player, having
no Action Dice left after the imposed penalty, is
allowed to roll a single d6 to make the harrowing
swim. As luck would have it, her player rolls a 6,
and against impossible odds she is barely able to
drag the frightened child back to shore safely.
Unskilled Roll
Some Skills, at the discretion of the GM, may
be considered general enough to be performed by
someone who does not possess it. The Unskilled
Roll is what you use in these cases. All Unskilled
Rolls use one half (1/2) of the linked (or most
appropriate) Characteristic (rounded up) as the
Action Dice you may use to perform that Skill.
Tasks performed using the Unskilled Roll, however,
Characteristic Roll
In situations that do not require the use of any
particular Skill or Ability, the GM may ask you to
make a roll based on one of your Characteristics.
In these cases, you would get to roll as many Action
Dice as the appropriate Characteristics Ranking.
This usually occurs when a Characteristic needs to
be used in a very general way. For example, a Wit
Roll could be used when attempting to remember
an obscure piece of information, or a Dexterity
Basic Compendium
Perception Roll
Zoics may possess a variety of special animal
senses, but they also have the five standard
perceptual senses as well. Of all the types of
Characteristic Rolls that you will be asked to make,
Perception Rolls will be among the most common.
Perception Rolls are made whenever your character
needs to sense or detect something that is not
immediately obvious. A Perception Roll can be
used to spot ambushes, to take in the fine details
of a room, to notice a small or partially obscured
object, to detect unusual sounds, etc. Many combats
will usually begin, in fact, with the GM requiring
a Perception Roll to determine if your character is
able to react effectively.
The Perception Modifier Table lists some
bonuses and penalties that could be applied
to your Perception Action Dice under various
circumstances. GMs should feel free to extrapolate
additional Modifiers based on the table below.
PERCEPTION MODIFIERS
Night
2 Dice Sight
Thick Fog
4 Dice Sight
Pitch Black
6 Dice Sight
Moving Target
+2 Dice Sight
Shout
+1 Dice Hearing
Whisper
2 Dice Hearing
Noisy Room
4 Dice Hearing
Firearm Combat
6 Dice Hearing
Zoic Musk
+4 Dice Scent
Strong Breeze
2 Dice Scent
Powerful Spice
2 Dice Taste
Bland Food
+2 Dice Taste
37
BOOK ONE
Time
Measurement
In the SHARD RPG, there
are two different types of time
measurement: Narrative Time
and Action Time.
Narrative Time is not
precise and flows to fit the
scene that the GM is setting
up. Two minutes or two
days are interchangeable in
Narrative Time, the only thing
that matters is how the story
progresses. For example, if
your character were traveling
on a ship toward a distant
land, the GM would not give
you a second-by-second play
of the voyage. Instead, he
would use Narrative Time,
and say something like: After
several weeks of grueling
sea travel, you arrive at your
destination. He may choose
to highlight certain days
of the voyage for dramatic
reasons, but there would be
no need to detail the entire
journey.
Action Time, by contrast,
is very precise and is used
when describing action scenes such as combat
or chases. The base unit of time measurement in
Action Time is the Combat Round. This unit of
measure is approximately six seconds long. There
are as many Combat Rounds in an action scene as
are needed to conclude that scene. After the action
scene is concluded, the time would revert back to
Narrative Time.
38
Multiple Actions
It is possible to perform more than one action
in a Combat Round. As explained in the Combat
section of the rules, there are some limitations
imposed upon the number of actions you can take.
Modifiers may also be applied to your Action Dice.
Multiple actions are taken either one at a time as
individual dice rolls, or in certain cases are bundled
together as a single dice roll. Remember that a
Combat Round lasts only six seconds of in-game
time, so the type of actions the player chooses to
take must reasonably fit into that time frame.
If any of your Action Dice are ever lowered
below a single d6 due to various modifiers, you
would use the 0 Default Roll. If you fail an action
while performing multiple actions, the GM may
still allow you to attempt the rest, but this would
depend on the situation. If you Fumble an action
while performing multiple actions bundled together,
all actions used as a part of that bundled set are
considered lost. Additionally, you would only be
able to perform defensive maneuvers for the rest of
the Combat Round in which you Fumbled.
Extra Time
Rushing an Action
+1 Dice
+2 Dice
+3 Dice
+4 Dice
+5 Dice
+6 Dice
+7 Dice
+8 Dice
Basic Compendium
Other Modifiers
There are a few other optional modifiers that
a GM may wish to introduce into the game. These
optional rules may make the performance of Skills
more realistic, but they will also slow down play. In
cases where expediency is called for, GMs should
dispense with these rules and simply do whatever
would be most dramatic or fun.
Assistance
You can get other characters to help you in the
performance of certain Skills, thereby increasing
your chance of success. Many craftspeople will
often have assistants or apprentices to help them
carry out complicated tasks. There are two different
rules that apply to assistance.
Collaboration
This form of assistance requires that your
helper(s) have an equal or greater Ranking than
yourself with the Skill being used. Every 2 successes
(rounded down) that a collaborator scores on his
Action Dice adds 1 success to your total Success
Level (any applicable penalties are still assigned
normally by the GM). Additionally, the time
39
BOOK ONE
Support
The second form of assistance requires a
supporting helper whose Skill Ranking cannot
be less than half of yours. For every supporting
assistant you have, you get a bonus of +1 to your
Action Dice up to a maximum of a +6 (more than
six assistants working on the same project at the
same time can just as easily become a nightmare).
Further, every two supporters decreases the time
needed to perform the action by one quarter (1/4)
its total time (i.e. eight days becomes six days, six
becomes four and a half days, etc.). Unlike with
collaboration, supporters do not completely ruin
your project with a Fumble, but they can possibly
have an adverse effect on it.
The GM (or supporting players) rolls Action
Dice for each of the supporters helping on the
project. If any of them fail, then that supporter is
disqualified for purposes of giving you a bonus,
either to your Action Dice or to the time saved. If,
on the other hand, a supporter Fumbles, they give
you a penalty of 1 to your Action Dice. Supporter
Fumbles, however, do not add to the time required
to perform the task. Subtract any penalties from
the bonuses in order to get your final modifier.
Example: Toryu is trying to fashion a special
prayer bowl to use for his magical rituals. He
gathers four supporters to help him, each of
40
Complementary Skills
Some Skills (such as Knowledge Skills) and
Characteristics may be considered complementary
to others and may potentially boost your Success
Level with those Skills or Characteristic Rolls.
Complementary Skills may only be used if you
score a Partial Success Level or higher with the
related Skill or Characteristic. The modifiers are
similar to Collaboration: every 2 successes (rounded
down) that you score on your Action Dice with a
Complementary Skill adds 1 success to your total
Success Level with the related basic Skill (any
applicable penalties are still assigned normally by
the GM).
Usually, only one Complementary Skill may
be used for any given roll, but the GM may wish
to make an exception in certain cases. Further,
as with Collaboration, if you happen to Fumble
(assuming the GM is using that optional rule) your
Complementary Skill Roll, you automatically fail at
the related Skill. A simple failed Complementary
Skill Roll would have no effect.
Example: Dr. Sanjiv is attempting to treat
his ailing lord, who has been poisoned by an
assassin. Due to the strength and rarity of the
poison, the GM declares the task to be Difficult
and assigns a penalty of 2 dice to Sanjivs
medical skill Action Dice. He rolls his medical
skill Action Dice and scores only 1 success. Sanjiv
decides to try and use a Complementary Skill, his
knowledge of poisons and venoms, to boost his
Success Level. He rolls his knowledge skill Action
Dice and scores 6 successes. That will add +3 to
his final Success Level, bringing it from Partial
to Good. Sanjiv is able to save his lords life. Had
Sanjiv Fumbled his Complementary Skill Roll,
however, his lord would have succumbed to
the poison and perished, despite Sanjiv having
scored a Partial Success with his medical skill.
Role-Playing Bonuses
The GM can assign role-playing bonuses to your
Action Dice if you dramatize the performance of
a skill particularly well, acting it out or describing
Travel
Drdnah is a large and expansive world,
one which you will likely wish to explore. The
map included in this book features a scale in the
lower left corner. It indicates the number of days it
would take to travel by skyship across the distance
displayed within the scale. Traveling by skyship is
the fastest form of travel across Drdnah, and is
the comparison for all other modes of travel.
A journey that takes about one day by skyship
would take about two days by wing or by water
vessel, about four days by mounted land beast, and
about seven days on foot. It is important to note that
the flow of the story, at the GMs discretion, may
increase (or decrease) the general amount of travel
time for dramatic effect.
Skills and Abilities that relate to travel are
covered later in the rules under Character Creation.
Though sometimes the GM may simply decide to
assume travel occurs without a hitch, a roll (or several
rolls) of some movement-based Skill or Ability may
sometimes be required to determine how successfully
a journey is made. Unforeseen trouble may be
indicated by poor dice rolls, whereas an exceptional
roll might mean a much faster journey.
Campaign Types
In the SHARD RPG, there are many different
types of settings and stories that you can experience.
As GMs begin considering the types of adventures they
wish to run for their players, they will want to create
the backstory for a specific type of campaign, as well as
the overall storyline that will tie together all the various
plots and subplots into a cohesive overall saga.
Inspiration for campaign storylines can come
from a variety of places, including your favorite novels,
Basic Compendium
Serving a Lord
This type of campaign focuses on the complex
relationships and intrigues of Houses and Lines,
the principle social units of Drdni culture. This
campaign type generally features scenarios in which
the players are the vassals and functionaries of an
aryah, the leader of a noble house, or a great aryah,
the leader of a powerful clan, or perhaps members
of the noble family itself. Characters in this type of
campaign would carry out special missions assigned
to them by their lord or lady, missions they would
be honor-bound to carry out. These assignments
could include protecting important members of
their House from their enemies, conducting spying
and assassination missions, acting as envoys to
other factions, or engaging in intrigues to advance
their own position or the position of their House.
Examples include Dune, The Tudors, Excalibur, and
Shogun.
Secret Societies
In a world steeped in political intrigue, where
religion governs the lives of the populace and the
status quo is zealously guarded, there are always
secret societies that form whose agendas can
41
BOOK ONE
Peasants to Heroes
Simple farmers who rise to become great heroes
that change the world are the stuff of legends. This
is the classic Heros Journey, and is a feature
of many memorable tales. This campaign could
center on individuals who have been born into
a lower caste or a situation of diminished status,
42
Outcast Travelers
This type of campaign features societal outcasts
and gypsies who band together to make their
lives on the road, traveling from place to place in
caravans of brightly colored wagons or upon riverbarges. Characters are skilled entertainers, dancers,
musicians, and fortune-tellers, but are often blamed
for misfortunes and crimes that occur when they
are near. The proud Drdni gypsies claim to be
descended from ancient warriors who ruled long
before the Wars of Twilight, though few believe
these tales. Gypsy clans could be nothing more
than a gang of opportunistic thieves, or they could
be dedicated demon-hunters whose mission it is to
eliminate supernatural threats wherever they are
found. Regardless, they are usually not wanted in
most communities, and are always persecuted by
local authorities and priests who consider their
strange beliefs to be heretical. Examples include
King of the Gypsies, The Hunchback of Notre Dame,
Carnivle, and The Riches.
Survivors of Destruction
This campaign assumes that the normal setting
of Drdnah has experienced a violent upheaval
or some sort of calamity. The devastation could be
local or world-wide. Characters are forced to fight
for their very survival in an environment that has
apparently gone mad. In such a world, laws and
traditions are often forsaken, and life becomes a
series of life-threatening encounters. It could be the
Being a Gamemaster
An important distinction between role-playing
games like SHARD and other types of games is the
inclusion of a Gamemaster (GM), a person who
acts as a host, storyteller, and referee for the game.
Unlike traditional tabletop games such as CLUE
or MONOPOLY, which feature a rigid set of rules
and fixed events, role-playing is free-form and uses
the rules as a framework to help the GM and the
players create an entertaining, interactive story.
In many ways, a role-playing game is similar to
a TV show. The GM serves as the show-runner (the
writer/director), and the players assume the roles
of the central characters of the show. The main
difference is that the show is mostly improvisational.
Even though the GM creates the setting and central
conflict that the players will experience as well as
the numerous subplots and supporting characters
that will help establish and define the principal
characters and their relationships, it is the players
who are the stars of the show, and their actions
are unscripted and incredibly unpredictable. But
thats part of what makes it so enjoyable.
Deciding to be a GM is a big responsibility,
but its also a great deal of fun. As a GM, youll be
the one that creates the setting that the players will
return to time and again. They will experience your
Basic Compendium
43
Savanth perched in the temple rafters, fifteen feet above the mosaic floor. His tail clung fast around a
painted beam. A ring of sentries gathered below, their muskets converging on him. He sighed. From experience
he knew even a tamarin like him couldnt scamper to a window before they stuffed him full of shot. And the
ceiling was plaster over lumber, with stone shingles on the outside. Hed have to be a Gajah to knock an exit
through that. Maybe it was time to negotiate.
You have this all wrong, Savanth, said the abbess as she stepped inside the temple doors. The lank old
jnah was a painted wolf, her dark snout and tall, round ears thrusting from her hood like an accusation.
Were not the enemy of House Varsham. We dont want to dishonor you.
Youre giving me a second chance? How kind, for a priestess.
After what you did in the reliquary? The Great Mother would strike me dead if I tolerated such
desecration. But Im a reasonable person. You neednt take a grudge to your grave. She smiled. Her fangs were
the color of tea.
Savanth imagined musket shots punching through his body. Escape it is, then. No means presented itself,
but he sensed something out of place. There: a shallow recess in the plaster of the ceiling. He crept forward on
the rafter. Whoever carved this knew it couldnt be seen from the ground. And a symbol was painted inside.
Savanth felt a chill: I know this glyph. Its the code of the Pashmat Assassins. It means safe passage. Theres
an exit here, if I can find it.
He chuckled. For once the Pashmats might save him instead of targeting him. After a few seconds he
spotted a collection of loose nails in the ceiling. If he pulled them free, the weight of the shingles above would
collapse the wooden planks. He could make it out to the roof. Hed be far from safe, but it was a start. My
dear abbess, he said aloud, I quite enjoy my grudge. I think Ill take it with me.
44
Overview
Now that youre familiar with the basics of
the SHARD RPG system, its time to talk about
creating a character. There are many decisions that
need to be made, so you should spend some time
thinking about the kind of character youd like
to play. Imagine you were going to create a major
character for a TV show, and you needed to sell
this character to a producer. How would you pitch
the character? What sorts of things would you talk
about and emphasize? What would the highlights
be?
Character creation should be imaginative and
a great deal of fun. Heck, its a game in and of
itself. We will guide you through it step-by-step in
order to make the process simple and enjoyable.
Everything you will need to create your character
will be found in this chapter. Before you begin, it
might be helpful to photocopy the Character Sheet
thats been included in this book.
The SHARD RPG is a point-based system,
meaning that you are given a certain number of
Character Points that you will use to purchase all
your characters Attributes, each of which has
a point cost associated with it. There is math
involved, but it is simple addition and subtraction.
If you consider yourself to be math challenged
then a calculator might also come in handy.
The first step in character creation is to come
up with the character concept. Depending on the
type of campaign the GM has chosen to run, youll
need to find a character that fits into that setting.
Are you an honor guard assigned to protect the
lord of a great house? Or are you an assassin used
to eliminate your lords enemies? Perhaps youre
a performer traveling with a troupe that wanders
from city to city?
The second step is to determine what sort
of Zoic youd like to play. What kind of animal
interests you? Are you drawn to a particular
animals appearance? Or is there some other
quality that you admire or find intriguing? Animal
Templates are available that will help you select the
appropriate animal abilities and traits.
The third step is to assign Rankings to your
Characteristics and Animal Abilities. These are
inherent traits that define your characters physical
and mental ability. These will be dictated, to some
extent, by the animal youve chosen to play. For
example, elephants will be strong and tough,
whereas gazelles will be agile and fast.
The fourth step is to select your characters
Talents, Profession, and Skills. Talents are special
innate abilities such as a natural immunity to
poison or a inborn aptitude for magic. Based on
the character youve decided to play, youll also
Power Level
Before you create your character, the GM will
need to determine the Power Level of his campaign
and assign the corresponding Character Points that
you will use to buy your Attributes. There are four
different Power Levels that a GM may choose. Each
of these levels represents a slightly different style of
play. If the GM wanted to feature characters who
were capable of superheroic deeds, then a higher
Power Level would be appropriate. If, on the other
hand, the GM wanted to feature characters who
were just beginning their adventuring careers, then
a lower Power Level would work best. Consult the
Point System Table to see what each Power Level
offers in terms of points and limits.
Its important to note that due to certain
inherent animal traits, a few Zoics may exceed some
of the limits imposed by a particular Power Level.
An elephant, for example, may have a Strength
Ranking in the Talented range even though he
was beginning as a Low Power Level character.
His other Attributes, however, should still meet
the limits set by the Power Level. The GM should
carefully review every character and determine if
they are appropriate to the Power Level he wishes
to run. Every Zoic may not be appropriate for every
Power Level.
Another important point is that the Attribute
limits set by Power Level apply only during character
creation. Once the campaign begins, players are
45
BOOK ONE
Low
Maximum Attribute
Ranking
4
100
Maximum Drawback
Points
15
Talented
150
30
Heroic
200
45
Legendary
12
250
60
Power Level
46
Step 1: Character
Concept
Once the GM decides on the Power Level and the
type of campaign he wishes to run, you should decide
what sort of character you wish to play. Think about
your favorite characters from fantasy novels, movies,
or TV shows. Does fighting ability and flashing
swordplay appeal to you? Or do you prefer characters
who rely more on their wits and stealth to defeat
their enemies? Or does the idea of summoning and
controlling alien demons from another dimension
seem more your speed?
The GM should provide you with a list of
the types of characters that will be available in his
campaign. Consult with him and your fellow players
to decide who will take what roles. Whereas an entire
party of fighters or spellcasters could work, its often
a better idea to make sure your group is diverse and
able to deal with a variety of different situations. This
will also give you more of an opportunity to shine
when your unique skills are required to save the day.
You should also be thinking about the type of
animal that would best fit into the role you wish to
play. Here you have an opportunity to play to or against
type. Its clear to see why someone would want to play
a tiger warrior, a weasel thief, or a bat sorcerer; those
animal types seem to suit those roles. But what about
a lion healer, or a mouse warrior, or a gorilla thief?
Playing those sorts of characters can be a refreshing
change and a lot of fun. Its important, however, to
make sure the animal type youre choosing fits the
GMs campaign. As always, he has the final say on
what sorts of characters will be allowed in his game.
Another important consideration is to decide
what your relationship to the other players will be. Its
fine for the group to be strangers. In fact, this is often
the default choice for many campaigns, especially
since its fun to learn about your fellow players in the
game as you get to know their characters. However,
its not a bad idea to have some sort of pre-existing
relationships with your fellow players. Are all of you
members of the same house serving the same great
lord? These sorts of campaigns can be a great deal
of fun as it immediately establishes a strong bond
between the players. After all, you and the other
Basic Compendium
47
players are all on the same team. This holds true for
a group of thieves all working together, or a troupe of
travelling performers, or the crew of a skyship, or a
band of refugees fleeing a war-torn country.
BOOK ONE
48
Step 5: Determine
Your Advantages and
Drawbacks
Advantages are social perks that your character
has acquired through various means throughout his
life. Having access to wealth or valuable contacts, or
possessing a wise master who can aid you in times of
need are examples of Advantages. Your caste, a very
important aspect of your character in SHARD, is also
purchased as an Advantage, so make sure you buy the
appropriate caste for your chosen profession. See the
section entitled Advantages beginning on page 184 for
a detailed description of each Advantage.
Drawbacks are physical, mental, or social
disadvantages that might afflict your character. After
all, the most interesting characters in movies and
literature are defined as much by their weaknesses as
by their strengths. Being hunted by a vengeful enemy,
or afflicted with an addiction, or being the victim
of a terrible curse are all examples of Drawbacks.
Drawbacks give you more Character Points to spend,
which can allow you to build a slightly more powerful
character.
But buyer beware: Drawbacks define weaknesses
that the GM will exploit during the campaign. For this
reason, Drawbacks are purely optional. That said, they
can also be a great deal of fun as they will give the GM
ideas for scenarios and adventures. If youre uncertain
how a Drawback might affect you in the game, simply
consult with the GM and get his take on it. See the
section entitled Drawbacks beginning on page 191 for
a detailed description of every available Drawback.
Story Points
After youve created your character and the
campaign has begun, youll still be able to increase
your characters Attributes and even add new ones.
This reflects your characters ability to learn, develop,
and grow, and its made possible with the use of Story
Points. Generally, the GM awards Story Points to each
character after every session of play, although some
may choose to award them at the end of a story arc,
which could consist of several play sessions.
A typical Story Point award ranges between 1-3
points per session, depending on how challenging
the GM deemed the adventure. Bonuses of +1-2
Story Points can be awarded to players for excellent
roleplaying, particularly creative problem-solving, or
other contributions that greatly increased the enjoyment
of the game for everyone. Additionally, GMs might
wish to award a Story Completion Bonus of +1-3 Story
Points after the conclusion of a major story arc.
Story Points can be used in a few ways. First and
foremost, they function exactly like Character Points
and are used to increase or purchase Attributes
(Characteristics, Animal Abilities, Talents, Skills, and
Advantages). These points are often called Experience
Points in other systems. Unlike ordinary Experience
Points, however, Story Points can allow you to alter
events in the campaign, thus their name. They can be
spent to save your character from imminent death, or
allow a crucial roll of Action Dice to result in automatic
success, or even allow minor story changes at certain
pivotal moments that would propel the story forward
in a heroic, humorous, or otherwise cinematic way.
Story Points should not be used to gain successes
on Action Dice on a point-per-point basis. If you are
using the optional Fumble Rule, Story Points could be
used to negate a single Fumbled dice roll, turning it
into a simple failed action. But GMs should be careful
not to allow Story Points to become magic reset or easy
buttons. That is not their purpose. Players should, in
general, succeed or fail based on their own merits and
Basic Compendium
Animal Templates
Building a Zoic is as easy as locating the appropriate
Animal Template. Many of the Animal Templates
cover a general type of animal (great cats, canines, birds
of prey, etc.) and will list specific animal types (tigers,
wolves, hawks, cobras, etc.) under the template heading.
If you desire to play an animal that is not specifically
listed in the Animal Templates, simply find a template
that closely resembles the animal you wish to play, and
check with the GM to make sure this template can be
used for your specific animal. Each template has a cost
in Character Points. That cost is what you will have to
subtract from your total number of Character Points.
Once you have paid the cost, you will get all the Animal
Abilities, minimum Characteristics, and Talents that are
listed in the template.
In certain cases, the GM might allow you to select a
template but subtract the cost of either an Animal Ability
or Characteristic points. For example, if you wanted to
play a hawk Zoic who was born lame and unable to fly,
or an elephant Zoic who was sickly and weak, you would
deduct the cost of Flight or a few points of Strength and
Vigor from the total point cost of the template.
Adding chimerical Animal Abilities to a template,
such as Flight to a lion Zoics template, should generally
be avoided. Such additions should only be allowed under
very special circumstances and only with the express
permission of the GM. Such mutations are possible but
they are extremely rare. Further, such chimeras would be
considered abominations and ostracized from ordinary
society.
Every Animal Template also lists the Maximum
Characteristic Ranking that Zoic can achieve as well as
a range of Characteristic Rankings for an average adult
Zoic of that type. Even though most of the templates
cover a very wide range, a few will possess remarkable
natural ability. Because of this, GMs should carefully
review all characters to see if that Zoic will fit with the
campaign they have in mind. Below is an explanation of
the various Animal Template fields.
Point Cost
This is the total cost in Character Points of the
Animal Template. Simply subtract this cost from your
base number of Character Points, and then fill in
the base Characteristic minimums, Animal Abilities,
Talents, and Drawbacks (if any) in the appropriate
spaces on your character sheet.
Description
This briefly describes the Zoic, including general
attitude, demeanor, and disposition. Keep in mind
49
BOOK ONE
Characteristics
These are the base Rankings of your Zoics
Characteristics. If you wish, you can raise your
Characteristics above the base numbers by simply paying
more Character Points. Characteristics have different
costs depending on whether they are considered Combat
or Non-Combat (see Characteristics beginning on page 99
for the proper costs).
Using those same values for Characteristic costs,
you may also lower a Characteristic below the base
number and use those Character Points for other
Attributes. Make sure youre getting the correct number
of Character Points back if you lower one of your
Characteristics. There are average ranges listed on the
50
Lifespan
Zoics have either short, average, or long lifespans.
Short lifespans are 40 years, average lifespans 80 years, and
long lifespans 160 years. All Zoics are typically considered
to have reached maturity by the age of thirteen. Zoics
younger than this are viewed as children and could be
eligible to take a Social Drawback (juvenile).
It is also possible for very young or incredibly
aged Zoics to take Physical Drawbacks to reflect either
underdeveloped traits or infirmities. As a result of healthy
living or through magical means some Zoics can live longer
than their average lifespan but this is rare. In general, a
Zoic in the final twenty five percent of its lifespan would be
considered an elder in Drdni society.
Height Range
This shows the Zoics adult height range. If your
Zoic is a juvenile (see above), it is possible to go below
this range. Going above the range, however, should
only happen with special permission from the GM.
Weight Range
This lists your Zoics adult weight range. Choosing
a weight below or above this range would indicate either
a very skinny or very fat Zoic. In such cases, it might be
appropriate to take a Physical Drawback to reflect that
condition.
Animal Abilities
This field lists the Animal Abilities that a Zoic of this
type will typically possess, as well as the Characteristic
(if any) to which it is linked. These links, written in
Racial Talents
This lists the Talents (if any) that the Zoic will
typically possess. The subsection titled Suggested Talents
will sometimes list optional Talents that a GM might
wish to include, but whose costs have not been factored
into the cost of the template. GMs should feel free to add
these or any additional Talents they feel are appropriate
for the Zoic by simply adding the cost of those new
Talents to the total cost of the Animal Template.
Racial Drawbacks
This field lists the Drawbacks, as well as their
values, that the Zoic should normally take. The GM
can allow you to drop a particular Drawback with
proper justification. The number of Character Points
youd normally receive for the Drawback has already
been reflected in the cost of the Animal Template. If
you drop a Drawback, the cost of the template would
go up by the corresponding number of points.
As with Talents, there is a subsection titled Suggested
Drawbacks that will sometimes list optional Drawbacks
that might be appropriate for the Zoic, but whose costs
were not factored into the total cost of the template.
If players wish to take any or all of the Drawbacks
listed in this subsection, they simply need to deduct
the Character Point value of the Drawback from the
overall cost of the template (see the Drawback Severity
Table on page 192 for the proper general values).
Creating Templates
Even though they cover a wide variety, not every
animal is represented in the Animal Templates. GMs
may therefore wish to create additional templates. The
important thing to shoot for is for every template to be
balanced in terms of Character Points.
All Animal Templates assign Characteristic
Maxima for each of the Zoics nine Characteristics.
Every template has a total of 132 Character Points in
Basic Compendium
51
Paksin
The Paksin are a noble and proud people. Although their numbers are concentrated
in the realms of Rkbar and Amnol, they can be found living in every nation of
Drdnah. The Paksin nobility of the western amns have a reputation for arrogance,
believing themselves better than other jnah because of their ability to fly. Paksin
living in other parts of the world have learned to temper this arrogance in an effort
to achieve amiable relations with non-Paksin. Dar-Purm has a large population
of seabirds, many of which pursue military careers. Preferring lofty perches and high
places, many Paksin communities can be found in the upper reaches of great trees or
rocky aeries, such as the great Fortress of Mar-Jaheen built into the northern spires of
the Khunamani Mountains.
52
Basic Compendium
53
54
Basic Compendium
55
56
Basic Compendium
57
58
Basic Compendium
59
60
Basic Compendium
61
62
Basic Compendium
63
64
Sarpah
Sarpah live primarily in the warmer northern climes of Drdnah, their cultures
having flourished in the lush, verdant jungles. Their peoples, however, can be found
as far south as Magr where some Sarpah enjoy the dryer, cooler climate. The rest of
the world distrusts many of the northern Sarpah nations. Despite the fact that over
a thousand years have passed since the Twilight Wars, non-Sarpah nations have
not forgotten the horrors that swept down from the north during that terrible age.
Neither do they forgive the Sarpahs worship of Nagamssa, who is known by nonSarpah as Amasrah, the Mother of Demons.
Basic Compendium
65
66
Basic Compendium
67
68
Basic Compendium
69
70
Basic Compendium
71
72
Basic Compendium
73
74
Basic Compendium
75
76
Basic Compendium
77
The most prolific of the three races, Vajrah dominate over half of the realms
of the world. From the great Gajah of Hthiyar, who strive to abolish slavery for
all of jnahkind, to the reclusive bats of Klinrh, who keep their sorceries locked
away from prying eyes, the Vajrah of Drdnah are numerous and varied. While
being heavily populated, it has only been in the last several hundred years that the
central and eastern Vajrah nations have risen to prominence. The Amn of Sustrm,
whose ruling class of feline jnah conquered the former Paksin-ruled provinces
during the Twilight Wars, is most extreme example of Vajrah military expansion
and ambition.
78
Basic Compendium
79
80
Basic Compendium
81
82
Basic Compendium
83
84
Basic Compendium
85
86
Basic Compendium
87
88
Basic Compendium
89
90
Basic Compendium
91
92
Basic Compendium
93
94
Basic Compendium
95
96
Basic Compendium
97
98
Characteristics
Basic Compendium
Strength
The characters overall muscle power. It is used
to determine how much damage your character
can inflict in melee combat, and how much he can
lift and throw. Warriors and wrestlers would likely
have a high Strength.
The Strength Table shows the amount of weight
a character can deadlift and carry for a few steps. In
order to determine how far a character can throw
an object, simply subtract the Strength required
to lift the object from the characters Strength
Characteristic and multiply whatever is left by 3
yards. This assumes a standing throw. The distance
should be doubled for a running throw.
Example: A muskox Zoic with a 10 Strength
wants to throw a wooden cart. According to the
Strength Table, it takes a 6 Strength just to lift the
cart. That leaves 4 Strength left over, which when
multiplied by 3 yards gives a total of 12 yards.
Thats the distance that the muskox Zoic could
STRENGTH TABLE
99
Ranking
Lift
Capacity
(lbs)
Example
20
Cask
50
Chest
70
Barrel
(Empty)
100
Hay Bale
150
Rickshaw
200
Table
300
Cart
400
Barrel (Full)
600
Rowboat
800
Sm. Wagon
10
1200
Sailboat
11
1600
Lg. Wagon
12
2400
Carriage
BOOK ONE
Vigor
The characters health, endurance, and
toughness. It helps determines how easily your
character is damaged in combat, how resistant he is
to disease, or how long he can exert himself. Long
distance runners and swimmers would have a high
Vigor.
Vigor Cost: 2 Character Points for every 1
point of Vigor at character creation; afterwards, the
cost in Story Points to raise Vigor by 1 point is the
current Vigor Ranking.
Agility
The characters speed, nimbleness, and reaction
time. It is used to determine your characters Action
Dice in melee combat, or with any tasks which
require litheness, bodily grace, or reaction time.
Acrobats, dancers, and contortionists would have
a high Agility.
Agility Cost: 2 Character Points for every 1
point of Agility at character creation; afterwards,
the cost in Story Points to raise Agility by 1 point is
the current Agility Ranking.
Dexterity
The characters hand-eye coordination and fine
motor skills. It is used to determine your characters
Action Dice in any sort of ranged combat, or with
any tasks that require fine manipulation ability.
Doctors, artisans, and musicians should have a
high Dexterity.
Dexterity Cost: 2 Character Points for every 1
point of Dexterity at character creation; afterwards,
the cost in Story Points to raise Dexterity by 1 point
is the current Dexterity Ranking.
Essence
This attribute represents a characters spiritual and
magical strength, his ability to affect the Dream Realm,
and to resist mystical attacks. It is used to determine
your characters Action Dice with magical rituals and
his effectiveness at manipulating arcane energies.
Sirhibasi and mngai should have a high Essence.
100
Perception
The degree to which the character is aware of
his immediate surroundings and how quickly he
can process that sensory information. Its used to
determine your characters Action Dice for any
task that requires the use of his senses or to detect
ambushes and surprise attacks. Hunters and honor
guards should have excellent Perception.
Perception Cost: 1 Character Point for every 1
point of Perception at character creation; afterwards,
the cost in Story Points to raise Perception by 1
point is the current Perception Ranking.
Wit
This measures a characters capacity for
knowledge, his ability to recollect facts, and his
overall mental acuity. It represents a combination
of common sense as well as education. Its used to
determine your characters Action Dice for any tasks
that requires a use of intelligence and reasoning
ability. Teachers and philosophers should have a
high Wit.
Wit Cost: 1 Character Point for every 1 point
of Wit at character creation; afterwards, the cost in
Story Points to raise Wit by 1 point is the current
Wit Ranking.
Will
This represents a characters willpower and
sense of self. It is used to determine your characters
Action Dice for any task that tests his nerve,
determination, or his ability to resist any type of
suffering or hardship. Military leaders and spies
would possess strong Wills.
Will Cost: 1 Character Point for every 1 point
of Will at character creation; afterwards, the cost in
Story Points to raise Will by 1 point is the current
Will Ranking.
Presence
A combination of physical beauty, charm,
personality, and bearing. It is used to determine
your characters Action Dice for any tasks that
require him to impress, intimidate, or otherwise
emotionally affect others around him. Actors and
ambassadors would likely have a high Presence.
Presence Cost: 1 Character Point for every 1
point of Presence at character creation; afterwards,
the cost in Story Points to raise Presence by 1 point
is the current Presence Ranking.
Animal Abilities
Basic Compendium
101
BOOK ONE
Type
Adaptive
Offensive
Defensive
Other
Movement
Defensive
Movement
Movement
Sensory
Movement
Sensory
Sensory
Other
Sensory
Movement
Movement
Other
Movement
Adaptive
Adaptive
Movement
Sensory
Defensive
Offensive
Sensory
Other
Adaptive
Movement
Defensive
Movement
Movement
Adaptive
Sensory
Sensory
Offensive
Adaptive
Sensory
102
Cost
3/0
3/2
5/5
2/2
3/2
3/2
3/2
3/2
3/2
3/2
3/2
3/2
3/2
3/2
5/2
3/2
3/2
3/2
2/2
2/2
2/2
3/2
5/2
5/2
3/2
3/2
3/0
2/2
5/2
3/2
3/2
2/2
3/2
3/2
5/8/10
2/2
3/2
Characteristic Link
N/A
Dexterity
N/A
N/A
Agility
Will
Strength
Strength
Perception
Vigor
Perception
Perception
Dexterity
Perception
Agility
Agility
Strength
Strength
Vigor
Vigor
Vigor
Perception
Dexterity
Agility
Perception
Dexterity
N/A
Agility
Agility
Vigor
Agility
Vigor
Perception
Perception
N/A
Vigor
Perception
Basic Compendium
Animal Type
Alligator/Crocodile
Bear
Cape Buffalo
Elephant
Pangolin/Armadillo
Rhino
Tiger/Lion
Turtle
Walrus/Seal
Armor Points
2-4
1-3
2-3
2-4
2-4
3-5
1-2
3-6
1-2
103
BOOK ONE
104
Basic Compendium
105
BOOK ONE
106
Basic Compendium
107
BOOK ONE
108
Basic Compendium
109
BOOK ONE
110
Talents
Talents are considered a natural part of your
character, a gift or knack the character was born with
that has been fostered and developed throughout
the characters life. A Talent acts as a Bonus to other
existing Attributes. Purchasing a Talent allows you to
add a number of dice to your regular Action Dice in
certain circumstances. Some Talents give social bonuses,
others add to certain Skills, while a few are very useful
in combat.
A few Animal Templates include Talents as part of
their cost. You may, if you wish, buy up their initial value
or purchase other Talents. The Talent List table shows the
Characteristic Link for each Talent (if any) as well as its
Character Point cost per level. A detailed description of
each Talent is included in this section.
TALENT LIST
Talent
Link (maximum number of levels)
Ambidexterity
n/a
Combat Instinct
n/a
Direction Sense
(Perception)
Eidetic Memory
(Wit)
Empathy
(Essence)
Fast Reflexes
(Agility)
Fearless
(Will)
Heightened Awareness
(Perception)
Immunity
3/Immunity
Keen Focus
(Will)
Light Sleeper
(Perception)
Mystic
(Essence)
Natural Leader
(Presence)
Natural Mimic
(Perception)
(Will)
Pain Resistance
(Agility)
Perfect Balance
Serenity
(Will)
n/a
Speed Reading
n/a
Toughness
(Wit)
Virtuoso
Basic Compendium
111
Cost
5
10
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
10
5
BOOK ONE
Talent Descriptions
Ambidexterity (n/a)
Characters with Ambidexterity were born with the
ability to use all their limbs equally as effectively. Normally,
when a character chooses to attack with an off hand (or
with a prehensile limb), they do so at a penalty and must
deduct 2 dice from their Action Dice used for the attack.
Characters with Ambidexterity take no penalty.
This Talent has no levels. Once the base cost has been
paid the character gets the full benefit of Ambidexterity.
Warriors of any kind would find this Talent incredibly
useful, especially since it is possible for a characters
primary hand (limb) to be crippled in combat (see the
Maneuver Location Effects section, pages 217-218).
Ambidexterity Cost: 5 Character Points for
Ambidexterity.
Combat Instinct (n/a)
Characters with this Talent possess a high level of
either natural or trained fighting ability. In combat, every
character has a base number of 2 Combat Actions that
add to the total number of actions a character may take
in any given Combat Round (for a full explanation of
Combat Actions, see the Combat chapter). Characters
can increase their base number of Combat Actions by 1
for every level of Combat Instinct they purchase.
Although this Talent has no Characteristic Link to
limit its levels, GMs should carefully review characters
who take one or more levels of Combat Instinct. As
a general rule, Combat Instinct should be limited by
the campaigns Power Level. Low should be limited
112
Basic Compendium
113
BOOK ONE
114
Basic Compendium
115
BOOK ONE
Professions
Every character in SHARD has a role to play. Who
you are is partially defined by what you do. Honor
guards protect their charges. Assassins eliminate their
lords enemies. Seers see the past or future and serve
as advisors. Think about the sorts of things youd
enjoy doing in the game. Would you like to engage
in a lot of combat? Or would you prefer using stealth
and your wits? Would you like to use healing magic?
Or would you prefer to summon and bind demons
from other dimensions? Answering these questions
will determine your characters profession.
The profession you choose will be dictated, at
least in part, by your caste. Most societies in the world
of Drdnah observe some form of caste system
(explained below). The GM should inform you what
type of campaign he intends to run and if there are any
limitations concerning caste or professions. A typical
campaign that takes place within the social structure
of a noble house will have a wide variety of choices,
whereas a campaign that focuses on a ring of thieves
or a group of sorcerers might have fewer professions
to choose from.
Caste
The Drdnah caste system places everyone in
society into fairly rigid social classes. It also defines
116
Basic Compendium
Profession Templates
As with the Animal Templates, Profession
Templates are designed to make creating a character
much easier. Select the template that best fits the
type of character you want to play, pay the cost of
the template, and you get all of the Skills listed in
the template. If one of the Skills doesnt fit your
character conception, then simply remove that
Skill and deduct its cost (listed beside it) from the
template.
Players should feel free to purchase additional
Skills to fully round out their characters, but the
Profession Template is a great way to get you started.
Using a combination of the Animal Templates and
the Profession Templates, you can create a SHARD
character in a very short period of time.
117
BOOK ONE
118
Outcaste Professions
In general, these professions represent a broad
range of pastimes, both legal and illegal, and though
most are occupied by those who have been born
into this role as an Outcaste, it should be noted that
any of these professions may represent the current
occupation of a Dishonored former member of
any caste, from Low Caste to Holy Caste. Such
individuals, depending on the dishonorable acts
or terrible crimes they may have committed that
caused them to be cast out of their former station,
might be treated as entirely untouchable and
cursed by the Devah, and may even be killed on
sight if recognized by those who might have cause
to despise them for what they have done.
Basic Compendium
119
BOOK ONE
Profession: 2 (renderer)
Character Point Cost: 8
120
Basic Compendium
121
BOOK ONE
122
Basic Compendium
123
BOOK ONE
124
Basic Compendium
125
BOOK ONE
126
Basic Compendium
127
BOOK ONE
128
Basic Compendium
129
BOOK ONE
130
Basic Compendium
131
Concealment: 3, Observation: 3,
Research: 3, Knowledge: 2 (current
history), 2 (ancient history), 2 (world
cultures), 2 (heraldry), 2 (cultural
traditions), 2 (cartography), 2 (region
- players choice), 2 (geography), 2
(legends), Language: 2 (second language players choice), Profession: 2 (explorer)
Character Point Cost: 37
BOOK ONE
(brothel proprietor)
Character Point Cost: 15
132
Basic Compendium
133
Research: 3
Character Point Cost: 23
BOOK ONE
134
Basic Compendium
135
BOOK ONE
Master
136
Naval/Skyship Officer
Basic Compendium
137
BOOK ONE
138
Basic Compendium
139
BOOK ONE
Sirhibas) Also called sirhibasi (SEER-hihbah-see), the plural of sirhibas, these Sunborn
possess the ability to perform the ritual magics
of Drdnah. With these magical gifts of the
Devah, the sirhibasi are able to accomplish
things that others may find miraculous, and
sunborn with such skill are often called upon to
serve the higher castes with acts of divination,
sorcery, and ceremonial enchantments.
Sorcerers are often attached to Houses and
Lines, serving the lords within.
Social Standing: High Range
Initial Skills: Etiquette: 3, Magic Ritual: 5
(players choice), Research: 3, Knowledge:
2 (ancient history), 2 (world cultures),
2 (divination), 2 (herbal lore), 2
(legends), 2 (lineage), 2 (magic theory), 2
(mathematics), 2 (ritual lore), Profession:
2 (sorcerer)
Character Point Cost: 31
140
Warrior
Basic Compendium
141
BOOK ONE
142
Basic Compendium
143
BOOK ONE
3, Intimidation: 3, Persuasion: 3,
Knowledge: 2 (world cultures), 2
(current history), 2 (ancient history), 2
(geography), 2 (lineages), 2 (economics),
2 (politics), 2 (cultural traditions), 2
(ritual lore), 2 (religion - specific to their
particular caste profession), Profession: 2
(judge)
Character Point Cost: 43
144
Basic Compendium
145
BOOK ONE
146
(sacred singer)
Character Point Cost: 23
Skills
Skills are proficiencies that your character
acquires or develops through training or experience.
The ability to hide in shadows, use martial arts,
sculpt a statue, or speak different languages are all
examples of Skills. As with Animal Abilities, Skills
are performed by rolling Action Dice, which are
linked to a Characteristic (or a combination of
Characteristics) from which they derive their original
value. Talents and Advantages can sometimes grant
a bonus to a Skills Action Dice.
A complete list of the available Skills is found on
page 149. The table lists each Skill, its Characteristic
link, and its cost. A Skills cost depends on its
classification. The three classifications of Skills are:
Combat, Standard, and Background.
Combat Skills cost 5 points and (as the name
implies) are incredibly useful in combat situations.
The skill to fight with melee weapons or use firearms,
draw a weapon instantly, or dodge attacks are all
examples of Combat Skills. Martial Arts is a special
Basic Compendium
147
BOOK ONE
148
SKILL LIST
Skill
Cost
5/3
Knowledge *
Wit
2/1
Presence
3/2
Language *
Wit
2/1
Alchemy
Wit
3/2
Lock Picking
Dexterity
3/2
Armourer
Dexterity
3/2
Magic Ritual
Essence
5/3
Artillery Combat
Perception
5/3
Martial Arts
Agility
8/5
Artistry
Variable
2/1
Melee Combat
Agility
5/3
Athletics
Agility
3/2
Missile Combat
Dexterity
5/3
Bargain
Presence
3/2
Navigation
Wit
3/2
Agility
5/3
Observation
Perception
3/2
Presence
3/2
Oratory
Presence
3/2
Agility
3/2
Performance
Variable
2/1
Perception
3/2
Persuasion *
Wit
3/2
Presence
3/2
Profession
Variable
2/1
Agility
3/2
Research
Wit
3/2
Cryptography
Wit
3/2
Riding
Agility
3/2
Diplomacy
Wit
3/2
Seduction
Presence
3/2
Disguise
Wit
3/2
Shadowing *
Wit
3/2
Dress Wound
Wit
3/2
Sleight of Hand
Dexterity
3/2
Driving
Dexterity
3/2
Stealth *
Agility
3/2
Duel Dancing
Presence
5/3
Streetwise
Presence
3/2
Etiquette
Presence
3/2
Surgery
Dexterity
3/2
Evade *
Agility
5/3
Survival
Wit
3/2
Fast Draw
Dexterity
5/3
Suthra Training
Wit
3/2
Firearm Combat
Dexterity
5/3
Suthra Use
Will
5/3
Forgery
Dexterity
3/2
Swimming
Agility
3/2
Gaming
Wit
3/2
Tactics
Wit
3/2
Gunsmith
Dexterity
3/2
Throw *
Dexterity
5/3
Interrogation
Presence
3/2
Tracking
Perception
3/2
Intimidation
Presence
3/2
Trapping
Wit
3/2
Wit
3/2
Weaponsmith
Dexterity
3/2
Acting
Brawling *
Bribery
Climbing *
Concealment *
Conversation
Contortion
Intrigue
Cost
Agility
Basic Compendium
149
Skill
Acrobatics
Link
BOOK ONE
Skill Descriptions
Acrobatics (Agility)
A character with this Skill can perform the
gymnastic maneuvers of a trained acrobat: backflips,
cartwheels, handstands, jumps, rolls, somersaults,
tumbles, etc. This Skill also covers feats of agility
and balance, such as tightrope walking, balancing
150
Basic Compendium
Alchemy (Dexterity)
This General Skill gives the character knowledge
of different ingredients and elements and the ability
to mix them into a variety of useful compounds.
This is essentially Drdnahs version of chemistry
and has nothing to do with the transmutation of
base metals (which only exist in trace amounts) into
gold. There are three Specializations for Alchemy:
Gunpowder, Medical, and Poison.
Gunpowder Alchemy: This Specialization
allows the alchemist to create the explosive powders
used in fireworks, bombs, and Vaylah weapons. A
gunpowder alchemist is able to make a variety of
different powders that can burn at different rates
and intensities, in various colors, and with variable
amounts of smoke. These sorts of alchemists not
only make basic gunpowder for artillery guns
and firearms, but can also make flash and smoke
powders.
Only High Caste members are allowed to
learn this craft. Though they may employ lower
caste assistants, the actual gunpowder formulas
are zealously guarded by High Caste alchemists
and their apprentices. Anyone discovered making
gunpowder who was not High Caste would be
subject to immediate arrest and imprisonment.
Failing a Gunpowder Alchemy Roll could
result in a variety of different consequences,
from creating a weak or bad batch of gunpowder
to possible damage to the alchemist. Fumbling a
Gunpowder Alchemy Roll would almost certainly
result in an explosion and loss of an alchemists
fingers or limbs, or perhaps even the alchemists
death depending on the severity of the Fumble.
Medical Alchemy: This Specialization allows
the alchemist to create medicines of all kinds.
The best medical alchemists are almost always
151
BOOK ONE
152
Basic Compendium
153
BOOK ONE
154
Bargain (Presence)
This Skill grants a character the ability to
shrewdly negotiate business transactions in
order to score a better deal. Its the classic gift
of haggling. Effective use of this Skill can save
or earn a character a good deal of money, and
make him very popular with other characters
who do not possess this particular talent. This
Skill is essential for any character wishing to be a
successful merchant.
The more successes a character scores with
his Bargain Skill Roll, the better the bargain hell
make. The exact savings or profit is up to the GM,
although it should be possible for characters to
make a significant amount of money with this
Skill. Targets can use their own Bargain Skill as
a Defense Roll to decrease or negate a characters
Success Level. Bargain does not force a target
to make a deal, however, it simply insures that
if a deal is struck, the character who scored the
highest Success Level will get the better end of
that deal.
A failed Bargain Skill Roll can either lead
to a prolonged period of haggling or end the
transaction due to a targets refusal to buy or sell
at the quoted price. A Fumbled Bargain Skill Roll
could either result in an unintentional (or perhaps
Basic Compendium
155
BOOK ONE
156
Contortion (Agility)
Contortion allows a character to bend and twist
his body in extraordinary and unusual ways. This
ability is extremely useful in escaping from confining
bonds and martial holds. Difficulty Modifiers should
be applied depending on the complexity of the bonds.
Simple ropes should be fairly easy to escape from,
while wrist and ankle shackles or other sophisticated
restraining devices should prove more challenging.
Contortion does not grant the character the ability to
pick locks, however. If a restraining device employed
locks, the contortionist would need the Lock Picking
Skill in order to escape the device.
The higher the Success Level scored, the faster
the contortionist is able to escape his bonds. A Partial
Success could mean it takes the contortionist a
couple of minutes (or longer) to escape, while a high
Success Level could see the contortionist slipping his
bonds in a few seconds. In combat, characters may
use Contortion as a Complementary Skill to Escape
Rolls (see the Maneuver Location Table, page 216).
Contortion can also serve as a Complementary
Skill to Concealment as the contortionist would be
able to squeeze into spaces an ordinary individual
could never hope to. This would allow a character
to escape imprisonment by wriggling through tiny
windows, crawling through small drainage tunnels,
or possibly even squeezing between the bars of a cell.
Contortion can also be used as a Complementary
Skill to appropriate Profession Skills.
Failing a Contortion Skill Roll means that the
character is incapable of contorting his body to the
extent necessary to achieve the desired effect. A
Fumbled Contortion Roll could mean damage to the
contortionist as a result of a severely pulled muscle
or improperly dislocated joint. As usual, it would
depend on the situation and the whim of the GM.
Contortion Cost: 3 Character Points for the
initial Skill; 2 Character Points for every additional
level of Contortion.
Basic Compendium
Conversation (Presence)
This Skill grants a character the ability to subtly
interrogate someone through the use of witty banter
and charming conversation. This gift of gab is
incredibly useful for any character who needs to
extract sensitive or personal information from
targets without them realizing that theyre giving up
the goods. Bartenders and groomers tend to have
this Skill due to targets letting their guards down
around them.
Conversation is a great Skill to use if a character
is trying to determine a targets true loyalties,
fears, or ambitions. Combined with the Talent
Empathy, Conversation can be a powerful tool,
allowing characters to find the weak link among
a group of loyal servants, soldiers, or guards.
These individuals can reveal the locations of secret
entrances or hidden caches of treasure, or divulge
crucial details of confidential political or military
schemes. Spies, assassins, or saboteurs would all
benefit from this Skill. Complementary Skills would
include Persuasion, Seduction, and Etiquette.
A failed Conversation Skill Roll could mean that
the target is just not forthcoming with the proper
information (for whatever reason). A Fumbled
Conversation Roll usually means the target realizes
hes being pumped for information and may clam
up completely, or become antagonistic and create
problems for his would-be interrogator.
Conversation Cost: 3 Character Points for the
initial Skill; 2 Character Points for every additional
level of Conversation.
Cryptography (Wit)
Cryptography gives a character the ability to
communicate using secret languages and codes
and to decipher same. Drdnah is a world full
of political intrigue, where powerful factions
constantly vie with one another for greater wealth,
prestige, and control. This is a setting rife with spies,
assassins, and saboteurs, a society where secret cants
and battle codes are more numerous than ordinary
languages. Combined with the fact that these cants
change on a regular basis, cryptographers are often
kept quite busy.
Deciphering secret codes can be a time
consuming process. Difficulty Modifiers should
be applied if the cryptographer has no clues
concerning the cipher being used, or if its a
particularly complex code. Bonus Modifiers can
be awarded if the code is similar to something the
cryptographer has seen before, or a variation of a
familiar cipher. Once a particular code is broken,
its simply a matter of translating the message.
Cryptographers would likewise be able to create
ciphers and encode their own secret messages.
Recipients of such messages would naturally have
157
BOOK ONE
158
Basic Compendium
159
BOOK ONE
160
Evade (Agility)
This Combat Skill gives a character the ability
to dodge or block any form of physical attack
he is able to perceive, whether hand-to-hand,
melee, or ranged. Evade also allows a character
to avoid damage from environmental dangers
such as rockslides, explosions, or lightning strikes
(interpreted as a characters ability to leap clear of
danger or dive for cover). Evade is basically an
all-encompassing Defense Roll that applies both in
and out of combat and under any circumstance.
Modifiers for combat should be applied normally
to a characters Evade Skill Action Dice (see the
Combat chapter for more details).
Given that ranged Combat Skills provide
no defense whatsoever, and that hand-to-hand
Combat Skills (with the exception of Martial Arts)
only provide a defense against other hand-to-hand
attacks, combatants would need to purchase Evade
in order to have a universal Defense Roll. This
Skill is incredibly useful for non-combat oriented
characters as well (scholars, healers, sorcerers, etc.)
since it can help them survive combat intensive
campaigns. Evade is a Basic Starting Skill so all
characters get it at half their Agility Ranking or
at a Ranking of 3 (whichever is lower) at no cost.
Acrobatics or Athletics could be Complementary
Skills to Evade.
Evade provides no damage reduction or
absorption of any kind; it is simply a way to avoid
being hit. Thus, it does not protect against poisons,
acids, or drugs once they have been introduced
into a characters body. Similarly, damage from
environmental factors that cannot be dodged
(such as poisonous gasses, freezing cold, suffocating
heat, etc.) is not affected by this Skill. Depending
on the nature of a magical attack (and how it targets
a character), some magical effects would likewise
be unaffected by Evade.
Evade Cost: 5 Character Points for the initial
Skill; 3 Character Points for every additional level
of Evade.
Fast Draw (Dexterity)
This Skill allows a character to instantly draw
and ready a weapon without having to use a Combat
Action (see the Combat chapter for more details).
This Skill can be used with any melee or missile
weapon at the discretion of the GM. Some large
or incredibly bulky weapons, such as pole arms or
heavy firearms, may be deemed inappropriate for
Basic Compendium
161
BOOK ONE
162
Gunsmith (Dexterity)
This General Skill gives a character the ability to
make, maintain, and repair gunpowder weapons of
various kinds. Gunsmith has three Specializations:
Artillery Guns, Explosives, and Firearms. Each
Specialization grants a character working knowledge
of the various weapons in that particular category.
Additional Knowledge Skills of rare gunpowder
Basic Compendium
163
BOOK ONE
164
Intrigue (Wit)
Intrigue allows a character to manipulate
individuals or factions through crafty plotting
and underhanded machinations in order to gain
a political advantage for himself or others. This
Skill is useful if a character wants to harm political
or social rivals, or even bring about their ruin.
Intrigue could well be called the Iago Skill after
Shakespeares conniving court advisor in Othello.
Intrigue is primarily used to gather sensitive
information on individuals or factions; intrigue
artists know exactly who to go to in order to get the
juiciest gossip. This Skill is especially useful to reveal
exploitable weaknesses, such as fragile alliances,
secret feuds, embarrassing vices, or dangerous
political ploys. It also allows a character to spread
vicious rumors in order to sway the opinions of
others to his own ends. A skilled intrigue artist can
eventually find himself in the thick of dangerous
embroilments. So take heed! Playing these sorts of
political games can be incredibly dangerous, as it
creates as many powerful enemies as it does allies.
Before using Intrigue, a character tells the
GM what sort of information hes after. Difficulty
Modifiers should be applied depending on
how sensitive or damaging the GM deems that
information. The higher the Success Level scored
by the character, the more information the GM
reveals. A character would also make an Intrigue
Roll when he wanted to circulate rumors. Again,
Difficulty Modifiers should be applied depending
on what the rumor was designed to do (weaken
an alliance, discredit someone, start a feud,
etc.). Finally, characters can use Intrigue to try
and discover or reveal the intrigues of others.
Complementary Skills would include Bribery,
Conversation, Etiquette, Seduction, or various
Knowledge Skills of politics, factions, or power
brokers.
It should be noted that using Intrigue properly
takes time. Rumors must be carefully planted, trust
must be gained, bribes offered, favors exchanged,
etc. For the most part, Intrigue gives the character
the information he needs to formulate political
schemes, and gives him the ability to plant rumors
and manipulate personalities in order to set
those schemes into motion. Whether a faction is
ultimately destroyed or not depends entirely on
what the character does to further his schemes
in the game (such as assassinating an important
leader, stealing secret documents, sabotaging an
alliance, framing a rival for a crime, etc.).
Basic Compendium
165
BOOK ONE
166
Basic Compendium
167
BOOK ONE
168
Basic Compendium
169
BOOK ONE
170
Basic Compendium
171
BOOK ONE
Fumble.
Melee Combat Cost: 5 Character Points for the
initial Skill; 3 Character Points for every additional
level of Melee Combat.
Missile Combat (Dexterity)
Missile Combat allows a character to use small
non-gunpowder missile weapons that require
devices to launch their projectiles. Examples of
these sorts of missile weapons would be bows,
crossbow, slings, atlatls, and blowguns. Due to the
reload times required by Vaylah weapons, bows are
still commonly used on the battlefield. A trained
archer can often shoot ten or more arrows in the
time it takes a trained rifleman to reload his Vaylah
weapon and fire once. With such disparate rates of
fire, it becomes clear that bows are in no danger of
being replaced by firearms any time soon.
A character uses his Action Dice in Missile
Combat just as he would any Combat Skill to
determine successes and the level of damage
inflicted by the weapon (see the Combat chapter for
a detailed description of combat). Similar to other
ranged Combat Skills, Missile Combat does not
give the character any Defense Rolls; it is strictly
a Skill designed to attack. Only the Evade and
Martial Arts Skills can be used to defend against
Missile Combat attacks.
Normally it takes a character a Combat Action
to draw and ready, or reload a missile weapon unless
he makes a successful Fast Draw Skill Roll, in
which case it is considered a Free Action.
With the Fast Draw Skill, it is possible for
an archer to fire as many arrows in a Combat
Round as he has Combat Actions. Needless
to say, this can make for some very deadly
archers.
A Fumbled Missile Combat Skill Roll
could mean a snapped bowstring or a wild
shot that potentially hits an unintended
target. The specifics of the Fumble should
naturally be appropriate to the weapon being
used and to the severity of the Fumble.
Missile Combat Cost: 5 Character
Points for the initial Skill; 3 Character
Points for every additional level of Missile
Combat.
Navigation (Wit)
This General Skill allows a character to
both ascertain his current location at any
given time, and to plot a course between
two points using celestial phenomena,
landmarks, maps, or various navigational
tools. This Skill is vital for caravan
masters, pilots, helmsmen, scouts, hunters,
explorers, and guides. Navigation will get
172
Observation (Perception)
Observation grants the character the abilities of
keen observation and detection. A character with
this Skill is particularly adept at noticing strange or
unusual elements of a scene or environment that
would otherwise seem, to the untrained eye, absolutely
ordinary. This Skill can be used in any situation where
the GM requires a Perception Roll, and includes such
scenarios as: looking for a hidden item or person,
trying to spot a camouflaged or stealthing character,
attempting to detect a tiny detail about an object,
scanning a distant horizon for movement, noticing
something unusual or out of place, picking up on
suspicious behavior, etc.
This Skill is better than an ordinary Perception
Roll and should give a character more details than
ordinary Perception normally would. So whereas an
ordinary Perception Roll might reveal an assassin
sneaking across a dark courtyard, a successful
Observation Skill Roll would allow a character to
identify the assassins Zoic type, how the assassin was
armed, and if the assassin had noticed that he had
been detected. Some Complementary Skills might
include Concealment, Shadowing, and Tracking, as
well as any special animal senses the character might
possess. A character with both Observation and the
Heightened Awareness Talent would make a very
formidable guard indeed.
Failing an Observation Roll simply means that the
character did not notice or detect anything unusual.
Fumbling an Observation Roll could mean that the
character focused on the wrong detail or interpreted
what he saw incorrectly, which could have disastrous
results.
Observation Cost: 3 Character Points for the
Basic Compendium
173
BOOK ONE
174
Basic Compendium
Persuasion (Wit)
This Skill enables a character to sway the
opinions of others and convince them of the
validity of a certain point of view or course of
action. Persuasion relies on a variety of techniques,
including logic and reason (although sometimes
spurious or twisted), emotional manipulation, and
flattery. Court officials, diplomats, and clergy tend
to be effective persuaders. Persuasion is also a Basic
Starting Skill, which means everyone has it at half
their Wit Ranking or a Ranking of 3 (whichever is
lower) at no cost.
GMs should apply modifiers to a characters
Persuasion Action Dice based on the state and
disposition of those being convinced (a group of
allies would be far easier to persuade than a hostile
band, for example). Severe Difficulty Modifiers
should be applied if a character was trying to
persuade a target to do something that clashed with
one of the targets Drawbacks (trying to convince
a warrior with a strict code of honor to dishonor
himself should be next to impossible).
The higher the Success Level scored by a
persuader, the greater the level of cooperation hes
likely to get. A Partial Success would mean that
the target was not entirely convinced, but would
be willing to continue to listen to the persuaders
arguments. Complementary Skills could include
Acting, Conversation, Diplomacy, or Seduction.
A failed Persuasion Skill Roll indicates that
the target is not convinced and no longer wishes to
listen to the persuader. Subsequent Persuasion Roll
attempts on such targets would incur significant
Difficulty Modifiers. A Fumbled Persuasion Roll
could result in an angry or potentially violent
target depending on what the persuader had been
attempting to convince the target to do.
Persuasion Cost: 3 Character Points for the
initial Skill; 2 Character Points for every additional
level of Persuasion.
Profession (Varies)
This General Skill allows a character to practice
a trade for a living. For the most part, the name of
the Specialization will be the same as the Profession
Template (see Profession Templates, begining on
page 117) chosen by the player. In other words, if a
player selected the Baker Template, he would need
a corresponding Profession Skill (Baker) in order to
make a living as a baker; an honor guard would need
a Profession Skill (Honor Guard), etc.
GMs should decide what Characteristic Link to
give a characters Profession Skill Ranking. Wherever
possible, GMs should choose a single Characteristic
(Agility, Dexterity, Wit, etc.). However, in certain
cases, a combination of Characteristics might be
175
BOOK ONE
176
Seduction (Presence)
This Skill grants a character the ability to attract
and beguile others, generally of the opposite sex,
through the use of physical presence, flirtation,
gifts, and promises of companionship or even
sexual gratification. Seduction usually involves an
element of physical or sexual attraction, although
it could be interpreted as a platonic attraction
Basic Compendium
177
BOOK ONE
178
Surgery (Dexterity)
Surgery is the art of treating injuries, diseases, or
deformities through the use of various medical and
surgical techniques. This Skill is practiced exclusively
by medical professionals such as physicians and
doctors. This Skill covers such things as: properly
setting broken bones; surgically removing tumors,
diseased organs, or foreign objects (bullets, shrapnel,
parasites, etc.) from a patients body; suturing deep
cuts or wounds to stop internal bleeding or repair
damaged organs, etc. Wounded patients treated
by surgical techniques administered by a trained
doctor have a high probability of making a full
recovery (assuming the patient follows the recovery
advice of the doctor). Knowledge Skills of anatomy,
surgical techniques, or appropriate types of injuries
would be considered Complementary Skills.
Surgery heals Fatal Damage first followed by
Subdue Damage. Every success scored on Surgery
Action Dice heals 4 levels of Fatal Damage or 1
level of Subdue Damage, but only after all the Fatal
Basic Compendium
179
BOOK ONE
180
Swimming (Agility)
Similar to the Animal Ability of the same
name, this Skill allows a character to swim under
or on the surface of water (or any liquid, for that
matter). Not all characters are assumed to know
how to swim, and if a character does not possess
the Animal Ability or the Skill, he would begin
Basic Compendium
181
BOOK ONE
182
Trapping (Wit)
This Skill allows a character to create various
kinds of devices designed to catch, harm, or kill
creatures or individuals. These devices can include
such things as: deadfall traps, foothold traps, cage
traps, spike traps, needle traps, explosive traps,
snares, pits, and nets. Based on the characters
goals, its up to the GM to decide exactly how much
damage a particular trap does or how difficult it
is to escape it. Modifiers should be applied to a
characters Trapping Action Dice based on how
complicated the trap is, what its designed to do,
how much time the character has to set it up, and
what materials he has available.
Traps can be as simple as a rope snare or a
pit covered by leaves, or it can be a sophisticated
mechanical trap with multiple moving parts (like
the kinds found in ancient tombs or in enemy
strongholds). The complexity of the trap will
determine how much time it would take to create
it. The Concealment Skill is incredibly useful if
the character wishes to make hidden traps (such
as a poisoned spring-needle in a lock, or a pressure
sensitive stone slab that releases a flurry of arrows
from the wall). Concealment and Observation
could both be used to try and detect the presence
of a trap. Depending on the type of trap being
created, Lock Picking or Knowledge Skills of
architecture, engineering, or poisons would be
considered Complementary Skills.
Trapping can also be used to attempt to avoid
or disarm a trap. Modifiers would be applied to a
characters Action Dice depending on the location,
complexity, and construction of the trap. Some
Basic Compendium
183
BOOK ONE
Advantages
Advantages are social perks that your character
may possess, such as titles, political influence,
wealth, or access to valuable contacts that can aid
you in times of need. Your characters caste, which
helps define his station and status in society, is
also purchased as an Advantage. Some professions
(especially those that deal with gunpowder weapons)
are dependent upon a particular caste, so make
sure to buy the appropriate caste for your chosen
profession.
Its up to the GM to set the limits on the number
and types of Advantages your character may possess.
Some Advantages would clearly not be appropriate
for certain Power Levels or campaigns (a roving band
of gypsy musicians would likely not have access to
great wealth or political influence, for example). The
Advantage List table below shows the Character Point
cost for every Advantage. A detailed description of
each Advantage is included in this section.
ADVANTAGE LIST
Advantage
Assets
Cost
2-16
Contacts
Followers
Influence
Status
184
Advantage Descriptions
Assets
Assets are resources that are available to a
character. They can include such things as a special
weapon, a skyship, or access to money. The cost
of a resource depends on how often the character
can access it and how valuable it is in terms of the
campaign. Characters must purchase this Advantage
for every specific Asset they wish to have (e.g. a
character who wanted a special weapon, a skyship,
and wealth would have to purchase the Asset
Advantage three times). The Assets Value table lists
the value of Assets along with their corresponding
Character Point cost.
How often an Asset is useful is quantified as
a percentage. The GM decides what percentage is
appropriate for any given resource. This will depend
greatly on the Power Level and type of campaign
the GM is running. A special weapon, for example,
would be far more useful in a combat-intensive
campaign than in a campaign that featured mystery
and intrigue, whereas a skyship would benefit a
group of explorers far more than a group of honor
guards tasked with defending a lords manor.
The GM also determines the value of an Asset,
which is again dependent on the GMs campaign.
Even though it was only being used some of the
time, a skyship would normally be far more valuable
Basic Compendium
Assets Value
Cost
Description
+1
+3
+5
+8
185
BOOK ONE
Sample Assets
Cost
Description
186
Wealth Level
Cost
Description
$125,000/year income
$250,000/year income
$500,000/year income
$1 million/year income
10
15
Contact Value
Cost
Description
Contacts
A Contact is an individual, group, or
organization that a character can call on for
assistance. Contacts can be allies, connections,
mentors, patrons, even a rival over whom the
character has some sort of leverage. The cost of
a Contact is based on the relative value of the
Contact (i.e. the Contacts status, wealth level,
political influence, military might, magical power,
etc.), as well as how likely the Contact is to help
the character. Characters must purchase this
Advantage for every Contact they wish to have (e.g.
a character who wanted a city guard, an alchemist,
and a wealthy merchant as Contacts would have to
purchase the Contact Advantage three times). The
Contact Value table lists the value of Contacts along
with their corresponding Character Point cost.
The value of a Contact will depend entirely
upon the Power Level and type of campaign a GM
chooses to run. In general, the isvar of a mighty
nation or a legendary sorcerer would be far more
valuable than a city guard or an herbalist. However,
some Contacts might not be suited to certain
Power Levels (a group of Outcastes, for example,
should not normally have access to the isvar of a
country). Furthermore, Contacts that are limited
to a specific locale or whose spheres of influence
are very small should be cheaper than Contacts
that moved around a lot or wielded influence over
vast areas.
Every Contact starts with a Ranking of 3. That
means that a character rolls 3 Action Dice in order
to determine if a Contact is willing and able to
help him. At least 1 success (a Partial Success Level)
is necessary in order for the Contact to offer any
form of assistance. The higher the Success Level,
the more aid the Contact is willing or able to give.
Characters may buy additional levels to a particular
Contacts Ranking for 2 Character Points per
additional die.
GMs should apply modifiers to the Contact
Action Dice depending on what favor the character
is asking of the Contact. Requests that are easy to
grant should get bonuses while those that endanger
Basic Compendium
187
BOOK ONE
Followers
This Advantage allows a character to have some
sort of loyal NPC retainer or companion. A Follower
can be just about anything. He can be a faithful
servant, a personal bodyguard, a wizened mentor,
a devoted disciple, or possibly a vanquished enemy
who has been bound to the character in some way.
A Follower doesnt even have to be a Zoic; it can
be a summoned creature, such as a bound demon
or an elemental, or even a benevolent spirit or
ghost. The specifics of the Followers backstory are
completely up to the player, although all Followers
must get the approval of the GM.
Followers are built with points just like any
other NPC. Every Character Point a player pays for
a Follower gives him 5 Character Points worth of
Follower. Thus, if a player wanted his character to
have a 100 point Follower, hed pay 20 Character
Points to get him. Like all NPCs, Followers can
have their own Drawbacks, which would give them
additional points to spend (or make them cheaper
for players to buy). Followers should be limited to
whatever Drawback maximums have been set by the
campaigns Power Level. Further, Followers should
never be built on more points than the characters
they serve.
188
Influence
Basic Compendium
Status Table
Cost
Caste/Title
Trade Caste
High Caste
Holy Caste
3
3
3
5
8
8
10
189
Status
BOOK ONE
190
Drawbacks
No characters are ever perfect, at least not the
truly interesting ones. In fact, the most memorable
characters in movies and literature are defined as
DRAWBACK LIST
Drawback
Mental
Mystic
Physical
Social
Affected Attributes
Wit, Will, Presence
Varies
Strength, Vigor, Agility, Dexterity, Perception
Will, Presence
Basic Compendium
191
BOOK ONE
Drawback Severity
Points
Level
12
15
18
Drawback Occurrence
Adjustment
Frequency
Rarely (25%)
+0
Often (50%)
+3
+6
Always (100%)
192
Adjusting or Losing
Drawbacks
Once the campaign begins, you may buy off
your existing Drawbacks or even switch one that
no longer applies out for another Drawback. In the
course of a campaign, characters have a tendency
to kill off their rivals, find ways to remove curses,
or even discover methods of healing old wounds.
They also have a habit of making more enemies,
get new curses placed upon them, and suffer
additional crippling wounds.
GMs can allow characters to either pay
the Character Point cost of a Drawback with
Story Points (thereby eliminating the Drawback
altogether), or they can let characters choose one
or more Drawbacks worth the same amount of
points as the original. Some players may even
want to let the GM pick whatever new Drawbacks
he deems appropriate given the events of the
campaign. These mystery Drawbacks can be
quite a bit of fun as you never know what the GM
will inflict upon you.
What GMs are not encouraged to do,
however, is to allow characters to take additional
Drawback points for plot-related calamities.
Unless a character is willing to trade out an old
Drawback for others, new enemies, wounds,
or other misfortunes acquired in the line of
duty are simply part of the game; those are the
risks a character takes for adventuring in the
world. Remember, characters are already getting
Character Points for those misfortunes (theyre
called Story Points) and they can choose to spend
them however they wish. Allowing them to take
additional Drawback points can unbalance the
characters in relation to one another. GMs should
be cautious about doing this.
Drawback Descriptions
Mental
Mental Drawbacks can represent a variety of
mental disorders, such as strict codes of behavior,
phobias, personality disorders, even insanity.
Every time a player takes a Mental Drawback for
his character, he must define it clearly for the GM.
Defining the Drawback includes describing what
Basic Compendium
193
BOOK ONE
194
Basic Compendium
Mystic
Mystic Drawbacks represent afflictions that
are supernatural in nature. If you wanted your
character to be suffering under a curse, or plagued
by demons, or even haunted by spirits, a Mystic
Drawback would be the way to represent that.
As with other Drawbacks, the points a Mystic
Drawback awards are based on how badly the
Drawback affects the character (its severity) and
how often it comes into play (its frequency).
When a Mystic Drawback is chosen, the
player selects which Attributes (usually a set of
Characteristics and their Linked Skills) are affected
by the Drawbacks penalty modifier. The Mystic
Drawback table lists the various combinations of
Attributes a Mystic Drawback can affect, along with
its corresponding Character Point adjustment.
GMs should feel free to mix and match
the affected Attributes to fit a particular Mystic
Drawback. As a general rule, +0 Character Points
are added for any combination of either 2 Combat
Characteristics and their Linked Skills, or 1 Combat
and 2 Non-Combat Characteristics and their
Linked Skills, or 4 Non-Combat Characteristics
and their Linked Skills. +3 Character Points are
added for all the Combat Characteristics and their
Linked Skills, and +6 Character Points are added
to the value of the Drawback if all Characteristics
Mystic Drawback
Adjustment
Affected Attributes
+0
+0
+0
+0
+3
+6
195
BOOK ONE
196
Basic Compendium
197
BOOK ONE
198
Entity Manifestation
Adjustment
Ability
+0
+3
+6
+0
+3
Entity is As Powerful as PC
+6
Physical
This type of Drawback can represent a variety
of physical problems, such as disfigurements,
illnesses, or physical impairments. The player
not only defines a Physical Drawback, he also
decides which set of Attributes the Drawback
affects. In many cases, how the Drawback affects
the character will be fairly self-explanatory, such as
with blindness or lacking arms or legs. As usual, the
Physical Drawbacks severity (the penalty modifier)
and how often it comes into play will help the GM
decide its Character Point value.
Physical Drawbacks that remove a crucial
sense or render limbs completely useless would
be considered a Crippling Severity Level and have
a high Occurrence Level, so a Drawback like this
would normally be worth a lot of Character Points.
However, it would depend on how the sense or limbs
absence would affect the characters performance
in the game. Thats the most important factor to
consider and should be what determines the final
value of the Drawback.
Heres an example: Lets say a character was
blind. This Physical Drawback would normally
be considered Crippling (18 points) and would
Always affect the character (+6 points), for a
total worth of 24 Character Points. But what if the
character was a bat Zoic that had Echo Location?
This would allow him to navigate like a sighted
character, and would only restrict his ranged
Combat Skills. Further, the character could attack
in total darkness. In this case, the blindness should
be reduced a Low Severity Level (6 points), since
Basic Compendium
Drawback Occurrence
Level
Rarely
Often
Very Frequently
Always
199
BOOK ONE
200
Basic Compendium
201
BOOK ONE
202
Social
Social Drawbacks are disadvantages that affect a
characters status in society and his ability to interact
effectively in social circles, either due to a troubled
past or some other form of social stigma. These
Drawbacks can represent an implacable enemy
determined to ruin your character, or a dependent
that relied on your characters protection, or even
the stigma of being an Outcaste. As with other
Drawbacks, the points a Social Drawback awards
are based on how badly the Drawback affects the
character (its Severity Level) and how often it
comes into play (its Occurrence).
A Social Drawbacks penalty modifier is
usually applied to social and interaction Skills. As
a general rule, the number of Skills affected by a
Dependent Occurrence
Drawback Occurrence
Level
Adjustment
Frequency
Rarely
Rarely (25%)
Often
+0
Often (50%)
Very Frequently
+3
Always
+6
Always (100%)
Dependent Vulnerability
Points
15
10
Basic Compendium
203
# of Skills Affected
BOOK ONE
Ability
10
Enemy is As Powerful As PC
15
+3
+6
204
Enemy Appears
Rarely (25%)
+0
Often (50%)
+3
+6
Always (100%)
Basic Compendium
205
BOOK ONE
206
Animal
Abilities
Advantages - Fill
in the Cost, Type,
and
Description
of
any Advantages you may have
decided to purchase for your
character. Take note of any
values or Action Dice bonuses
in the Description for handy
reference during the game.
1
2
3
Basic Compendium
10
207
BOOK ONE
Notable Acquaintances
12 - This is where you
11
208
14
13
Basic Compendium
15
16
17
209
IV. Combat
The Vajrah teenagers were the first to fall. Uthyan bounced his staff against their skulls with an elementary
kata, not even breaking step. The vine-cloaked swamp echoed the blows. Rzman and Shadyti closed with the
lone intruder next, spears keen for battle; but the burly taipan wouldnt stop until he reached his target me.
I waved off my rugged companions with a flick of my scimitar. They looked relieved. Then I bowed my
head and laid back my neck frills. My boots were crossed on a little column of rock.
Come back and face the magistrate, Chihjmi, said Uthyan with undisguised anxiety. I promise you
safe escort to the city.
Meet me in the Spiral Arena, I told him, and Ill go with you.
Through parted lips I saw his thorn-like fangs, amber with venom. Acknowledge you in a formal duel?
Im not so eager to dishonor myself.
My frills twitched. I didnt deserve that. And so soon after he had asked me to be his bride.
So much for courtesy. This could only go one direction anyway. I rolled to the side and threw a sword stroke
at his silken braided belt. He obliged with a parry. Then I leapt above him Im a precocious leaper and
splayed my neck frills for impact. My scimitar flew at the crystal ring that pierced a scale on his cheek. It used
to twinkle like magic in the candlelight, that ring.
He blocked my sword and thumped his staff into my belly. My breath vanished. I rolled to a defensive
stance and bit down the pain. Stupid, distracted girl. Rzman and Shadyti leapt in to help, gallant oafs.
Uthyan struck their knees, crack-crack, dropping them to the marshy ground.
I rushed him. I knew hed counter with a thrust, and I pushed my weight against the haft of his weapon.
His shoulder was exposed for one clean hit. It had to count.
Thats when I saw his fangs sparkle, from the venom I suppose, as his mouth threw open wide. His eyes
were in such a frenzy. I hadnt thought he would bite. Not me.
Stupid girl.
210
211
BOOK ONE
Delaying Initiative
Players with higher Initiative scores may
decide to Delay and allow others with lower
Initiative to act before they do. A player who has
Delayed may interrupt someone with a lower
Initiative at any time by simply announcing that
they are interrupting. At that point, the delaying
player may immediately take his Turn and leap
into the fray. After the higher Initiative player has
performed all of the actions he wishes, the player
who was interrupted continues his Turn.
Unlike Reactions (described later), Delaying
Initiative does allow a player to potentially prevent
an action from occurring, assuming the player can
correctly predict the actions intention. Thus,
lets say a Delayed Initiative player saw an assassin
aiming a rifle at the players faithful companion,
the player could take a Combat Action to try
and prevent the assassin from firing by either
immediately attacking the assassin (assuming he
could reach him) or by taking some other action
that distracts the assassin from his target. The
player would then take his Turn normally and
the assassin would only resume his Turn after the
Delayed Initiative player announced that his Turn
was over. The assassin, however, could still React
to the Delayed Initiative players actions.
212
Basic Compendium
213
BOOK ONE
Reactions
In the SHARD RPG combat system, you do
not have to wait for your Turn to act in combat.
Anyone involved in combat may use a single
Combat Action to react to the Active Combatants
actions, assuming they have a way to perceive what
the Active Combatant is doing. This is known as
a Reaction, and like regular combat it proceeds in
order of Initiative, from highest to lowest, until all
the characters that wish to take a Reaction have done
so. This process of Action/Reaction continues until
the Active Combatant declares his Turn to be over.
The next highest Initiative character then begins
his Turn and becomes the Active Combatant, and
the process continues until the Round is over.
Players should be careful about using all of their
Combat Actions as Reactions. Not only can you find
yourself without any remaining Combat Actions
when your Turn comes around, you may also find
yourself unable to defend against incoming attacks.
Remember, any action you wish to take in combat
requires you to have a Combat Action. When you
run out of Combat Actions, you can no longer take
any action, which includes defensive actions.
There are a few restrictions to Reactions.
Players may only use a single Combat Action as a
Reaction. You may not take multiple Reactions to
the same action, nor may you Bundle Actions in a
Reaction. Further, Reactions cannot stop an action
from being taken; they can only react to the result.
Thus, if an enemy fired a rifle at your companion,
you could not stop the rifleman from firing, but
you could potentially leap into the path of the
bullet, try to tackle your companion out of the
bullets way, or even attack the rifleman (assuming
you had a ranged weapon or he was within a Half
Move of your character) after the shot had been
fired. Finally, it is possible to react to a Reaction,
but the same restrictions apply.
Example: Aarons character Koya and his
rival, an NPC, are dueling. Their friends (both
players and NPCs) are observing the duel. Koyas
rival (who won Initiative and is currently the
Active Combatant) decides to attack Koya. After
Koya successfully parries the attack, one of the
rivals companions decides to take a Reaction. He
214
Combat Basics
Every time you attack or defend, you roll Action
Dice based on the Ranking of the Attribute you are
using in combat. This is known as an Attack Roll or a
Defense Roll. If you score successes, then your attack
or defense is considered successful. If you score no
successes, then your attack or defense is considered a
failure. Some Skills, such as Martial Arts and Melee
Combat, can be used both to attack and defend,
while other Skills, such as Evade or Firearm Combat
cannot.
Every success scored on a Defense Roll made by
a defender cancels a success scored on an Attack Roll
made by their opponent. If the defense successes
negate all the attack successes, then the attack has
no effect it was successfully parried or dodged. If
the defense successes do not negate all the attack
successes, then the attack was successful in striking
its target. Every attack and defense costs one Combat
Action to perform. It is important to note, however,
that unlike Reactions, a player may make as many
Defense Rolls in a row as they have Combat Actions.
They are not limited to one.
An attack that strikes its target will do damage,
known as Damage Levels, which are subtracted from
a characters current Stamina, and are recorded as
wounds on the Combat Tracking Sheet. Generally,
base damage is determined by a characters Strength
(limited by the size of the weapon being used).
Additionally, the successes that were not negated by
Defense Rolls are added to this base damage. Finally,
the Damage Levels are given a multiplier based on
the Success Level the attack managed to achieve as
shown in the following table.
Success Level
1 success
Partial (x0.5)
2 or 3 successes
Adequate (x1)
4 or 5 successes
Good (x2)
6 or 7 successes
Excellent (x3)
8 or 9 successes
Astounding (x4)
10 or 11 successes
Incredible (x5)
12+ successes
Legendary (x6)
Basic Compendium
215
Successes
BOOK ONE
HIT
LOCALE
DAMAGE TYPE
Subdue / Fatal
Subdue
Fatal
ADJ
#
MANEUVER
EFFECT
ADJ
#
MANEUVER
EFFECT
ADJ
#
MANEUVER
EFFECT
HEAD
-1
Bind / Grab
-2
-3
Stun
NECK
-1
Bind / Grab
-2
-3
Stun
SPINE
SHOULDER
-1
0
Bind / Grab
-2
0
Cover
Hold / Lock
Cover
Hold / Lock
Cover
Hold / Lock
-3
-1
Stun
Disarm
-3
-1
-2
-1
-2
Bind / Grab
Escape
Disarm
Bind / Grab
Throw
ELBOW
-1
ARM
HAND
TORSO
ABDOMEN
0
0
0
0
Escape
GROIN
HIP
-1
0
Nausea
KNEE
-1
LEG
-2
0
-1
0
-1
Escape
Escape
Escape
Escape
Disable
Hold / Lock
Lame (wing)
Escape
Disarm
Escape
Nausea
Disable
Broken (rib)
Nausea
Cover
Nausea
Stun
-2
0
Nausea
Cover
Escape
-3
-1
Lame (hip)
Lame (knee)
Bind / Grab
Throw / Sweep
-2
Disable
Hold / Lock
-3
Stun
Broken (joint)
Escape
Escape
-1
Lame (leg)
-2
Disable
Hold / Lock
Escape
FOOT
Escape
-1
Lame (foot)
Bind / Grab
Throw / Sweep
HEAD
VITALS
TORSO
VITALS
ARM VITALS
-3
-4
Full Knockout
-5
Lost Feature
-3
-4
-5
Internal Damage
-3
-4
-3
-5
LEG VITALS
Severed
Arm / Hand
Severed
Leg / Foot
-4
-5
Escape - Targeted area struck for only 1 Damage Level to bring an end to Bind / Grab or Hold / Lock effects, or a Cover (once you have won Initiative).
Bind / Grab - No damage caused. Targeted area (and/or weapon) immobile and controlled till Escape or release. Hold / Lock may then be attempted to same
target area at an ADJ # of 0.
Throw / Sweep - Full damage. Target falls (potential attackers Martial Skill Ranking # of feet away). Target must use a Combat Action to rise, unless they
have made a successful Acrobatics Roll that Round. If thrown far enough, they must use a Combat Action or their free Half Move to close.
Disarm - Half damage caused, plus weapon is forced or knocked from targets grasp. Must use a Combat Action to retrieve or draw new one.
Nausea - Full damage. Target acts at a negative # on dice rolls for a certain # of Rounds, both equal to ADJ # for attack.
Lame - Full damage. Target gets no more free Half Moves for that entire combat, target must use an extra Combat Action to move affected area till healed.
Cover - No damage caused. Target held at point of weapon. Potential instant damage (weapon damage plus Cover successes with standard multipliers
applying) till target wins Initiative and performs a successful Escape.
Disable - Full damage. If limb targeted, loss of limb use (half Movement only if limb is used for locomotion). Target must make a Vigor Roll at minus 2.
Failure allows only half Action Dice, success means only a minus 2. Physical actions outside combat suffer a minus 1 till healed.
Hold / Lock - Full damage. Targeted area immobile plus attackers Strength in damage caused per Round till Escape or release.
Stun - Full damage. Any successes that get through targets defenses negates equal number of Combat Actions. This can carry through to following Rounds.
Broken - Full damage. A joint or bone has been broken in the target area. Target suffers loss of limb use (half Movement if limb used for locomotion). Target
must make Vigor Roll at minus 4; success allows half Action Dice: failure allows no offensive actions, only half Action Dice, and causes 1D6 Stun.
Physical actions outside of combat suffer a minus 3 to rolls till successful medical treatment.
Full Knockout - Full damage. Target unconscious for 1-6 minutes.
Lost Feature - Full damage. A targeted feature of the head, neck, or face is permanently harmed in some way.
Internal Damage - Full damage. Target begins bleeding internally at the rate per Round equal to the number of successes that penetrated the targets defense,
till healed or dead.
Severed - Full damage. Targeted limb or section of limb violently separated from body. Target begins bleeding externally at the rate per Round equal to the
number of successes that penetrated the Targets defense, till healed or dead.
216
Basic Compendium
217
BOOK ONE
218
Basic Compendium
219
BOOK ONE
Skills in Combat
There can be several different types of abilities
used in a Combat Round. Some of these require a
Combat Action to be used from your Action Pool
while some do not. Below are descriptions of various
combat-related Skills often employed within a Combat
Round. There may be exceptions to these standards,
but the GM should rule on these exceptions on a
case-by-case basis.
Enhancement Skills
There are three different Skills that can boost the
effects of attacks, defense, and weapon use actions.
These are called Enhancement Skills, and not only
relate to game mechanics, but also add a certain
cinematic flair to combat as a whole.
1. Duel Dancing
2. Acrobatics
3. Fast Draw
Full descriptions of these Skills are in the Character
Creation chapter. Here is the essential information
on how they may be used in combat. Because these
Skills dont directly cause damage (merely enhancing
220
Duel Dancing
Characters can potentially improve their Martial Arts
Skill Rolls (for attacks and defense) during formal duels
by performing impressive displays of the techniques and
maneuvers of their martial art through the use of Duel
Dancing prior to actual combat. It is usually performed
in contest against another opponent using the same Skill
to determine who is the superior combatant.
In cases where two opponents have the Skill, both
combatants roll their Duel Dancing Action Dice and
compare successes. Every 2 successes a character scores
over his opponents add 1 die to his Martial Arts Action
Dice for the remainder of that duel only. New duels with
the same opponent would require a new Duel Dancing
Skill Roll.
The GM may allow Duel Dancing to be used in
various situations to complement other Skills (such
as Intimidation, Acrobatics, or Athletics). However,
Duel Dancing should not grant its regular bonus
Acrobatics
When engaged in combat, characters can use their
Acrobatics Skill not only to add amazing visual flair to
their movements and maneuvers, but also to improve
the success of their defense.
Characters with this Skill may roll it at any time
during a Combat Round, providing they have a
Combat Action available. If they are successful, the
total number of successes should be noted. Every
success rolled is considered to be a part of a pool of
successes usable for defense purposes only.
These can be used, individually or all at once,
whenever the player desires (either being added to the
successes rolled when making a defensive roll, or used
as if they were the results of a defense roll themselves).
They are used to negate, one for one, any opponents
attack successes for the duration of the Round in
which the Skill is performed due to the evasive twisting,
turnings, and flips used to confuse and misdirect an
opponent. Such Acrobatics successes could also be
used to help an Evade roll or Movement Skill rolls used
to avoid a dangerous event or situation.
This Skill is not considered a Movement Skill and
must be used in conjunction with a true movement in
order to achieve distance coverage. The true value of
Acrobatics is cinematic flair and defense. Characters
who use this Skill during a Combat Round should
describe the acrobatic flavor of their maneuvers
throughout the Round accordingly.
Fast Draw
Drawing or preparing any weapon (unsheathing
a sword, placing an arrow in a bow or crossbow,
drawing a loaded gun, producing a handful of hurling
disks, brandishing twin daggers, etc.) for individual
or Bundled attacks during a Combat Round always
requires the expenditure of one Combat Action. This
cost can be avoided with a successful Fast Draw Skill
Roll. If the character with this Skill succeeds, then the
weapon is available instantly at no cost. The weapon
may then be used normally as long as the character
has Combat Actions remaining.* Failure when rolling
the Fast Draw Skill indicates that the character cannot
draw their chosen weapon instantly and must spend a
Combat Action to do so. A successful Fast Draw Skill
Basic Compendium
Movement
Movement within the game is defined as any
ability that allows coverage of distance. Though
this may seem to be a very simple definition, it is
important to understand which abilities are and are
not considered movement. The Acrobatics Skill,
for example, is not considered a Movement Skill
because its function is not to carry the character
from one location to another but to alter the way
in which movement takes place for various effects.
Great Leap, on the other hand, is a Movement Skill
as it defines distance that can be traversed when
using it.
There are two different kinds of movement
in the game: General Movement and Movement
Abilities. Both types of movement take time to cover
the distance. The differences between them are
how much time is involved, how far the character
can travel, what Action Dice need to be rolled (if
any), and how many Combat Actions they cost to
perform. Either type of movement may be used to
initiate Travel, which is prolonged movement over
long distances and over a greater period of time
described in the Travel section of the Basics chapter.
General Movement
General Movement is a category of movement
shared by all fully capable Zoics. It represents a
basic distance that all characters may travel when
normally walking or running. Since all Zoics share
the same basic bipedal form, it is simpler to assume
the differences even themselves out (larger creatures
have a longer stride but are heavier, bulkier, and
often slower; smaller creatures may be swifter
and more agile, but have shorter legs and smaller
strides).
221
BOOK ONE
Walking
All Zoics (unless otherwise
disabled) move at a standard
rate of 30 feet plus their Agility
plus their Athletics Skill
Ranking (if any) per Round
(6 seconds) while walking at a
normal pace. Walking can be
sustained for a long period of
time (throughout an entire day
under normal circumstances),
requiring minimal rest. Taking
a Full Move while walking
costs 1 Combat Action.
They may choose to
move only half the distance
in a Round, known as a Half
Move, and sacrifice none of
their Combat Actions to do so
(though it is assumed that the
time needed to make any such
movements within the Round
is expended).
A Half Move is often
used to close distance at the
beginning of the Combat
Round, though it may be used
once anytime during the Round as the player sees fit.
Making a Half Move is not included in the number
of Combat Actions a character may make for that
Round and does not need to be rolled in order to
be performed. It is considered a Free Action. Once
this Half Move is used, a character must use at least
1 Combat Action for any further movement made
that Combat Round.
Running
All Zoics can move 3x their standard walking
rate while running. While characters can only run
for a number of minutes equal to their Vigor, they
only need to rest for 3 minutes before they can
continue running. Alternately, a character can slow
to a walk and catch his breath while on the move
but must do so for twice the amount of time that
it would normally take to rest. Taking a Full Move
while running costs 2 Combat Actions.
Jumping
All Zoics can also jump a height of 3 feet or
cover a distance of 6 feet (assuming a standing
jump). With a running start, that height is increased
to 6 feet and the distance to 12 feet. A GM should
feel free to adjust those figures for Zoics who are
either very small or very large, but should keep in
mind that huge Zoics will weigh considerably more
than small Zoics so the differences (as with running)
would likely balance themselves out. Certain
222
Movement Abilities
Movement Abilities allow the character to
traverse a specific distance in a special way or defy
gravity. Many of these Movement Abilities are listed
in the Animal Abilities section. Movement Abilities
use a Combat Action from the Action Pool for each
attempted use in a Combat Round. If the desired
distance falls within the range of the ability and there
are no other forces hindering the movement, the GM
may decide it is unnecessary to roll any Action Dice,
simply stating the move was a success. If, however,
the attempt is a Contested Action then it will be
necessary to roll for successes, perhaps at a penalty
if appropriate.
Blind Fighting
Situations will arise where characters will be
forced to fight while blind. This can be as a result of
fighting in absolute darkness or because a character
has been blinded in some way. In such situations,
those who are able to sense (and therefore target) an
opponents specific location will be able to attack that
opponent at an advantage. Characters that can sense
their opponents (with whatever appropriate Perception
ability they possess) may roll their normal Action Dice
to attack and defend, while those who cannot sense
their opponents may only roll half their Action Dice. If
a blinded character is able to successfully grapple with an
opponent, however, then he will only suffer a 2 penalty
to his Action Dice, but only for purposes of attacking
and defending against the grappled opponent.
Assassins often take advantage of total darkness or
employ blinding attacks during ambushes in order to
gain a great advantage over their targets. GMs should
keep in mind that Zoics have a wide variety of special
senses, some of which would allow them to sense
and target their opponents in total darkness or while
blinded (see Animal Abilities for details).
Basic Compendium
Range Modifiers
Firing or hurling ranged weapons can suffer
penalty modifiers to the roll unless they are fired at
short range (100 feet or less). These are the general
rules regarding range for use of the Throw Skill, Missile
Combat, Firearm Combat, or Artillery Combat:
Short Range: 0 to 100 feet at no penalty. For
targets attempting to close, it requires two Combat
Actions (standard movement) to cover from 50 to 100
feet at a run. Ranged weapons classed as Short, Middle,
Long, and Extreme Range can be used at this range.
Middle Range: 100 to 300 feet at a 1 penalty.
For targets attempting to close, it requires six Combat
Actions (standard movement) to cover that distance at
a run. Ranged weapons classed as Middle, Long, and
Extreme Range can be used at this range.
Long Range: 300 to 900 feet at 3 penalty. For
targets attempting to close, it requires 18 Combat
Actions (standard movement) to cover that distance
at a run. Only ranged weapons classed as Long and
Extreme Range can be used at this range.
Extreme Range: 900 feet to a mile at 4 penalty.
For targets attempting to close, it requires 60 Combat
Actions (standard movement) to cover that distance at
a run. Only ranged weapons classed as Extreme Range
can be used at this range.
As with all ranged weapons, only targets that can
be perceived can effectively be attacked, even if they are
within the range of the weapon. Please see the Standard
Weapon Ratings Table to determine the ranges of various
weapons.
When using the Artillery Combat Skill, a character
is often attempting to fire weapons at Long or Extreme
Range, thus taking the penalty modifiers mentioned
above for attempting to hit a specific target at that
range. However, for Artillery Combat, these penalties
can be offset by bonus modifiers that apply specifically
to artillery usage, such as cannons being fired at fortress
walls or during ship-to-ship combat. Successive attempts
to hit the same stationary target or moving targets give
increasing bonuses due to being able to gauge accurate
adjustments based on a previous shots outcome
(capped at three or more shots). Though successive
attempts are not cumulative (meaning that a third
attempts bonus is not added to the second attempts
bonus), the bonuses of being both a stationary target as
well as a target of a certain size are cumulative (meaning
that the secondary attempt to hit a target that was both
stationary and huge would apply the total of both
bonuses to the Artillery Combat Skill Roll).
223
BOOK ONE
ARTILLERY MODIFIERS
Stationary Target (1st attempt)
+2 Dice
+3 Dice
+4 Dice
0 Dice
+1 Dice
+2 Dice
+1 Dice
+2 Dice
+3 Dice
+4 Dice
Defense
In the SHARD RPG, regardless of whether you
are being attacked with fists, claws, melee weapons,
ranged weapons, guns, or even living suthra weapons,
you roll a certain number of dice to generate defense
successes that counteract, on a one-to-one basis, the
successes rolled by your opponent during the attack.
Making such a Defense Roll requires the use of one
or more Combat Actions. An attack against you
requires one or more Combat Actions to perform;
any defense you use requires the expenditure of an
equal number of Combat Actions to try and counter
the attack. Defense Action Dice are derived from
either your Evade Skill or from the primary combat
ability most appropriate for countering the attack.*
* Note: There may be modifiers to Defense Rolls as a
result of Stamina loss or environmental factors.
Evade Skill
You may always use your Evade Skill to prevent
yourself from being struck as long as you have enough
Combat Actions to do so. In order to accomplish
this, simply roll as many Action Dice as your Evade
Skill Ranking to generate the successes you need.
224
Taking Damage
The effect of any attack in SHARD is based on
how many attack successes are left after removing
defense successes rolled against the attack. Any attack
successes remaining after defense rolls are applied
are considered to have been damaging successes,
which means that you or your armor has taken some
damage from the blow. The numerical amount of
damage taken is referred to as Damage Levels.
Damage Levels taken (i.e. those points that were
not absorbed by the players armor value) should be
subtracted from the number in the Current Stamina
field on the Combat Tracking Sheet during combat,
and eventually updated on the Character Sheet once
the combat is over. Each successful attack that
causes damage to your character should be noted as
a wound on the Combat Tracking Sheet, along with
the damage amount, type of damage, and any lasting
effects. This data will be referenced later during the
healing process, since wounds can be healed on an
individual basis.
Basic Compendium
Armor Benefits
Once damage has been calculated for each
attack (which includes each individual strike made
in a bundled attack or using a special Maneuver),
then any benefits gained by armor worn by the
target of the attack may be applied to decrease
the number of Damage Levels taken. Here are the
important things to remember about armor, both
Body Armor (Animal Ability) and outfitted (worn)
armor:
The point value of both armor worn on the
person as well as Body Armor (the Animal Ability)
are added together, then deducted from the total
damage of each individual attack. For Bundled
maneuvers, count only those Combat Actions that
cause damage as an attack.
If the total armor value absorbs all damage
from an attack, the attack is considered nullified,
and no special effects occur from attacks made
using various Combat Maneuvers.
The maximum number of armor points a
character may benefit from at any one time (from
armor worn in addition to natural Body Armor) is
equivalent to the characters Strength.
The maximum number of armor points a
character may wear without penalty to Agilitybased Skills is equal to half the characters Strength
rounded up. For every point of armor worn above
225
BOOK ONE
226
Basic Compendium
Damage Summary
To summarize, when an attack succeeds follow
these steps:
1. Determine if it was a Full or Partial Success. If
only 1 of the attack successes remain after applying
the Defense Roll, then the attack was a Partial
Success. If two or more of the successes remain,
then it was a Full Success.
2. Determine how many Damage Levels were
caused. If a Full Success, then full damage is caused:
Full Damage = (Weapon Damage Level + remaining
Attack successes; x Success Multiplier). If the attack
was only a Partial Success, then half damage is caused
(half the full damage rounded up).
3. Determine whether the armor, if any, absorbed
damage. Worn and Body Armor, if any, is added
together and that same number of Damage Levels
is negated from each successful strike (i.e. subtract
the armor total from the damage taken from each
successful attack). Attacks that required multiple
Combat Actions to perform (such as Bundled
attacks) still allow the defender to apply their total
227
BOOK ONE
Armor Types
On Drdnah, metals are so incredibly rare that
an artisan would never consider using them for the
creation of defensive gear. A characters armor is
therefore fashioned from a wide variety of common
and exotic materials. For the purposes of game-play,
characters may wear anything they wish as long
as the GM agrees that a particular type of armor
material is available and that the characters have the
Strength it takes to bear the weight of that armor
without penalty. Characters wearing armor that is
heavier than what their Strength would normally
allow (anything with a point value greater than half
their Strength rounded up) will incur a penalty of
1 Action Dice per point of armor beyond that
allowable amount. This penalty applies to all Agility-
228
Basic Compendium
229
BOOK ONE
Weapons of Drdnah
On the world of Drdnah there are many
varieties of weapons used by the cultures of the
numerous countries. Since combat is, to a large
extent, a ritualized art form, the weapons used
while practicing such disciplines are artfully crafted
using unique materials found on Drdnah. The
inspiration for the forms and decorative elements
of these weapons are drawn from the shapes of the
native insectile life and from the eastern ornamental
styles imbedded in the psyche of the Zoics from
ancient times. Looking at examples of the weapons
of ancient India, Persia, Southeast Asia, and China
would provide an excellent resource for the basic
shape and function of Drdni weapons in all their
variety.
The main difference between Drdni weapons
and their Earth equivalents are the exotic materials
from which they are made. Metal is extremely rare
on Drdnah, found only in the smallest trace
amounts; it is never used to create weapons of any
kind. It would be like us making common cooking
utensils from diamonds and rubies. Some of the
materials available for weapons include lacquered/
polished wood (found in many varieties and degrees
of hardness), stone (usually attached to wooden or
Amber handles), chitin (large insect carapaces or
seashells carved into blades, throwing disks, and
other implements), Amber (molded into a variety
of forms), crystal (fashioned into swords, knives,
clubs, etc.), and living suthra (the most expensive,
often specialized living insect weapons, rare and
specifically bred to take many forms such as whips,
grenade-like nests, and stinging projectiles).
There are several considerations when choosing
weapons for your character. What type of weapon
do you want to wield? What size would you like it to
be? What substance, shape, and decorative look do
you want? How heavy a weapon can your character
handle based on his Strength?
See Weapon Types and Weapon Ratings below to
understand how these things relate to one another.
This information will tell you what you need to
know to use these weapons for combat. Essentially,
for most handheld weapons, stronger characters
can use bigger weapons that do more damage.
For Natural Weaponry (see Animal Abilities), your
Characters Strength determines the same thing.
For gunpowder weapons, the size of the weapon
determines the damage.
Weapon Types
Regardless of the wide variety of forms and
substances with which weapons are made, they fall
into five categories, described here with the Skills
needed to use them:
230
Weapon Ratings
Each weapon type has a rating that determines
the number of Damage Levels they cause (which will
be added to the full number of attack successes rolled
to achieve total damage taken). In the case of Melee
and Ranged Weapons, they also indicate the size of
the weapon and the Strength required to wield it. For
Ranged and Vaylah weapons, the rating also indicates
range. The Standard Weapon Ratings Table should be
referenced to determine the various ratings of the
weapons any character may use.
For Open Handed or Natural Weaponry, the
characters Strength determines the damage caused by
the attack.
A characters Strength determines what
size Melee, Missile, and Thrown Weapons (except
Siege Weapons) a character can easily wield. When
using these weapons, the characters Strength is the
maximum damage the weapon can cause in addition
to any additional levels or multiplier from successes.
Characters take a penalty of 1 Action Dice for each
size category their weapons rates above their Strength.
Missile and Thrown Weapons, Firearms, and
Artillery have various sizes, types, and ranges (see
Range Modifiers for details and restrictions). Firearms,
Weapon Descriptions
Now that you know how weapons function within
the rules, you can see that choosing a style of weapon
for its aesthetics and beauty is completely separate from
a weapons capacity for damage. This allows a player
to choose from a variety of unique and exciting forms
and materials that can apply to a favorite weapon type
without worrying about a specific weapons damage
potential. On Drdnah, the styles and designs of
weapons vary from culture to culture and are too
numerous to name here. Any of those styles can be
crafted from the broad range of materials listed earlier,
so you have a huge spectrum of possible weapons.
The inspiration for weapons comes from the
exotic regions of our own world: the Near, Middle,
and Far East. In general, in the northern (primarily
Sarpah) nations, the weapons tend to have designs that
imitate the styles of Bali, Indonesia, China, Malaysia,
Basic Compendium
231
DAMAGE LEVELS
1 to 3 levels
4 to 6 levels
7 to 9 levels
10 to 12 levels
1 to 3 levels
4 to 6 levels
7 to 9 levels
10 to 12 levels
1 to 4 levels
5 to 8 levels
9 to 12 levels
5 through 30 levels
5 levels
10 levels
20 levels
BOOK ONE
232
Blades
A good blade is the mainstay of any adventurous
tale of fantasy, but its the very heart of the warrior
archetype of Drdnah. And though the common
phrase May your crystal never shatter is thought
to refer to a crystal blade, the edged weapons of the
world are made of chitin, Amber, obsidian, and
even lacquered wood as well. The blades category
covers everything from the largest two-handed sword
Basic Compendium
233
BOOK ONE
234
Hurling Weapons
These weapons give the advantage of striking from
a safe distance. Unlike other missile weapons, such as
bows and Vaylah guns that require special instruments
to use and maintain, hurling weapons are generally
smaller and fairly self-contained. Not only can they
be hidden more easily on the body, but they can also
Basic Compendium
235
Vaylah Weapons
BOOK ONE
Suthra Weapons
These are the living weapons of Drdnah,
beasts used as knives, whips, missiles, and more.
As with suthra armor, it takes special training to
use these weapons since a sort of empathic bond is
236
Basic Compendium
237
BOOK ONE
238
Falling Damage
For every 10 feet of distance fallen, a character
takes 1d6 levels of Subdue/Fatal damage, representing
internal and external injuries.
Basic Compendium
Lightning Damage
Lightning damage produces random effects
depending on how close the strike came to the
character, and what area of the body was most affected.
Roll a d6 and check the table on the next page for the
result. Partial Strikes have effects on or near the nonvital extremities, meaning the bolt may have struck
within several feet of the character, actually touched the
character, or partially grounded through the character.
Full Strikes are centered fully on the body, causing
unconsciousness, significant damage, and sometimes
disfigurement. A Devastating Strike causes severe
239
BOOK ONE
Type of Strike
Damage
Additional Effects
Partial Strike
Partial Strike
10 levels Subdue
10 levels Subdue/
Fatal
Partial Strike
10 levels Fatal
Full Strike
20 levels Subdue/
Fatal
20 levels Fatal
40 levels Fatal
Full Strike
Devastating Strike
Poison Damage
Poisons are not uncommon on Drdnah. Not
only are several types of Zoics capable of producing
their own venom, there are several native creatures
(including most forms of living suthra weapons)
that also employ toxins of various kinds. At some
point players will either use or become the victims
of poisons. Fortunately, it is easy to generate several
types of poisons through the use of the Poison
Effects Table on the following page. This table is
also referenced in the Character Creation chapter for
purposes of creating venomous Zoics.
Many situations will likely arise where the
GM will want to randomly generate poisons for
different situations, including chance encounters
with native flora and fauna in the wild, as well
as specific situations where living suthra weapons
are used. The GM can either choose to use a few
dice rolls or make a couple of quick choices. These
poisons can usually be treated with two successful
Skill Rolls, the first being an appropriate Profession
or Knowledge Skill Roll (poisons, suthra lore, or a
medical knowledge of some kind) and the second
either a Dress Wound or Surgery Skill Roll. Success
at these rolls stops damage from continuing and
240
Deprivation Damage
Being deprived of the basic essentials of life can
cause physical harm to a character over periods of time.
Deprivation always causes Fatal Damage. Here are the
basic types of Deprivation Damage and their effects.
Air Deprivation: Literally suffocating or drowning.
In such a situation, a character begins losing Stamina
at the rate of 1 per Round until unconsciousness and,
finally, death is the result. The only exception is in cases
where the character has certain Animal Abilities (such as
Hold Breath) that may help the situation.
Heat Deprivation: (See Extreme Cold under Exposure
Damage page 243.)
Water Deprivation: No water intake for extended
periods. For each day without water or fluids, a character
loses 2d6 Stamina until unconsciousness, and, finally,
death is the result. The only exception is in cases where
the character has certain Animal Abilities (such as Water
Storage or Hibernation) that may help the situation.
Paralytic (3)
Sleep (4)
Necrotic (1 or 2)
Basic Compendium
241
BOOK ONE
Psychoactive (5)
Systemic (6)
242
Explosive Damage
An explosion causes damage depending on the
Size of the concussion and the Range of any target
from the center of the explosion. A character may
use a Combat Action to make a Full Move out of
the Range category they are currently in and into
the next. Moving beyond Far Range indicates the
EXPLOSIVES TABLE
RANGE
SIZE
SMALL
(grenade / small jar)
MEDIUM
(satchel / small
keg, or 4 combined
SMALL charges)
LARGE
(crate / large keg,
or 4 combined
MEDIUM charges)
CLOSE
MID
(within 30 / one full (within 60 / two full
move)
moves)
Damage = 12 levels
(Subdue/Fatal), Thrown
(see below) prone 10ft
away from center of blast.
Deafness for 1d6 Rounds.
Stunned (see below) for
1d6 Combat Actions.
Damage = 24 levels (Subdue/
Fatal), Thrown (see below)
prone 20ft away from center
of blast. Deafness for 2d6
Rounds. Disabled (see
below) in random limb.
Stunned (see below) for 2d6
Combat Actions.
Damage = 48 levels
(Subdue/Fatal), Thrown
(see below) prone 30ft
away from center of blast.
Deafness for 1d6 days. Lost
Feature or Severed Limb
(50/50 chance of either,
see below), Stunned (see
below) for 1d6 Rounds.
FAR
(within 90 / three
full moves)
Damage = 6 levels
(Subdue/Fatal), Thrown
(see below) prone 1ft
away from center of blast.
Deafness for 1-3 Rounds.
Damage = 3 levels
(Subdue/Fatal)
Damage = 12 levels
(Subdue/Fatal), Thrown
(see below) prone 10ft
away from center of blast.
Deafness for 1d6 Rounds.
Stunned (see below) for
1d6 Combat Actions.
Damage = 6 levels
(Subdue/Fatal), Thrown
(see below) prone 1ft
away from center of blast.
Deafness for 1-3 Rounds.
Damage = 24 levels
(Subdue/Fatal), Thrown
(see below) prone 20ft
away from center of blast.
Deafness for 2d6 Rounds.
Disabled (see below) in
random limb. Stunned (see
below) for 2d6 Combat
Actions.
Damage = 12 levels
(Subdue/Fatal), Thrown
(see below) prone 10ft
away from center of blast.
Deafness for 1d6 Rounds.
Stunned (see below) for
1d6 Combat Actions.
Throw / Sweep - Target falls. Target must use Combat Action to rise.
Stunned - Targets number of Combat Actions decreased as indicated.
Disable - Loss of randomly chosen limb use (half Movement only if limb used for locomotion and 2 or half Action Dice used for any
applicable Skills). Target must succeed in a Vigor Roll before attempting any action (except Defense) till healed, success means
2 Action Dice for that Round and failure indicating only half the Action Dice, due to pain.
Lost Feature - Randomly chosen feature of the head, neck, or face is irrevocably harmed in some way.
Severed - Randomly chosen limb or section of limb violently separated from body. Target begins bleeding externally at the rate of 1
level per Round till healed or dead.
Basic Compendium
243
Exposure Damage
BOOK ONE
RECOVERY TABLE
HEALING RATE BY TYPE
DAMAGE TYPE
NATURAL (TIME)
DRESS WOUND
SURGERY
MAGICAL
SUBDUE
FATAL
CHARACTERISTIC
4 levels / week
4 levels / success
1 levels / success
8 levels / success
1 level / week
1 levels / success
4 levels / success
8 levels / success
1 point / week
1 point / success
1 point / success
2 points / success
244
Basic Compendium
Ship-to-Ship Combat
(Skyships and Water
Vessels)
In a world where ships of all shapes and sizes
glide across sparkling emerald waters and through
the cloud-filled amber skies, battles are constant.
Here we present the basics of ship-to-ship combat.
With the arrival of cannons on the scene, ship
battles became terrifying and messy affairs. With
this escalation in weaponry, boarding an enemy ship
became a complicated affair, as even a short exchange
of cannon fire could result in massive damage to a
valuable vessel and her crew.
On the following page begins a list of the common
types of ships found on Drdnah; though there are
many other kinds, the basics for their functionality
can be generally derived from these. No two ships are
exactly the same, and some may be outfitted to be
faster, better armored, and even more maneuverable,
depending on the work that has been done to it. In
general, however, each ship will have these Attributes
that will be important during any combat:
245
BOOK ONE
Types of Ships
Skiff (landing party /escape vessels)
Maneuver: 5
# of Cannons: 0
Speed: 6
Integrity Points: 100
246
Basic Compendium
Chase Phase:
The Chase Phase consists of each ship
alternating between attempting to skillfully
maneuver (either across the water or through the
sky) so as to gain advantage and then engaging
each ships capacity for speed. All of this is done
in an attempt to gain distance, either in an effort
to escape from or to pursue an enemy. Steps 1 and
2 of this phase are repeated until one or the other
gives up, the pursuer loses sight of the target ship,
or the distance between them becomes one mile or
less, at which point the Combat Phase may begin.
If the target ship makes no attempt to flee, the
Chase Phase becomes unnecessary.
The chasing ship must maintain visual contact
with the target ship during the Chase Phase.
Whenever the fleeing ship gains distance, the
chasing ship must make a single visual Perception
Roll with all appropriate range and environment
modifiers to keep track of it. Usually this is done
by the Ships Lookout (the crew member with the
best visual acuity).
247
Maneuver: 3
Speed: 4
# of Cannons: 0-25 Integrity Points: 500
Integrity Point Distribution
Armorable:
General Prow, Cabins, and Infirmary - 50
General Mid Hull - 50
General Aft and Command Quarters - 50
Crystal Works or Rudder Works - 75
Powder Stores - 75
Masts - 60
Non- Armorable:
Sail Cloth - 25
Rigging - 25
Crystal Banks or Below Waterline - 90
BOOK ONE
Combat Sequence:
Each Combat Phase lasts for roughly one minute
and consists of 4 steps (detailed below). This series
of steps continues until the combat ends as a result
of surrender, an effective retreat, or either ship being
crippled or destroyed. After closing distance in the
Chase Phase, ships are considered to be at Extreme
Range and subject to the appropriate modifiers.
1. Maneuvering for Advantage: Each vessel makes
a single Driving (Nautical or Aerial) Skill Roll
(preferably the pilots or captains) + the Maneuver
Action Dice of the ship, to which the Natural
Leader Action Dice of one of these characters may
be added. Once each vessel has rolled, compare
successes. The difference becomes added as Action
Dice to the winners Artillery Combat Roll (for their
cannon attack) or their Defense Roll. In addition,
whoever rolled the most successes wins Initiative
that Round, which means their single attack for
that Round is rolled and resolved first.
Alternately, a ship may use this roll to try to
close range or to flee outside of Combat Range
(essentially restarting the Chase Phase). Using your
success in this roll to close will sacrifice the use of
the successes as a bonus to the Attack or Defense
Roll, though range penalty modifiers will decrease.
Successful closing will move the ship from Extreme
to Long Range, Long to Medium Range, and so on.
If both ships are trying to close, they will move from
1 = Sails
1-2 = Sails
1-2 = Sails
1-2 = Hull
248
2-3 = Prow
3 = Hull
3 = Hull
3-6 = Sails
4-5 = Aft
4-6 = Aft
4-6 = Prow
6 = Hull
Prow
1-4 = General
Prow (general
damage to the prow of
the ship)
5 = Forward
Skiffs (damage to one
6 = Powder Stores
5 = Command
Quarters (damage
4 = Aft Skiffs
Aft
Sails
1-3 = General
Mid Hull (general
Hull
4-5 = Rigging
6 = Masts (one of
(damage to some
area of the ships
rope rigging, with a
1-in-6 chance of an
NPC falling from the
rigging. If this areas
Integrity Points reach
zero, the ship loses 1
Maneuver ranking and
1 Speed ranking)
4 = Below
Waterline or
Crystal Banks
(damage to the area
of the ship that keeps
it afloat. If this areas
Integrity Points reach
zero, the ship begins
to rapidly sink or fall,
either way generally
ending in disaster.
Basic Compendium
249
5 = Crystal
Works or Rudder
Works (damage to
the either the complex
crystal gear-works that
operate the sky crystal
dampening sheaths
or the rudder works
themselves, either of
which affects the ships
maneuverability. If
this areas Integrity
Points reach zero, the
ship loses 1 Maneuver
ranking)
6 = Powder Stores
(damage to the Vaylah
powder storage area
used for the cannons.
If this areas Integrity
Points reach zero it can
cause a 200 Integrity
Point explosion that
will affect first the
General Aft and
Command Quarters,
then the General Mid
Hull, and finally the
Crystal Works, and will
immediately kill 1d6
NPCs)
of the forward-deck
skiffs, which should be
tallied later on its own
sheet)
6 = Cabins and
Infirmary (damage
Ship:
Driving:
Captain:
Artillery:
BOOK ONE
Armorable: (Armor =
General Prow, Cabins, and Infirmary General Mid Hull General Aft and Command Quarters Crystal Works or Rudder Works Powder Store (if applicable) Masts -
Maneuver:
Speed:
Cannons:
Non- Armorable:
Integrity:
Notes:
Ship:
Driving:
Captain:
Artillery:
Armorable: (Armor =
General Prow, Cabins, and Infirmary General Mid Hull General Aft and Command Quarters Crystal Works or Rudder Works Powder Store (if applicable) Masts -
Maneuver:
Speed:
Cannons:
Non- Armorable:
Integrity:
Notes:
Ship:
Driving:
Captain:
Artillery:
Armorable: (Armor =
General Prow, Cabins, and Infirmary General Mid Hull General Aft and Command Quarters Crystal Works or Rudder Works Powder Store (if applicable) Masts -
Maneuver:
Speed:
Non- Armorable:
Integrity:
Notes:
250
Cannons:
Basic Compendium
251
V. Ritual Magic
Ljwe emptied the silken pouch into a deliriously green fire. Tishnian herbs flashed to cinders; dried seeds
cracked like fireworks. Smoke welled from the engraved Amber bowl, drenching the study with a dappled spice
perfume. It was the last preparation Ljwe could make. His time had run out.
He knelt in the center of a labyrinth rug and draped his rams horns with ceremonial silk. His eyes closed. The
discipline of trance unfurled. Chants came to his lips like familiar, foot-worn paths, each word a wingbeat flicker in
the crystals that surrounded him. His mind forgot the weight of flesh. He stepped into the Dream Realm.
Here the spice perfume became a braid of ribbons that traversed an iridescent sky. He walked this path
through sleeping clouds toward a distant rise in the landscape. It was a steep-sided crystal plateau, and as it neared,
threads of red foliage twined around him. These were no entrapments. They were painted illumination. He had
walked into a dream of ornate Tishnian manuscripts a tranquil place for a learned sirhibas to undertake her
most challenging ritual.
She was there on the plateau, a pale grey spot framed by knotwork illumination. Rasklseh was a turtledove
of elegant bearing. Ljwe had seen her once when he was younger, and because of her reputation had hoped never
to do so again. But now she gathered strength to call up a demon. The threat to the province was terrible. Ljwe
could not hesitate.
Without announcing himself, he recalled the ancient tragedy of the Yura Temple and the fire that once
devoured so many priceless scrolls; and the remembrance took form, igniting the plateau in an instant. Ljwe
became a titan column of smoke that rose above it. He glared as below him the manuscript dream blackened to
embers and ash.
But he had not taken Rasklseh by surprise, nor expected to. She lifted two slender wings above the flames.
Her feathers wove into a paper lantern, a frail, weightless thing that lifted on the hot air. Transformed, she danced
without effort above the churning fire, floated past his great, smoky face. There was an inscription on the paper
lantern. It read Sanctuary is Peace in dream-letters. One of the oldest sirhibas chants.
This isnt going to be simple, thought Ljwe. But if she believed him to be as clumsy as this, she might turn
careless. It was a splinter of a chance. He cast away his inferno shape in a vast ring of smoke, and replaced it with
the jagged form of something long and winged and spiny. Like a streamer he darted around the paper lantern,
slowly closing in for the kill.
252
Being a Sirhibas
Magic Rituals
There are four general Magic Rituals your
character may possess:
1. The Ritual of Healing
Performed by healers, this ritual is used to
restore the mind, body, or spirit. It is the least
dangerous of the magical arts but can be rather
taxing for both the healer and the patient.
2. The Ritual of Dreamwalking
Performed by seers, this ritual allows the
Roleplaying Magic
Its important to keep a few points in mind
when playing a sirhibas or when GMing magic in
the world of Drdnah:
Magic should never be commonplace. It
should always be treated as miraculous and aweinspiring, even by the sirhibasi.
Performing magic rituals takes a lot
of time. This time is used to gather all the
necessary materials: incense, crystals, prayer
bowls, meditation beads, etc. The sorcerer must
also draw the correct mystic sigils on the ground.
Prayers and incantations must be chanted until the
sorcerer enters a meditative trance. Magic is never
performed on the fly or in the midst of combat.
Certain magic rituals require or allow the
sorcerer to send his spirit, or duhma (doo-HAmah), into the mysterious and ethereal Dream
Realm. There the sorcerer can direct and control
the powerful flow of magic needed to achieve
miraculous effects. Similar in concept to the astral
plane, nothing in the Dream Realm is physical
or fixed. Dream reality itself can be constantly
shaped and reshaped to suit a sorcerers whim; it is
literally the stuff dreams are made of.
Magical rituals are not always dependable.
Magic forces and magical entities are capricious
and unpredictable. Every time a magic ritual is
used, the experience should be different. Its up
to the GM to insure that the use of magic never
becomes humdrum or ordinary. Every time a
sirhibas uses magic, there should be an element
of risk involved.
253
BOOK ONE
Performing a Ritual
Regardless of the type of magic, there are several
essential steps that occur every time a magic ritual is
performed:
Step 1: Preparing the Ritual
Step 2: Initiating the Ritual
Step 3: Controlling the Magic
Step 4: Concluding the Ritual
254
Magic Disciplines
Every time you attempt to take an action while
using a Magic Ritual, you are considered to be using
a Discipline. This requires a roll of your appropriate
Using Disciplines
Your use of Disciplines during Magic Rituals is
limited by the need to rest. The number of Disciplines
you may use is equal to your Essence plus the levels
you possess in the Mystic Talent. Thus, if your Essence
was 7 and you had 4 levels of the Mystic Talent, youd
be able to perform up to 11 Disciplines during your
Rituals before rest became necessary.
Every different type of action you attempt to
perform during a Magic Ritual is considered a use of
a unique Discipline and counts toward the maximum
number youre allowed. Performing the same type
of action (even later in the ritual) does not require
the use of another Discipline and would not count
toward your maximum.
Exactly what constitutes the use of a unique
Discipline is for the GM to decide, but here are
some examples of actions that would require the use
of a Discipline:
Entering a ritual trance and coming into the
Dream Realm.
Attempting to have a vision of the past, the
present, or the future.
Attacking one or more opponents.
Defending against magical attacks.
Creating a magical ward or illusion.
Defeating a magical ward or illusion.
Healing wounds.
Summoning one or more creatures.
Controlling summoned creatures.
Banishing summoned creatures
Attempting to dominate an opponent.
The rule of thumb when deciding what
constitutes a completely unique Discipline is to
Basic Compendium
255
BOOK ONE
Standard
Challenging
Difficult
Very Difficult
Extremely Difficult
Almost Impossible
-1 Dice
-2 Dice
-3 Dice
-4 Dice
-5 Dice or higher
256
Characteristic Rolls
Another type of dice roll you may be asked to make
during the course of a ritual is a Characteristic Roll. Such
rolls are sometimes used during a ritual to help determine
the effects of the powerful magic on either the sorcerer
or others who may be similarly affected. A Characteristic
Rolls Action Dice are:
Characteristic Roll Action Dice = Current
Characteristic Ranking
Basic Compendium
257
BOOK ONE
Imagination Is Key
True to the spirit of the SHARD RPG, the most
important rule when using magic on Drdnah is to
let your imagination take center stage. Rules are not
as important as having fun. The very fabric of the
Dream Realm demands a creative mind to successfully
manipulate it. If you can imagine it, then you can do it.
Thats the guiding principle for confrontations in the
Dream Realm.
GMs should consider playing mood music
during magical sessions. This will greatly enhance the
experience. Imagine it as you would a scene in a great
258
Magical Combat
All users of Magic Rituals have the power to touch
and enter the Dream Realms while performing their
magic. Being within the Dream, or even at its edge while
in a state of trance, puts a character in a unique position
of vulnerability. Spirits, Demons, Elementals, and of
course other sirhibasi wander the Dream Realms, and
can sometimes see, interact with, and perhaps attack
another character they may encounter. There are some
similarities between combat in the physical realm and
magical combat in the Dream. In both cases, combat
progresses in Rounds. You attack and defend by rolling
appropriate Action Dice. And finally, your goal is to
cause enough damage to your opponent to defeat him.
Where physical and magical combat differ most is in
your amazing ability to use the essence of the Dream
Realm to create any imaginable effect. The very fabric
of reality is yours to command! You can form weapons
out of thin air, shape shift into any creature you can
imagine, call down bolts of lightning or columns of
flame, imprison your enemy inside a massive crystal; the
only limit is what your imagination can conjure up.
Initiative
When combat begins, everyone involved in the
battle determines Initiative by rolling 1d6 and adding
their Essence plus their Mystic Talent levels to the result.
This is your Initiative score for that particular Round
of magical combat. You roll Initiative every Round of
combat until the battle ends.
Everyone acts in order of Initiative, from highest to
lowest. In the case of ties, actions are considered to be
simultaneous. So even if your opponent causes enough
damage in a tied Round to defeat you, you still get to
counterattack before you are hurled out of the Dream
Realm.
Basic Compendium
Special Attacks
As previously stated, nothing in the Dream Realm
is physical or set; its all raw magical essence that you
shape however you wish. Every attack you perform
in the Dream Realm, therefore, is considered to be
a manifestation of your magical ability and will. In
the Dream Realm, your will can harm an opponent,
bind him, confuse him with illusions, or possibly even
control him. Here are a few guidelines for using such
effects.
Binding
Instead of damaging your opponent, you have the
option of binding him. Binding an opponent can take
whatever visual form you decide. It could be something
as simple as ropes or vines entangling your foe, or more
elaborate bonds such as imprisonment inside a crystal
or a sphere of water, fire, or ice. If you choose to bind
your opponent, you must announce you are doing
so and then make an Attack Roll at the appropriate
Difficulty Modifier. If your opponents Defense Roll
does not completely negate your attack (you must score
at least a Partial Success after your opponents defense
successes have been subtracted), then your opponent
has been successfully bound.
Your bound opponent gets to roll his Defense Roll
every Round he is under the effects of a binding until he
either breaks free or is defeated. You roll an opposing
Attack Roll (at the same penalty as the original attack)
in order to keep him bound. If your opponent rolls
more successes than you, then the binding is broken
and your opponent is free to take action that Round.
If your opponent does not break the binding, then
he cannot take any action that Round. All a bound
sorcerer can do (besides standard defense) is continue
to try and break free of his binding.
You can continue to attack your bound opponent
in following Rounds, but theres a catch. Since such an
attack is a constant struggle of wills, you may only attack
your bound opponent. The moment you attack another
target, any bindings you currently have in effect dissolve
and your bound opponents are instantly freed and may
take their actions normally for the Round.
It is possible for you to try and bind multiple
opponents at once. The attack is considered a Bundled
Action and you make a single roll of Action Dice
to attack all your opponents. Penalty modifiers for
attacking multiple targets should be applied. Every
target gets a Defense Roll to avoid being bound. If you
259
BOOK ONE
260
Basic Compendium
261
BOOK ONE
262
Basic Compendium
263
BOOK ONE
Sirhibasi in Society
On Drdnah, ritual is of great importance, and
since sirhibasi have the talent to create magic from
rituals, they are generally treated with a mix of respect
and fear. Often at an early age, these individuals
display a talent for manifesting some supernatural
ability or power; perhaps prophetic dreams or
waking visions, the ability to heal others by the mere
laying-on of their hands, a strange affinity for native
animal life, or even the inexplicable way in which
their simple desires became reality with very little
apparent effort of their own.
Regardless of the caste one may be born into,
those who are found to possess this natural talent are
often taken aside to be tutored by those who have the
knowledge to do so. Jnah not born into the Warrior
or Holy Caste who are recognized as having such
abilities are sometimes taken into the houses of lords
or into folds of the temples to be trained formally
in these mystic arts. It is not unknown for a peasant
or merchant to possess such talents and be sought
after by fellow Caste members or even other, more
insidious agents. Because society regards Outcastes
as existing without the same blessings of the Devah
conferred to those of true Caste, any Outcaste seen
to display such talents are often assumed to have
264
The Duhma
The duhma is the Drdni name for the spirit
or soul. Its the thing that sets the jnah apart from
all other living creatures of the world as children of
the Devah. The duhma is believed to be able to
leave the body of a sirhibas while in ritual trance
and pass into other realms as the ritual takes place.
When the body dies, according to most of the
ancient holy texts, the duhma escapes, passing
beyond the Veils of Dream, to dance for a time with
the Devah on the Edge of Heaven. Eventually it may
one day be reincarnated back into the Great Cycle
of Life and Death.
The duhma is considered to be a gift from the
Devah, offspring of the Great Mother and the Great
Father, who breathed life and soul into them so long
ago. As a gift, it must be carefully guarded by prayers
and meditation, the only sure way to protect it from
the hungry eyes of the demons that look down
Basic Compendium
Prna
Flowing through the duhma as blood flows
through our veins, emanating from the spiritual
heart of the Elements, passing through all things
both in the waking world and within the Dream,
there is a mystical energy called prna. Sirhibasi
of all kinds know this energy, the fountain of the
life force itself, calling upon it in ritual as well as
inscribing tattoos on their bodies designed to help
them focus and manipulate it.
When visible, it is often seen as liquid golden
light emerging from the body or even from thin air
near the sirhibas engaged in acts of ritual magic.
During many healing rituals, prna can even be seen
to flow from the fingers of the healer as it travels
across the body of the patient, filling wounds and
healing them with its miraculous light. It is said
to come from the living essence of the sirhibasi
themselves. Its very existence is considered testimony
to the power of the Devah. Prna may not always
appear in this way, and may seem different if coming
from a strange or malignant source.
Some similar energy must also flow through
demons, though of a very different origin, giving
them much of their awesome and terrible power.
The Dream
Somewhere between the Real World, the Edge
of Heaven, and the void of Narkah, lay the mystic
Veils of Dream. It is a place of shifting colors within
an opalescent sea of scintillating grey mists. Many
ancient holy texts speak of this place as being the
living dreams of the Devah themselves, while others
refer to it as a part of the Great Sea Saln, from
which all existence flows and across which the Great
Mother and Father fled to escape the Devourer.
The Dream can be experienced as a region
of swirling light and shadows and can only be
reached through portals opened during sleep and
ritual trance. Here, the thoughts and desires of all
intelligent beings take form as they play out their
fears, hopes, desires, and fantasies during slumber
or the deepest of trances. Because of this, many
sirhibasi seek their visions here, looking beyond
the boundaries of the Real World, searching for
answers that may evade them. All magic rituals seem
to tap into, contact, or even cause the sirhibas to
enter into the Dream in some way (the most notable
being the Ritual of Dreamwalking, detailed later).
It is thought to be the source of all magical power.
265
BOOK ONE
266
Basic Compendium
267
BOOK ONE
268
Basic Compendium
Healing
Lets start with the least dangerous type of magic,
the mystic arts of a healer sirhibas. Ritual Healing
refers to the arts of mending the mind, body, and even
the spirit, purely with the power of magic. The healer
sirhibasi (usually referred to simply as healers) are
often, though not always, of the Holy Caste. They
seem to draw from their very own vitality in order to
restore the health of their patients, as can usually be
seen by the degree of exhaustion after any particularly
demanding ritual. Such acts of magic often include
meditative chanting, the laying-on of hands, the use
of crystals to focus their power, and sometimes even
deep trance. During these rituals it is not uncommon
to see glowing, golden prna, the radiant essence of the
sirhibas life force, flow forth from the hands or eyes
of the healer, bathing the wounds of the patient in its
healing warmth.
The ritual commonly performed by healer sirhibasi
is simply known as the Ritual of Healing. Though it is
essentially less risky than many other types of magical
rituals, there is always a chance that perils may arise. As
noted earlier in the Magic Difficulty Modifier Table,
a healer can achieve numerous effects by performing
various Disciplines within this ritual, namely:
Gathering up the golden, glowing energy of prna,
usually used to begin the ritual. Though this heals no
damage itself, the mystic properties of this visible power,
flowing from the hands or mouth of the healer, can stop
continued bleeding and can even restore consciousness
in some cases. Being an easy Discipline used to initialize
the ritual, it is generally performed with no Difficulty
Modifier.
Entering the Dream (usually just the edges of the
Dream Realm), for the purposes of conducting the more
spiritual aspects of healing. Most healers, when deep in
ritual meditation, may see their patient as if standing
within the misty edges of the Dream Realm, but may
use their Magic Ritual Skill roll to go fully into Dream if
they feel it might aid them in the healing attempt. This
is more difficult for them to perform than a seer, at a
difficulty of 1. Being in the Dream (or even at its edge)
puts any sirhibas at risk of coming into conflict with
other beings there. This may require healers to either
defend themselves (at a 2 difficulty modifier), or attack
in return (at a 3 difficulty modifier), neither of which
they will achieve as easily as a seer.
269
BOOK ONE
An Example of Healing
Following a dramatic fight between a group of comrades
and a mad hermit monk who lived in an abandoned temple
high in the mountains, a brave warrior lays gravely injured.
Having traveled there with a mystic healer priest, the goals
had been to confront the strange monk (rumored to have had
a hand in the disappearances of local villagers), discover what
villainy may have actually occurred, and help cleanse the
temple using holy ceremonies. The group had made a grisly
discovery, since it seemed that the hermit monk had been
committing terrible sacrificial murders. The chambers below
the temple ruins had become a slaughterhouse filled with the
bodies of villagers and unwary travelers!
From the sinister shadows the crazed monk (a black
adder) emerged, wielding an ancient-looking, chipped crystal
dagger that seemed to glow with an unholy inner fire. Terrified,
the party did battle with the Sarpah monk, who seemed to
have supernatural strength and a horribly twisted visage. In
the end he was defeated, but one of the group (a female fox
Honor Guard) was terribly wounded by the monks glowing
crimson knife. She now lies unconscious and bleeding!
Since my baboon character is the only magical
healer in the group and the GM has said that our
attempts to bind the foxs wounds seem unable to stop
the flow of blood, I let the GM know I want to make
a Knowledge (magic theory) roll to see if my character
knows whether the copious bleeding might be due to
some terrible enchantment placed on the dead monks
evil-looking crystal blade. With a successful roll, the
GM informs me that it is very possible that some dark
270
Basic Compendium
271
BOOK ONE
272
Dreamwalking
Basic Compendium
An Example of Dreamwalking
This scene takes place in a private meditation chamber of
the seer of the House of Satyr (an old sirhibas owl character).
The Aryah of her house had called upon her earlier in the day
to go into Ritual to seek information that might lead to the
discovery of an assassin that his informants have heard may
be about to make an attempt on the Aryahs life. There has
always been bad blood between our House of Satyr and the
House of Rjyat, another House from a rival Line of the city
in which all involved dwell. If anyone close were to send an
assassin, it would be someone from the House of Rjyat. But
the real questions are who, why, and more importantly
when. The lord Satyr believes that the aged and respected owl
seer may be able to find these answers in Dream. The only way
to do that is to secretly break through the magical wards that
no doubt surround the palace of the lord Rjyat.
The other player characters (those who may be
involved in foiling this assassination attempt) will be
gathering together with me in the chamber in the
hopes of somehow taking advantage of what Im about
to do. If Im lucky enough with my rolls, I can include
them in the vision, and they may find clues that could
save our lords life.
As a seer of our House and Line and a member
of the Sunborn (noble High Caste) myself, I happen
to enjoy the honor of having some servants at my
beck and call. I ask the GM if there are such servants
currently in attendance to my needs and Im told that
the Aryah has assigned several to me this night to
273
BOOK ONE
274
Basic Compendium
275
the tea you said you made for them all, making it
only a 2. Youll need to roll once for each person.
All of these rolls together will count as the use of
another single Unique Discipline.
Owl: Minus 2 dice for each roll?!? What if I
dont make it? What happens to them?
GM: They will remain in a state of pseudotrance for the rest of the ritual but will not experience
any of the sights and sounds enjoyed by those whom
you succeed in bringing in. Go ahead and roll for
each of the other characters individually.
BOOK ONE
276
Endowment
Ritual mages attempts to affect the apparent
attributes of the world around us, changing, increasing, or
diminishing aspects of reality in some way. This practice is
called Endowment, so named because the sorcerers seek
to endow their target with various properties, whether for
good or ill. Though forms of meditation and chanting
play a major role in the creation of such magics, it is highly
common to find mage sirhibasi (or simply, mages) using
small carvings, sculptures, or other such representations of
the subject they wish to alter or affect. During ritual, within
the minds eye, the mage conjures images of that which is
to be affected and uses various fabricated components to
coax reality toward that desired state.
Permanent changes can be made in some cases, and
elaborate illusions woven in others. Often, depending
on the strength or desire of the individual sirhibas, the
changes wrought upon something or someone will
eventually vanish, revealing the truth beneath. There are
tales, however, of such alterations lasting for years on end,
even surpassing the life of the very mage who cast them; a
blessing or curse upon that which has been affected.
The ritual commonly performed by mage sirhibasi
is often simply known as the Ritual of Endowment. The
magic of Endowment seeks to manipulate and change
the things around them, essentially endowing these things
with properties real or illusory, positive or negative. Items
might be made to carry various strange properties or
subtle powers; places may be protected by various types of
Wards; people and creatures may be blessed or cursed with
gifts and apparent defects of all kinds; the surrounding
environments, even the weather itself, could be affected.
The examples of such magics are too numerous to give
a full description here, but well attempt to lay out some
basic Disciplines that might illustrate several different uses
for these endowments, namely:
Drawing energy from the basic elements, or
from ones own spirit, to prepare a focus object, being,
or place to receive the Endowment. The meditative
trance required to do this is the necessary first step in the
Ritual of Endowment, and allows the mage to become
spiritually attuned to whatever she wishes to place an
enchantment upon. Each of the four elements has its own
unique properties, which will then be associated with the
Endowment about to be performed. Rolling well during
this stage should inspire the GM to provide bonuses during
later stages of the ritual. Being the simplest Discipline used
to enact the ritual itself, no Difficulty Modifier is usually
applied.
Basic Compendium
277
BOOK ONE
278
An Example of Endowment
We begin at the secured edges of a vast battlefield, in an
encampment of many tents whose silk pennants glitter as they
flutter under the glow of the two largest moons. There have long
been hostilities at the borders between Tishnia and Gilrhi, and
recently a push across the Natha River to expunge Tishni settlers
there has led to a series of violent conflicts with heavy casualties
on either side. General Hlkar, a powerful tiger and commander
of the Eastern Legions of Tishnia, had been severely wounded
in a recent battle.
In barbarous regions such as these along the border, there are
no priestly mystic healers at our disposal but at least the Sunborn
doctors and surgeons assigned to the Generals command know
their trade well, as do I, the fox Marz, a mage sirhibas from the
noble Line of Thhadhima. This is why, once the grim surgeons
have done their deeds and the last of the stitches have been pulled
tight across the wound in our Generals striped hide, I am called
into his tent for a private council.
General Hlkars injuries, though they no longer threaten
his life, have left him terribly weak and unable to endure standing
tomorrow, much less riding his war chariot to lead our army into
battle. He knows what I am capable of doing for him, though
I have no healing hands. And despite the temporary nature of
what I will attempt, and the risks of failure, the morale of the
soldiers is of utmost importance. Not only must our beloved
General be able to stand as a symbol of honor and bravery, but
the superstitious Gilrhi invaders must cower in fear and misery
so that our troops will prevail in tomorrows coming battle at the
Ford of Ingr. The General has faith that I can accomplish this.
Its going to be a very long night...
Basic Compendium
279
BOOK ONE
280
Basic Compendium
Summoning
Ritual Summoning refers to any magics used
to send ones spiritual will out in an attempt to
call forth suthra and various supernatural entities
from wherever they may reside, commanding them
to appear before the sirhibas, and even giving the
summoner some level of control over that which was
called. Those who can do this are called summoner
sirhibasi (simply called summoners), and their art is
ancient and often feared. These sirhibasi can call up
swarms of deadly suthra or shades of the dead, spirits
of the elements, or even chitinous demons from the
depths of Narkah. However, perfect control is not
always achieved.
The ritual commonly performed by summoner
sirhibasi is appropriately known as the Ritual of
Summoning. Of all the magical rituals attempted
across the face of Drdnah, none are as rare or as
dangerous as those of the summoner. By calling out
across the Dream, through the Web of Life, or into the
very heart of the worlds essence itself, spirits, demons,
suthra of all kinds, and even elemental powers can be
summoned forth and potentially controlled to do the
bidding of the sirhibas.
281
BOOK ONE
282
Basic Compendium
283
BOOK ONE
284
An Example of Summoning
This scene begins within the fortified walls of the House
of Stasang, of the Royal Line of stsah, as our beautiful city
of Ysuyah in western Visedhrah is besieged by rival Lines
from the east. Our beloved Prince of this region was labeled
a traitor to the Jade Throne of Benng, and now the High
Prince wishes to cleanse this city of the traitor and all Lines
and Houses that support him. I am Yarazmn, a lithe female
cobra and a summoner sirhibas in noble service to the Aryah
Stasang, and even now I sit in ritual atop the tallest tower of
my lords resplendent palace.
For days we watched as the armies of the east battered
against our city walls, hoping that our forces could withstand
the attacks of the High Princes armies. Unfortunately, the
forces of the Jade Throne are vast and well-supplied, and
eventually the city walls crumbled before their might; the
battle raged inward toward the walled Nobles Circle and the
palaces of the individual lords themselves. In the air above,
Basic Compendium
285
BOOK ONE
286
Basic Compendium
287
BOOK ONE
288
Basic Compendium
289
VI. Bestiary
Drdnah is a world teeming with indigenous life of many different varieties, as well as demons
and other supernatural entities that originate from the Realm of Dreams. These creatures are in
evidence all around, both in the wild and as domesticated beasts called suthra. As for the supernatural
beings, such as demons, spirits, and elemental entities, they act as guardians, servants, and soldiers
to the sorcerers who summon them from their mystic dimension, or as terrible foes hiding in the
dark places of the world for the unwary to stumble upon. Below is a collection of the most common
creatures that might be encountered in the world, listed along with a brief description and the game
statistics necessary to deal with them.
After each creatures name and description, there are several different pieces of information,
each of which should give the GM a basic understanding for using these creatures in the game, either
as specific encounters to challenge the players or as a colorful backdrop for the world itself. The GM
should feel free to adjust the statistics as needed in order to decrease or increase the challenge for the
players, or to add variety by creating new creatures. Here is a brief explanation of each statistic:
STAMINA - The number of damage levels that can be done to a creature before it is considered
defeated (which can either mean death or merely being subdued, depending on the type of damage
inflicted).
ARMOR - The number of damage levels subtracted from each successful hit scored against a creature
during combat. This can either represent physical armor the creature possesses (such as tough hide or a
chitin shell), or some sort of supernatural defense innate to them.
NORMAL ACTION DICE - The Action Dice a creature gets to roll when performing any standard
action, everything from their basic movement to standard attacks and defense. In addition, this number
also represents the average number of Damage Levels the creature inflicts upon its target with an attack.
SPECIAL ACTIONS - These are the Action Dice the creature rolls for any Special Actions it might
possess, and usually refers to things such as unique attacks, defenses, movements, etc. Like the normal
Action Dice, this number also represents the average number of Damage Levels the creature inflicts with
any of its special attacks.
290
Asivam (AH-see-vahm)
Bandar (BAN-dahr) - About shoulder high to a mouse Zoic, this playful suthra lives in many of the
forested areas of northern Drdnah. Arboreal by nature, they generally live in small groups
(from five to twenty) and forage for
native fruits and occasional dromi.
Prized for their colorful bodies
and fearlessly inquisitive natures,
they are sometimes trained and
raised as pets. They are considered
uncommonly intelligent for suthra
and have gained a certain amount
of popularity amongst the southern
nobles.
STAMINA: 3-9 levels
ARMOR: 2 points
NORMAL ACTION DICE:
Standard Movement, Great
Leap, Bite, Night Vision,
Clinging, Climbing, Standard
Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
None
291
BOOK ONE
Billsa (beh-LAW-saw)
Bthn (boo-THAWN) - Ranging in size from eight feet to well over seventy feet in length, the lumbering,
segmented bthn is the main means of transportation for many of the merchant caravans plying
the trade routes throughout the world. Because of its fairly tractable nature (despite its tendency to
bite anything near its mouth), the great bthn was one of the first creatures domesticated, being
considered a gift directly from the
Devah. Bthn tend to travel in small
herds of around 6 adults, 2 male and
4 female, and their young. A female
will give birth to up to 2 young every
5 years. When one dies, the carapace
is scavenged for use in the fabrication
of various items; pieces of armor and
architectural ornamentations being
popular favorites. The huge eyes of the
bthn are highly prized as a source for
lenses of various kinds.
292
Chinti (CHIN-tee)
Demon Beasts - In the ancient days of the Thousand Years of Darkness, the demonic Devah, Amasrah,
Mother of Nightmares, released her hideous children upon the face of Drdnah to aid in her battles
against the other Devah. In the end, though she was consigned to the Swirling Hells of Narkah, her
demonic spawn fled into the dark recesses of the world, shaping for themselves forms of chitin, mist, flesh,
and vile ichors. Many of these monsters and their progeny still wander the forgotten places deep in the
mountains, among ancient ruins, or hidden
away in the uncharted wilderness. They wear
a thousand different forms, usually resembling
suthra-like (or even Zoic-like) abominations,
and wield a variety of different weapons, both
natural and supernatural. All of them house a
terrible hunger that must be appeased. Wounds
made by demons resist normal healing and
must often be healed with special rituals.
STAMINA: 8-112 levels
ARMOR: 2-14 points
NORMAL ACTION DICE:
Various Movement Types, Generic
Attacks *, Standard Sensory Rolls, etc. : 2 to 14
SPECIAL ACTIONS:
Unique Attack * : 2 to 14
* Demons generally cause damage equal to twice
their Action Dice (based on the Power Pool for
summoned entities. See Summoning in the Ritual
Magic chapter).
Basic Compendium
293
- The most common riding and draft beasts of Drdnah, chinti come in many
sizes and varieties. From the lighter, swifter beasts of Amnol to the larger, sturdier steeds bred in
Dar-Purm, chinti all tend to be sociable creatures and sometimes form close bonds with their
owners. Chinti mate for life and
will reproduce every three years. Its
history with the jnah stretching
back into the mists of time, the
chinti has served as beast of burden,
companion, friend, and sometimes
even savior to many a legendary
hero.
BOOK ONE
Dromi (DRO-mee) - A common pet animal found throughout much of Drdnah. There are as many
breeds and variations as there are regions of the world, with many areas supporting multiple breeds,
from the brightly colored creatures flitting about the trees and underbrush of the Visedi jungles, to
the more subdued looking species found in
the arid regions of northern Bakri. Dromi
are commonly kept as house pets because
of their colorful beauty and their melodic
singing. Some breeds are highly intelligent
and can be trained to do tricks or mimic
sounds. Some can even be trained to deliver
messages of various kinds.
STAMINA: 1-3 levels
ARMOR: 1 point
NORMAL ACTION DICE:
Standard Movement, Bite, Hovering,
Echo Location, Clinging, Flight, Standard
Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Mimic sounds and movements: 5
Dudha (DOOD-hah) - Herds of large, barrel-bodied, thin-legged suthra known as dudha can be found
grazing in the fields surrounding most villages. This domesticated suthra has become a staple for
many jnah and is raised for milk and meat in many parts of the world. The hide of the dudha tends to
be soft and supple, especially the soft
skin of the underbelly, making it easy
to incorporate into the manufacture
of clothing. Males can be dangerous
during the breeding season and will
sometimes attempt to gore those who
intrude upon their space. There are
many breeds of wild dudha that still
roam the vast plains and mountains
of the world, and these can vary in
both size and shape.
294
Elemental Spirit - These are spiritual and physical manifestations of the elements of Air (Vayu), Earth (Bhumi),
Gle (GOO-leh) - Many varieties of gle are scattered around the world, much like their distant cousins
the dromi, but what they all have in common is the fact that they are a dietary staple for most
jnah. Whether bred for the harvesting of eggs
or simply just the meat, gle can be seen in
every market square, farm, village, and slum.
Seemingly content with domestication, the
small gle is easily startled and can be a great
source of amusement for many children, who
enjoy chasing the squawking suthra around.
STAMINA: 1-3 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Standard Movement, Gliding, Standard
Sensory Rolls, Claws, etc. : 3
SPECIAL ACTIONS:
None
Basic Compendium
295
Fire (Agni), and Water (Jala). Of all the supernatural forces native to Drdnah and the Dream, the spiritual
entities that manifest within the primal forces of nature are perhaps the most mysterious. These are referred
to as Elementals by most sirhibasi, and seem to be beyond the religious concepts of good or evil. The forms
they take can seem demonic at times, while at other moments they might manifest as a fire with no fuel, or as
an impossible shape formed by water that seems to move of its own accord, or other element-inspired forms.
Their whisperings can sometimes be heard in the wind, and their movements can be felt throughout the
earth, and seen in the power of crystals. It is well known that in the areas of their influence they are capable
of affecting the beings around them, welling up as powerful emotions and premonitions. Rarely are these
entities encountered when not summoned by
magic, or entrapped in some specific form for
some particular purpose by ancient sorceries.
(See the Ritual Magic chapter and the Ritual
of Summoning for specific descriptions of
each of the elemental powers.)
BOOK ONE
Haryal (har-YAWL) - These suthra are the primary source of silk for the jnah. All along the forests of
Rkbar, these small to medium sized multi-legged suthra spin their nests in the shadowy underbrush.
When their young hatch, they spend the next three weeks eating, then spinning themselves
into thick cocoons. When the last larvae
have finished spinning, half of the pods are
collected to be used in the making of clothinggrade silk, which unfortunately kills the larvae
(though they are considered a delicacy). The
other half are allowed to hatch and mature to
adulthood. The adults continue to spin silk
and this immensely strong fiber is used to make
ropes, netting, weapon cords, and many other
items requiring tensile strength. These fibers,
properly treated, can be strong enough to lift a
fully-grown bthn.
STAMINA: 1-6 levels
ARMOR: 0 (young) / 2 (adult) points
NORMAL ACTION DICE:
Standard Movement, Great Leap, Bite
(adult), Clinging, Climbing, Standard Sensory
Rolls, etc. : 3
SPECIAL ACTIONS:
None
Ithani (ee-THAW-nee) - The brightly colored carapace of the Ithani is the primary source of weapon
and armor chitin for much of the middle countries of Drdnah. They resemble elaborately
spiked and adorned beetles,
ranging in size from a large
melon to a medium sized
Zoic. Many varieties are
also eaten, their flesh being
considered especially tender
and flavorful.
296
Jabda (jah-BAH-dah) - Also known as the Jaw Plant, these large carnivorous plants resemble a Venus
Jugnu Worm (joo-GAH-noo) - Grub-like, bioluminescent creatures that are kept in decorative wicker
cages and used as light sources throughout the world. When kept well fed, they give off a gentle glow
that varies wildly in color depending upon the species. These creatures glow brightest when they are
occasionally petted and stroked, emitting a
soft purring sound when given such treatment.
Tended to in this manner, they can glow
brightly for hours until they eventually begin
to dim and go dark as they fall asleep. Their
cages can be covered to hide their glow when
desired. If harmed, they will emit a shrill,
keening wail that will not subside until they
are either soothed or slain.
STAMINA: 1-9 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Standard Movement, Standard Sensory
Rolls, etc. : 3
SPECIAL ACTIONS:
When harmed, emits a keening wail
that can be heard at great distances, and
can awaken sleeping jnah within several
hundred feet. : 6
Basic Compendium
297
flytrap. Like other types of carnivorous plant life, they produce either a sweet or a slightly rotting
aroma used to attract their normal prey, which are suthra of various sizes. Some varieties have
adapted different ways to catch their
prey, such as dangling tendrils that
coil around its target, or growing large
stalks to attract flying prey, or even
resting its lower jaw on the ground
for prey to step into. Once prey has
been captured, the leaf-jaws seal shut
and the stem then releases acids into
the mouth cavity to digest the victim.
Much like the Kahamra and Kargara,
unless the Jabdas victims can be freed
and the digestive fluids washed away,
they will slowly and painfully dissolve
over the course of an hour.
BOOK ONE
Kahamra (kaw-ha-MAR-uh) - Also known as Amber Deaths, these small to huge-sized carnivorous plants
resemble various configurations of amber-colored leaves covered with reddish, stalk-like glands, each
of which secrete at their tip a large drop of gooey, glistening dew. They tend to grow in thick, dark
forests where they are easy to stumble into,
or high upon promontories, where they tend
to attract flying suthra with the sweet smell
they produce. If anything touches one of the
extremely sticky drops, it causes a reaction
in the plant that compels the rest of the
leaves to bend forward, engulfing the victim
and covering them in more of the mucilage,
which is, in fact, the plants digestive fluid.
Unless the victim can be freed and the sticky
goo washed away, the unfortunate will slowly
be digested alive.
STAMINA: 5-15 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Attract Prey, Envelope Prey, etc. : 6
SPECIAL ACTIONS:
Dissolve Prey : 3
- Also called the Prison Plant, these huge green carnivorous vinelike plants grow in deep forests and jungles, but there are also aquatic varieties that grow in the
oceans, often in large, spreading masses. Along the vines sprout large, oval, tough-skinned pods
that have the sole purpose of bringing
nutrients to the plant by trapping prey.
Each pod is equipped with a large
trapdoor that is triggered by prey
passing nearby and causing vibrations
to tiny filaments that extend from the
openings edges. Within the pod, the
plant has created a strange negative
pressure that instantly sucks in prey
(along with surrounding air, water,
debris, etc.) up to twenty feet away,
depending on the plants size. Such
trapped prey find the chamber quickly
filling with digestive fluids, that will
rapidly drown and dissolve the prey
in less than an hour unless they are
released and cleaned of the fluid.
298
Karcha (CAR-chah) - Nesting in caverns deep beneath the earth, or in elaborate burrows that they dig, the
Kekra (KECK-rah) - A small lobster-like suthra that lives in both the salty oceans as well as the fresh
waters across all of Drdnah. Though they are often harvested for their meat, it is somewhat of
an acquired taste, as their flesh (cooked or raw) has an oily, cloying quality. Kekra dishes are often
heavily sauced and spiced so that its natural flavor can be overcome, but the meat itself is hearty
and filling, and there are those who claim kekra meat is an exceptionally healthy choice, keeping
one trim and fit. As such, it is often served in
the houses of the elderly, much to the chagrin
of visiting younger relatives. Kekra are known
for their unique method of self-defense,
for when they feel threatened, especially in
shallower waters, they will attempt to shoot
to the surface, popping above the waves and
using their powerful tails to slap themselves
noisily across the surface of the water in hopes
of fleeing their attacker. When this is done by
dozens or even hundreds of kekra, this can be
quite shocking and effective.
STAMINA: 1-3 levels
ARMOR: 1 point
NORMAL ACTION DICE:
Standard Movement, Swimming,
Standard Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Flapping Escape : 5
Basic Compendium
299
cunning karcha are considered dangerous predators by explorers and miners alike. Though they have a
sharp protrusion at the end of their abdomen, which they will use to stab overwhelmed prey, these seven
foot tall monsters are not venomous, merely incredibly strong and swift. They work together in close-knit
groups, building subterranean labyrinths
and demonstrating a high level of
cooperation in combat (such as dragging
wounded fellows out of harms way). Many
jnah consider them to be demons, for the
karcha have been known to lie silently in
wait, attacking unsuspecting crystal miners
and drawing them away from entrances to
their actual lairs. Their tendencies to nest
near choice veins of valuable crystal lead
many to believe that they protect these
crystals for some reason.
BOOK ONE
Kellndu (kehl-EN-doo)
- Considered the guard and pet creature of choice on Drdnah, the kellndu
has many breeds ranging from tiny, scrappy creatures you can hold in your hands to large beasts that
can grasp a small Zoics torso in its pincers. Highly intelligent, generally personable, and easily trained,
they have been the constant companions of the jnah for
thousands of years. Though most species of kellndu have
been domesticated, their wild cousins who live in the deep
forests, rolling plains, and crystal mountains of the world
can be quite fearsome. These wild kellndu often hunt in
vicious, hungry packs.
STAMINA: 3-12 levels
ARMOR: 2 points
NORMAL ACTION DICE:
Standard Movement, Bite, Standard Sensory Rolls,
etc. : 4
SPECIAL ACTIONS:
Keen Hearing, Tracking Scent, Sprint : 5
Piercing attack from the scythe-like forearms : 3 to 8
(depending on size of breed)
Khaujva (cow-JEE-vah) - Tortured or evil spirits known also as the Hungry Ones; these are ghosts who, trapped
in this world by the trauma of their hideous deaths, sustain themselves on the essence of the living. Such
spirits can take many forms, from mist or shadow shapes that pass through walls, to animated heaps of rootriddled earth and decaying flesh and bones. They can sense and seek out unfortunate jnah who wander
into the area of their accursed haunting, either attacking them directly or insidiously enthralling them by
forcing the unfortunate victim to see terrifying visions, or to apparently relive the events surrounding the
spirits final torturous moments as if they had been a part of it themselves. While thus enthralled, victims
will be slowly, spiritually drained of their life essence until they die, becoming forever trapped in the personal
hell of the tortured soul who feasted upon their duhma. It may be possible to free such spirits of the curse
that entraps them in our world or within the Dream, though one attempting this could easily become
a victim of the ghost and share their fate. Khaujva can exist in groups if all their deaths were linked to
the same hideous event. There are many
legends concerning demon beasts that are
surrounded by such wraiths, the tortured
souls of all their past victims who can only
be freed by the death of the demon itself.
300
Kidachla (kee-dah-CHAH-lah) - A small to medium sized grub-like suthra with tiny, spindly legs that
Kotha (KOH-thuh) - A hulking, predatory brute, these large suthra (standing between seven and nine
feet tall) normally inhabit the mountains, lower slopes, and foothills of Drdnah, although they
occasionally do wander into the jungles during the cooler seasons. They have amazingly tough
chitin plates that protect their body and six thick limbs. They are immensely strong and highly
territorial, with a single male protecting
a troop of females. They are naturally
inquisitive creatures, and normally travel on
four squat legs, leaving their front limbs free
to manipulate items of interest in their thick
jointed fingers. When ready to attack, they
rise up on their two rear legs so as to bring
four of their terrible limbs to bear. They
have been known to grab prey with these
limbs and smash them against a rock or
the ground, and their terrible hinged triple
mandibles are capable of quickly crushing an
average-sized jnahs skull.
STAMINA: 10-25 levels
ARMOR: 4 points
NORMAL ACTION DICE:
Standard Movement, Great Leap,
General Attacks, Clinging, Climbing,
Standard Sensory Rolls, etc. : 5
SPECIAL ACTIONS:
Crushing bite : 6
Grabbing Smash attack : 7
Basic Compendium
301
defends itself by spraying a toxic cloud from its posterior. Different breeds release slightly different
sprays. Most common are the sleep variety and the slightly acidic, reeking variety. Some domesticated
kidachla are milked of their various
excretions, which are then combined
and then used in the manufacture of
Amber-crafted objects as a thinning
agent, as well as certain dyes and other
resins, and even amazingly enough,
perfumes.
BOOK ONE
Krtellah (KRAH-tell-ah)
- Used for the fine sport of kratellassi, these hunting flying suthra are
launched from the arm of a jnah to track down and fetch small game suthra. They come in many
varieties and can grow to have a wingspan
of six feet. Different breeds have a wide
variety of colorations, markings, and crests.
Aside from being used and trained as pets
for sport by the gentry, their wild cousins
are natural predators with good vision and
strong claws. The largest of them could
potentially present a danger to other small
domesticated animals or even smaller jnah
and children.
STAMINA: 2-12 levels
ARMOR: 1 point
NORMAL ACTION DICE:
Standard Movement, Flight, Bite, Standard
Sensory Rolls, etc. : 4
SPECIAL ACTIONS:
Aerial Strike : 6
Kyarku (kee-YAR-coo) Beetle - An incredibly rare, iridescent blue-black beetle that spends most of its
time scurrying about the deadfalls of the deep jungles foraging for carrion. They are sometimes
hunted and captured to make use of their deadly carapaces. Its carapace is processed to make
one of the most lethal poisons
known on Drdnah. Illegal
in most countries, its use is
strictly forbidden. The beetle
is dried and its carapace
powdered to produce the base
for the toxin. This poison sells
for a very high price and is
much sought after despite the
terrible punishments resulting
if one is caught in possession
of it.
302
Makdi (MAHK-dee) - It is said during the Thousand Years of Darkness, in the early days, demons from
Makri (MAHK-ree) - Makri are somewhat common, albeit often monstrous, predatory beasts. There are
a wide variety of them ranging in size from a small dog to a large elephant. While they are built
low to the ground with many legs and thick chitin along their backs, they are most known for
their terrible twin segmented tails
equipped with hideous stingers.
Their poison is quite painful, causing
significant tissue damage as it eats
away at the flesh. Poison potency
can vary among the makri. See the
Poison Effects Table for information
on the various effects. Makri tend to
consume their prey live, though they
have been observed ripping prey into
sections to feed their young.
STAMINA: 8-30 levels
ARMOR: 4 points
NORMAL ACTION DICE:
Standard Movement, Great
Leap, Bite, Night Vision, Clinging,
Climbing, Standard Sensory Rolls,
etc. : 5
SPECIAL ACTIONS:
Poison twin stinger attack : 4 to
8 (depending on size), Necrotic/
Insinuated (Strength varies), see
Poison Effects Table
Basic Compendium
303
the swirling hells were rampaging across much of Drdnah, filling the skies with their hideous
shrieks. The Devah told the jnah they
must take back the skies and found
for them the noble makdi. Since then,
they have been an honored means of
transportation for many lucky jnah.
Ranging in size from a small cart to a
river barge, they are capable of lifting
great weights and traveling for many
hours. Domesticated as flying mounts,
makdi are a treasured and valuable
possession to own.
BOOK ONE
Marmrdi (mar-MOOR-dee) Crabs - A popular pet from Sustrm, the marmrdi crab has become
more prevalent in other areas as well. This small suthra has a dark, incredibly thick, beautiful
shell that becomes lighter the deeper one carves into
it. Owners of such crabs will hire artisans to carve
beautiful scenes into the shells, thus turning the
creatures into living works of art. The carved shells
will sometimes be sold or displayed when the pet
dies.
STAMINA: 1-5 levels
ARMOR: 3 points
NORMAL ACTION DICE:
Standard Movement, Standard Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Pincer attack : 5
Nakli (nuh-KAH-lee) - Also called a Plant Mimic, the nakli is a slow-moving predatory suthra that makes its
home in the temperate forests or jungles of Drdnah. It is a three to eight foot long parasitic crustacean
that huddles close to the ground, camouflaging itself with earth and vegetable matter, preferring to use
plants that will take root in the mound of soil that it piles atop its shell. Numerous eye-stalks cleverly
hidden amongst the collected debris observe its surroundings in search of potential prey, which it will
stealthily follow, waiting for its prey to settle down to sleep. Once its victim slumbers, the creature sends
out numerous (ten to twenty) root-like feeding tentacles at great distances (sometimes up to a hundred
feet or more) that seek out any prey in the vicinity and attach themselves using a nerve-deadening saliva.
They then begin to drain the victims vital fluids as they sleep, eventually leaving a bloodless husk if the
victim fails to awaken. Such tendrils can be easily cut or pulled off the victim, and once the main body of
the nakli is discovered, it can be fairly
easily dispatched. When attacked, the
creatures tentacles are swiftly drawn up
around its body to flail at its foe, causing
painful lacerations unless the tentacles
are severed. Additionally, the nakli has
four pincers, evenly placed around the
circular shells edge, that can be used to
attack anything that comes near.
304
Phnka (FEN-kah) Plant - This dangerous plant grows to be between three and nine feet tall. It thrives
Basic Compendium
305
in most areas of deep wilderness, from desert to jungle. Known also as the giant Missile Tuber, it has
broad, leafy green and orange foliage surrounding its base, from which rises a fleshy barrel-shaped
growth divided into multiple lengthwise segments (equal to the plants height). Each segment is
lined with a number of pits (also equal to the plants height) that contain a spine-like seed. From
beneath the foliage at the base extend long roots that stretch radially away from the plant along the
ground, directly in line with each vertical row of seeds. Anything weighing more than a few pounds
that steps upon one of these roots triggers that particular segment to fire off its row of seeds. These
missiles are shot with enough force to puncture all but the toughest chitin. Lucky individuals may
be able to evade such a strike, especially
if they are able to recognize the telltale
sound the plant makes before it fires
the seeds. Those unlucky enough to be
hit may be either killed immediately or
the seeds will lodge deeply within their
bodies, causing daily pain and damage
unless they are surgically removed,
or until the seed finishes growing to
maturity by feeding from the nutrients
of its host.
BOOK ONE
Sand Vatha (VAH-thah) - The deadly sand vatha, sometimes reaching ten to twenty feet in total length,
is a desert predator greatly feared throughout most of southwestern Drdnah. Though as large
as most chinti, they craftily camouflage themselves by burying their plated bodies just beneath
the hot sands, especially near desert scrub and
cacti, with only the tip of their tails protruding
from the sands, which blend in with the spiky
foliage around them. Delicate, feathery feelers
at the fronts of their bodies are used to sense
the approach of prey, and to determine when
they are within prime striking range. With
a sudden lashing of its whip-like tail, the
poisonous spine will imbed itself deeply within
the vathas victim, and it will simultaneously
lurch forth from beneath to secure their prey
with shearing teeth and spiky appendages. See
the Poison Effects Table for information on the
various effects of poisons.
STAMINA: 3-18 levels
ARMOR: 2 points
NORMAL ACTION DICE:
Standard Movement, Digging, Standard
Sensory Rolls, etc. : 4
SPECIAL ACTIONS:
Using its sharp tail to impale and poison
prey. Paralytic/Insinnuated (varies) (see Poison
Effects Table) : 6
Sildrah (sih-LAH-drah) - A clear, glass-like parasite that can be found in the densest jungles of Drdnah.
These creatures are fairly small (the size of a coin), and live nearly invisibly in certain still streams and
small ponds. They are extremely difficult to find and breed rarely. They sense the warm bodies of larger
creatures that enter the water or go the water to drink, and seek an orifice through which they can enter
the body to lay their fertilized eggs. The sildrah then dies and is passed normally. The eggs, however,
hatch within an hour of being deposited,
releasing an embryonic poison which kills
the host, allowing the sildrah larvae to
feed on the corpses fluids. Afterwards,
the larvae crawl free of the corpse and
attempt to make it to the nearest water
source before they dry out in an attempt
to continue their life cycle. These creatures
have been known to be used by assassins,
who deposit them in the drinking vessels
or baths of their targets.
306
Silk Locust
Udisa (oo-DEE-sah)
Basic Compendium
307
BOOK ONE
Vishala (veesh-ah-EE-lah) - Found swimming in large schools along the archipelagoes of the Visedi Sea,
these creatures make annual migrations westward into the Tumulan Ocean where it is believed they
spawn. They are considered good eating, so many vessels can be found plying the waters they inhabit
for a bountiful catch during these times. A medium to
large invertebrate, this jelly-like fish trails long tendrils
while it swims. Each tendril is capable of delivering
a paralytic sting, which the vishala uses to capture
prey. These tendrils, for obvious reasons, are quickly
snipped when the vishala are being harvested.
STAMINA: 1-10 levels
ARMOR: 0 points
NORMAL ACTION DICE:
Standard Movement, Clinging, Swimming,
Standard Sensory Rolls, etc. : 3
SPECIAL ACTIONS:
Using its poison tendrils to ensnare prey, Contact/
Paralytic (varies), (see Poison Effects Table): 5
Vratha (VRAH-thuh) Spiders - These dangerous, eight-legged suthra are known to inhabit the dense
jungles of Andhi, Pkharaj, and Ullsh. They are large silk spinners that can reach sizes of ten
feet long. They trap smaller suthra with webs strung
between trees. Vratha cocoon their prey and let
them hang for a day before draining them of their
bodily fluids, after which they drop the husk to the
jungle floor. The cocoons silks are imbued with
a potent muscle relaxant that helps subdue their
prey. This analgesic effect makes the silk incredibly
valuable for medicinal purposes.
Vrtach (VOOR-tok) - A giant, legless flying centipede with multiple sets of dragonfly-like wings, huge
rear stingers, and immense crushing mandibles. These creatures are essentially the dragons of
Drdnah, and are often several times the length of average skyships. Each of their hollowed body
segments has an organ that produces a buoyant gas that provides their huge bodies with lift. They
dwell primarily in the upper airs, attacking wild makdi as well as the occasional skyship, and make
their lairs in the highest crags of crystal mountains. They never fly higher than the eighth cloud layer
since beyond that, the gasses in their body begins to expand dangerously, threatening to rupture
them internally. When attacking, they often dive straight down out of the sky like a roaring freight
train. Their strange shrieks, sounding like the thunderous tearing of metal, can often be heard long
308
Yatah (YAH-tuh) Spiders - Related to the dangerous vratha spiders of Andhi and Pkharaj, the yatah
inhabit the more arid plains of the central northwest, especially northern Sustrm and the steppes of
the Hardazi. They are also large silk spinners ranging in size between four and nine feet long who build
trap-door nests. Some clans of the Hardazi are Yatah Keepers who travel from region to region tending
the yatah of the area by approaching their nests wearing strings of abrht shrub gum beads, which the
Hardazi have taught the yatah to recognize as a source of food for their newly hatched young. Anyone
approaching the trap-door of a yatah pit without this offering will find themselves quickly entrapped
and dragged below to be consumed. However, a Hardazi bearing these beads will be scented and allowed
to enter the pit unmolested by the yatah. The Hardazi must then allow the freshly emerging young
to feed upon the offerings dangling from various
strings on their bodies. Although the Hardazi do
not necessarily come away from this unscathed
(the mandibles of the young are razor sharp and
accidents do occur), the adult yatah allow the
Hardazi to take the shed silk egg sacs. This is the
source of the fine Hardazi silks. Abandoned yatah
pits are also used by the Hardazi as ways to hide and
secretly strike outlander groups who would dare to
invade the Hardazi territory on foot, or to conceal
their deadly cannons to blow aerial invaders from
the sky.
STAMINA: 1-25 levels
ARMOR: 2 points
NORMAL ACTION DICE:
Standard Movement, Climb, Bite, Clinging,
Standard Sensory Rolls, etc. : 6
SPECIAL ACTIONS:
Camouflage self in hidden pit : 6
Spring from pit to ensnare prey : 8
Basic Compendium
309
before they are actually seen. Although they are seldom hunted, except in defense of a ship, those
that seek to kill the mighty vrtach attempt to strike them down with cannon fire as the creatures
maneuver to attack, or pursue them
aboard flying skiffs armed with many
harpoons. These harpoons, attached
by lines to temporarily dampened
sky crystals, are hurled or fired into
the monsters tough hide. Once
embedded in the beasts body, the
sky crystals are activated, providing
more lift. The goal is to harpoon
the vrtach enough times so that its
forced into the upper airs where its
body will expand and erupt, killing
the monster
310
Brhmandan (BRAHM-ahn-dahn)
Treasure Ships An ancient, fabled fleet of ships that
311
BOOK ONE
312
Kirh - God of the sky, storms, and fortune who
usually appears as a falcon but is always a winged animal
who is shown with his wing tips touching above his head.
Yatnarti - God of wise endeavors, economy, and
learning who usually appears as either an old tortoise or
an elderly ibis but will always be shown in scholars robes
holding a rolled parchment.
Amasrah - Mother of demons, goddess of the
darkness and the void who is usually depicted as a twisted
cobra, and is almost always a Sarpah. However, in the
northern Sarpah nations this figure is not acknowledged
and there it is Kramah who is the violent lord of death and
war (see Nagamssa).
Mrtyu - Goddess of change, Judge of the Cycle,
guardian of dead souls who usually appears as a raven
though other animals associated with death are common
- jackal, hyena, vulture, crow, wolf, etc. She is always shown
seated and holding a scale.
Hrpa - God of the seas, oaths, and spiritual
cleansing who usually appears as an otter, sea lion, or walrus
though other aquatic animals are common. He is always
shown rising out of a stormy sea as a torqued column of
water.
Sianthe - Goddess of the seas, aquatic life, and
fishermen who usually appears as a silvery scaled snake and
will always be shown as a Sarpah. She is Hrpas mate and
is shown rising out of calm water as a torqued column, or
curled on her side in a clear pool of water.
Muhjbh - God of luck, the Messenger of the Gods,
the Trickster, the Laughing God who usually appears as a
monkey or a rodent and will always be shown dancing on
his left foot and holding his tail in his right hand.
Prthivnia (also called Prthya in older tongues)
- Goddess of the earth, agriculture, and nature who usually
appears as a weasel or other burrowing animal and will always
be reclining in a bed of trees surrounded by suthra. Her older
forms were often seen as chiefly the goddess of suthra.
Nagamssa - The patron Devah of Visedhrah, she
is the Mother of Wisdom, goddess of healing, fortune, the
sky, nature, family, and magic who usually appears as a snake
Basic Compendium
313
BOOK ONE
314
Basic Compendium
315
BOOK ONE
316
Basic Compendium
317
BOOK ONE
318
Basic Compendium
319
VIII. Appendices
320
A Drdni
Pronunciation Guide
Jenu-based Dialects
All languages on Drdnah are based on
a single ancient root language called Janahvac,
or the Speech of the People, which supposedly
came from the Great Mother and Father.
In prehistoric days, due to racial tensions,
separations, and varied physiology, this
language split into three different dialects; one
each for Vajrah, Sarpah, and Paksin.
As separate nations eventually arose,
the mingling of peoples and cultures led
to the formation of individual languages
for each nation. Though no longer in use,
those three different venerable dialects had a
great influence on the sound of the current
languages of Drdnah, of course. Anyone
with a keen ear can easily determine whether
they are hearing a language from a primarily
Sarpah, Vajrah, or Paksin nation.
321
The Appendix
The Appendix
A Quick Combat Summary Sheet
BOOK ONE
Use Combat Actions to defend if necessary, or as Reactions to the Active Combatants Actions,
marking off your Combat Actions each time you do so.
You may react using only one Combat Action at a time, with one exception:
o If you do not have a readied weapon and you possess the Fast Draw Skill, you will only need to
use one Combat Action to draw and use the weapon. If you fail your Fast Draw roll, then you
must use that Combat Action just to draw your weapon, and you must wait for the next series
of Reactions (or your Turn) in order to attack with it.
o When its your Turn, begin taking your actions by rolling the appropriate Action
Dice, up to the maximum number of Combat Actions you have for that Round.
Dont forget to factor in any adjustment to your Action Dice due to previous bonuses or
penalties (if any).
Remember any injuries you may have that might limit your Combat Action choices.
o Successful attacks cause Damage Levels which are subtracted from your Stamina.
Damage Levels are determined by your Strength score (limited by your weapon
size) plus any successes that have not been negated by Defense Roll successes, then
multiplied by the Success Level multiplier.
o After your Turn is done (you have used as many Combat Actions as you wished),
the rest of the Combat Round continues. You may continue to take Reactions if
you wish assuming you still have unused Combat Actions left.
PLEASE NOTE: When all the Rounds of an entire combat session have come to an end, it is important
to note any damage done to worn armor (it loses 1 level of effectiveness after each battle in which it was
utilized and must be repaired using the appropriate Skills to bring it back to full effectiveness). Also note
any continuing or far-reaching damage done to the bodies of the characters involved (such as continued
bleeding, debilitating limb damage, etc.), which is determined by tallying up the different types of damages
done (Subdue or Fatal) and dealing with the results.
322
The Appendix
THE ADDENDUM
323
BOOK ONE
The Appendix
324
THE ADDENDUM
325
The Appendix
The Appendix
BOOK ONE
Step 2: Characteristics
Since a Zoics Characteristics are the basic
Attributes that help define nearly every aspect of
a Characters Skills and Abilities, its important to
choose them carefully to best represent the animal its
based upon. Each of the nine Characteristics listed
needs to have a starting value, a maximum value,
and a general average range. Choose these numbers
based on as much data concerning the animal as
possible, but dont forget to consider any legends,
folktales, and other such whimsical references that
might add unique spice and flavor to your template.
Minimum Rankings
The starting value of any particular Characteristic
is called its Minimum Ranking. To keep these
rankings balanced and fair for all Animal Templates
326
Maximum Rankings
The Maximum Characteristic Rankings are
likewise assigned in a balanced manner by limiting
the total invested Character Points to 132. As with
the starting values, the Maximum Characteristic
Rankings are assigned to the Template at the cost of
2 Character Points for each point of Ranking for the
first five Characteristics and 1 Character Point for
each point of Ranking for the last four Characteristic
Maxima.
As explained in Character Creation, this assigned
value represents the highest ranking that can be
achieved by that Zoic for that particular Characteristic
through any means, but particularly through the
expenditure of Character Points or Story Points.
Again, take cues from existing Animal Templates
and refer to various references that might help you
get a feel for that animals natural strengths and
weaknesses. The Maximum Characteristic Ranking
should always be higher than the Minimum Ranking
(usually at least two points higher) and should never
exceed 12.
Though the same method is used to assign these
numbers by limiting them to 132, this total cost is
not added as part of the Point Cost for the template
and is merely a means of achieving game balance.
Average Ranges
Assigning the average ranges for all nine
Characteristics is easy. As mentioned in the Character
Animal Abilities
A quick look at the most common information
available concerning the animal your new Zoic is based
on should give you a general understanding of the
type of Animal Abilities it may possess. Look through
the Animal Abilities section to determine which ones
seem to match this information the closest. Choose
these abilities based on what you think makes the
Zoic special and avoid Animal Abilities that detract
from the key abilities of other Zoics. For instance,
your animal might be a fast runner, but avoid giving it
Sprint unless you feel that it is a reasonable match for
a cheetah. Your animal may be capable of swimming,
but are they as good as an otter?
Most Animal Abilities should be added to your
new template at their base cost. The cost included for
the template is the Base Cost listed on the Animal
Abilities table, and the Ranking gained by any
character with the template will be based on its linked
Characteristic. Several other Animal Abilities (such as
Natural Armor or Venom) could be added at higher
values if appropriate. These should be represented
in the Point Cost of the template and should be
listed under Animal Abilities as seen in the existing
examples.
THE ADDENDUM
Talents
Some various natural-born traits of an animal
can be represented in your Zoic by assigning various
Talents to its Animal Template. Like Animal Abilities
in general, you should simply choose the appropriate
Talents at their base cost and add that to the final
Point Cost of your template. As in the various Animal
Templates already created, starting Talents actually
have their base Ranking listed to the right of the
Talent. Anything beyond the base Ranking (except in
special cases as allowed by the GM) will need to be
purchased by the player during Character Creation.
Choose Talents carefully. Ask yourself whether
all members of that race would possess that particular
Talent before adding them to your new template.
For instance, you may have seen footage of a gerbil
defending its territory courageously, but does that
mean that all gerbils should have Fearless as part of
their Animal Template? Is this type of animal known
for being Fearless throughout its species? If you are
unsure as to whether your chosen Talent truly should
apply to every single member of that Zoic race, then
simply list it as a Suggested Talent as seen in several
existing templates. The cost of Suggested Talents
should not be added to the templates final Point
Cost.
The base cost for all chosen Talents should be
totaled up and added to the templates Point Cost
during the final step.
Drawbacks
Choosing Drawbacks to add to your new Animal
Template can offset the cost of other Abilities and
Talents you may have chosen to include, but should
be assigned with the same care and consideration as
Talents. Ask yourself whether any chosen Drawback
should apply to the Zoic species as a whole. Should
anyone who plays that Zoic as a character and all
NPCs of that Zoic type always suffer from that
Drawback, or should it be a Suggested Drawback
without affecting the templates Point Cost?
The total value of all chosen Drawbacks should
be tallied and then subtracted from the final Point
Cost of your new Animal Template.
327
The Appendix
The Appendix
Thus, the total Adult Height Range for your Zoic
would be 5.5 - 8 feet.
BOOK ONE
Lifespan
The average Lifespan for your Zoic can simply be
chosen from the three different possibilities (40 years,
80 years, or 160 years) or can be assigned as we did by
doing a little research to discover the oldest known age
(in years) for that animal in captivity. We figured that
an animal that is well cared for in captivity is similar
to a Zoic living a fairly civilized life. We add to that the
equalizing factor of an average human life in years to get
our final Zoics Lifespan using the following guide:
If the animals oldest known age = 10 or less, then
the Zoics Lifespan = 40 years.
If the animals oldest known age = 11 to 80, then
the Zoics Lifespan = 80 years.
If the animals oldest known age = 81 or higher,
then the Zoics Lifespan = 160 years.
Height Range
All normal adult Zoics fall within the range
of three feet at their smallest to twelve feet at their
tallest. Each race of Zoics (represented essentially
by each template) has a sub-range of height that fits
somewhere within that larger range and is meant
to offer the same proportionate full range as can be
found among average humans, scaled up or down in
the cases of larger or smaller Zoic races. A three-foot
jnah would still seem very small to an average-sized
jnah (average being around six feet tall or so), just
as a twelve-foot jnah would appear enormous to
most. Either of these are merely the normal extremes
among Zoics of their kind.
When picking the right Height Range for your
new Zoic, you should compare the animal it is
based on to other similar animals for which Animal
Templates have already been made. By doing this
you can more easily pick a maximum normal size for
your Zoic, which can then be used to calculate its
smallest normal size, which then gives you the full
range. Calculate the smallest normal size using this
guide:
Tallest Chosen Height x 0.7 then rounded down
to the nearest whole foot or half-foot increment.
Example: You have decided that your new
Zoic has a maximum normal size of 8 feet tall. To
calculate that same Zoics smallest size, multiply
8 x 0.7 which equals 5.6 (rounded down to 5.5).
328
Weight Range
Once your Zoics Height Range has been
established, it is possible to calculate its adult Weight
Range, which also takes the Zoics Minimum and
Maximum Ranking of Strength and Agility into
account. Additionally all Zoics fall into two basic
categories when determining their weight: those that
are hollow-boned or long-necked and those that
are not. All the feathered Paksin actually capable of
flight are considered hollow-boned. Zoics such as
giraffes, certain birds, and snakes of all kinds that have
exceptionally lengthy necks and often very lithe body
structures regardless of their size are considered longnecked.
The current weight of an average Zoic PC or NPC
(not including worn or carried items) can be calculated
by multiplying their exact height x height x height +
current Strength + current Agility, and the current
weight of a long-necked and/or hollow-boned Zoic
can be calculated by multiplying their (height x .087)
x (height x .087) x (height x .087) + current Strength +
current Agility. The similar formulas below will allow
you to determine the lower and upper weights in the
adult Weight Ranges for either category of Zoic.
For Average Zoics:
Minimum Weight in Weight Range = (Min.
Height x Min. Height x Min. Height) + (Min.
Strength) + (Min. Agility), then round to nearest
whole number
Maximum Weight in Weight Range = (Max.
Height x Max. Height x Max. Height) + (Max.
Strength) + (Max. Agility), then round to nearest
whole number
For Long-necked and Hollow-boned Zoics:
Minimum Weight in Weight Range = (Min.
Height x 0.87) x (Min. Height x 0.87) x (Min.
Height x 0.87) + (Min. Strength) + (Min. Agility),
then round to nearest whole number
Maximum Weight in Weight Range = (Max.
Height x 0.87) x (Max. Height x 0.87) x (Max.
Height x 0.87) + (Max. Strength) + (Max. Agility),
then round to nearest whole number
THE ADDENDUM
329
The Appendix
The Appendix
EQUATORIAL TROPICAL RAINFOREST
THORNBRUSH and TROPICAL SCRUB
TROPICAL FOREST
Tumulan
Ocean
SCLEROPHYLL FOREST
TS
TROPICAL SAVANNA
SHRUB DESERT
Visedhrah
Principalities
RAMAI
YSUYAH
CHIMYAN
.o
fK
AH
PRAIRIE
STEPPE
Rkbar
Amin
DIYK
DAR-UNAZ
Hardazi
Khanate
Sea of
Suvr
PREDAVAH
YANTI
Sustrm
Amin
VARALU
KAIMUR
Sea of
VigraBARJA
HADRAH
MAR-JAHEEN
EKAPA
GURDAHASSI
TS
.
NAR-HARIX
ZANU
DAH MT
VA
S.
DIJUMA
Gulf of
Atpahn
S.
V MT
MAGAMBI
ODA
JNRADH
DISTYA
D Y A - KA
BARUD
AS
L
AJIBADH
VASTU NASUK
HAL-HAMMAR
Magr
SURI
VATHNU
TA
Bakri
VITNA
MT
KUTHINARI
S.
SAVAH
PYAL-KATUR
330
Gulf of
Bhtai
MATRA
UT
DRDNAH
TELATAH
HA
JODUN
Amnol
Amin
M
NI
AMA
UN
H
Visedi
BENANG Sea
BOOK ONE
TEMPERATE FOREST
NESUED
Map of Drdnah
CARBUSH
RED DESERT
VUSHESAHN
DRY DESERT
ULLHITA MANTRAJA
Andhi
SA
M
M
A
SHUPAHN
GLASS VOLCANO
MTS.
UR
H
NK JADHAVAH
A
RIVER
POLITICAL BORDER
JI
TOWN
CITY
CAPITAL
S.
Pkharaj
The Appendix
MT
Visedi
BENANG Sea
SU
A
Visedhrah
Principalities
CRYSTAL MOUNTAINS
NIARMU
Klinrh
Ullsh
DUSHAPA
Kanyi
Sea
ASDULEHK
Sea of
VigraBARJA
SADAHM
AGVATI
TELATAH
NIVANT
HA
NOSIHR
UBARSU
GAJANAH
SUDACHIR
Svandahn
Ocean
THE ADDENDUM
Ktta
M T S.
LAGASI
A
AR
METIS
KANT
S.
NESUED
SUTA
Dar-Purm
KANASIR
KARMUR
RATNAM
GARSAGH
KUTHINARI
Hthiyar
MT
SAKRSA
MATRA
SAVAH
SUARA
AR
Bhtai
NANDURI
MUODRAH
DA
GU
UPARI
Gulf of
VATHNU
Lake
Arasi
Ishpria
Magr
ZARUM
DYA-KA
AYTYA
S.
V MT
Gilrhi
MT
DISTYA
HANALU
A
SH
MAGAMBI
TIARI
Nilm
PRA
S.
Dharshn
Ocean
SAMDRA
Tishnia
EKAPA
PUNYAI
331
Index
BOOK ONE
A
Aardvark template 78
Absent-Minded 194
Academy of Nilm 310, 312, 317
Acolyte 145
Acrobat 129
Acrobatics
in Combat 221
Skill 150
Acrophobia 195
Acting 150
Actions. SeeCombat: Combat Actions;
See alsoCombat: Movement
Contested Action 32, 213
failed Actions 33
Free Action 32
Multiple actions during a combat round
38
Rushing an action 39
Successive Attempts 33
Action Dice 32. See alsoDice
Pool; See alsoDice Rolls;
See alsoAssistance; See
alsoModifiers
0 Default Roll 36, 38
Attack Roll. SeeCombat: Attack Roll
Attributes and Action Dice 32
Bundling Actions 213
Characteristic Roll 37
Combat 213, 214
Crippled Penalty Roll 37
decreased Action Dice because of
Rushing 39
Defense Roll. SeeCombat: Defense
Roll
Drawbacks 191192
increased Action Dice because of Time
Bonus 39
Magic 255
number of dice determined by Attribute
Ranking 32
penalties due to Spiritual Stamina loss
259
penalties due to Stamina loss 215
Perception Roll 37
Unskilled Roll 3637, 37
when the player has no Action Dice.
SeeAction Dice: 0 Default Roll
Action Pool. SeeCombat: Combat
Actions: Action Pool
Action Time. SeeTime: Action Time
Active Combatant. SeeCombat: Active
Combatant
Adder template 68
Addiction. SeeSubstance Addiction
Adequate Success. SeeSuccesses:
Adequate Success
Adhitmuss, Isvar of Suffering 15, 17,
18, 19
Admiral 136
Advantages. SeeAttributes: Advantages
Advantage List Table. SeeTables:
Advantage List
Advisor 142
Advocate (Lawyer) 144
Aerial Navigation. SeeGeneral Skills:
332
Knowledge: Architecture
Arena Master 29, 135, 311, 318
Armadillos
body armor table 103
template 80
Armor 290. See alsoBody Armor
Amber 229
Armor Types 228229
Benefits 225226, 226
Chitin 229
Crystal 229
damage to armor 226, 322
Leather 228229
repair 229. SeeArmor Craft
Suthra 229, 319
Armory 29
Armourer (Profession) 124
Armourer (Skill) 152
Art 28. See alsoGeneral Skills:
Knowledge: Art
Artillery. See alsoTables: Artillery
Modifiers Table; See
alsoWeapons: Ranged Weapons
Artillery Combat (Skill) 153
Artisan 124
Artist 127
Artistry. SeeGeneral Skills: Artistry
Aryah 29, 139, 311, 314
gameplay involving, 41
Asha. SeeDevah, the: Asha
Asivam 291, 311
Asp Template 68
Assassin 134
gameplay involving assassins 42
Assets. SeeAttributes: Advantages:
Assets
Assets Value Table. SeeTables: Assets
Value Table
Assistance 3940
Collaboration 3940, 40
Support 40
Astounding Success. SeeSuccesses:
Astounding Success
sursammah Mountains 20
Athletics 154155
Atman 313
Attributes 31, 32. See alsoCharacter
Points; See alsoCosts
Advantages 31, 184191
adding or losing Advantages during
gameplay 184
Assets 185187
Assets Value Table 185
Sample Assets Table 186
Wealth Level Table 186
choosing during Character Creation
48
Contacts 187188
Contact Value Table 187
descriptions of, 185191
Followers 188
Influence 189
List (Table) 184
Status 189191
Caste 190
Status Table 189
Titles 190191
Status Table. See alsoTables: Status
Table
Animal Abilities 31, 5051, 101111
Animal Abilities Table. SeeTables:
Animal Abilities Table
Disfigurement 200201
Illness 201
Mobility Impairment 201
Perception Impairment 201
Physical Drawback Effect Table
199. See alsoTables: Physical
Drawback Effect Table
Speech Disorder 201202
Zoic Disadvantage 202
Racial Drawbacks 51
Social 202205
Dependent 203204
Dependent Occurrence Table 203.
See alsoTables: Dependent
Occurrence Table
Dependent Vulnerability Table
203. See alsoTables: Dependent
Vulnerability Table
Enemy 204
Enemy Interference Level Table
204. See alsoTables: Enemy
Interference Level Table
Enemy Power Level Table 204.
See alsoTables: Enemy Power
Level Table
Social Drawback Effect Table
203. See alsoTables: Social
Drawback Effect Table
Social Stigma 204205
Ranking 32
during Character Creation 48
Maximum Attribute Ranking 46
raising Ranking during gameplay 99
Skills 31, 147184. See alsoTime:
Skill Performance: extra time
to increase odds of success; See
alsoTime: Rushing
assistance 3940
Background Skills 147
Basic Starting Skills 148
Bundling Actions 213
choosing during Character Creation
48
Classification of Skills 147
Combat
Combat Skills 147, 224
Enhancement Skills 220221
Complementary Skills 40
descriptions of, 150184
Dice Rolls when the character does
not possess a specific Skill.
SeeAction Dice: Unskilled Roll
effect of raising Characteristics on,
99
General Skills 147
impact on Action Dice when a
Skill is linked to a lowered
Characteristic. SeeAction Dice:
Crippled Penalty Roll
List (Table) 149
Magic Rituals. SeeMagic Rituals
Martial Arts. SeeMartial Arts
new Skills
creating 150
learning 148
raising Skills during gameplay
147148
Ranking 150
Skill Performance Time. SeeTime:
Skill Performance
Specialization 147
Standard Skills 147
Basic Compendium
333
B
Baboon template 91
Backstory 4849
Badger template 81
Bahnf Mineral Dust 311
Bakri 1920, 311, 313. SeeGeneral
Skills: Language: Bakri
Baker 128
Bandar 291
Bandit 119
Bargain (Skill) 155
Barge, private 246
Basic Starting Skill. SeeAttributes: Skills:
Basic Starting Skills
Basilisk template 66
Basket Weaver 120
Bathhouse Proprietor 132
Bats. See alsoKlin, the
hibernation 106
templates
Large bat template 81
Small bat template 82
Beaded Lizard template 74
Bearded dragon template 72
Bears
body armor table 103
templates
Large bear template 82
Medium bear template 83
Beggar 118
Bhadrah, Talon (Kramahs Leap).
SeeTalons of Kramah: Bhadrah,
Krahmahs Leap
Billsa 292
Bind/Grab 217
Birds. SeePaksin
Bison template 83
Black-Marketeer 119
Blackbird template 62
Black bear template 82
Black powder. SeeVaylah, Vaylah
Weapons
Bladed Weapons. SeeGeneral Skills:
Weaponsmith: Bladed Weapons
Blades. SeeWeapons: Blades
Blank Animal Template 329
Blessed Twins 19, 20, 23, 24
Blinding Attack 103
Blindness 201
Blind Fighting 223
Blunt Weapons. SeeGeneral Skills:
Weaponsmith: Blunt Weapons
Boar template 89
Boatswain 136
Boa constrictor template 67
Body Armor 103, 225. See alsoArmor
Body Pouch 103
Bonobo template 80
BOOK ONE
C
Caiman template 68
Calendar
months
Nandthu 12
Calico cat template 85
Calligrapher 127
Scribe 147
Calligraphy. SeeGeneral Skills: Artistry:
Calligraphy
Camouflage. SeeConcealment
Campaign Types 4143
Explorers of the Past 42
Free Traders and Corsairs 41
Outcaste Travelers 42
Peasants to Heroes 42
Secret Societies 4142
Serving a Lord 41
Survivors of Destruction 4243
Thieves and Assassins 42
War Has Come 42
Cant Walk 201
Canines 315
Cannoneer 141
Cannons. SeeWeapons: Cannons
Cannonsmith 134
Cant (Whisper Tongue). SeeGeneral
Skills: Language: Cant (Whisper
Tongue)
Capital cities. See alsoCities
Agvati, capital of Gilrhi 314
Benng, seat of the High Prince in
Visedhrah 319
Dar-Unaz, capital of the Hardazi
Khanate 314
Distya, capital of Sustrm 18, 21, 318
Diyk, capital of Rkbar 17, 317
Dushpa, capital of Ullsh 319
Gajanh, capital of Ktta 18, 315
334
Chieftain 139
Chimp template 80
Chinti 293, 311, 312
Chitin armor. SeeArmor: Chitin
Chitin Artisan 124
Chitin Worker 121
Chough template 54
Chun Yin 810
Cities. See alsoCapital cities; See
alsoJirangarrm, the Rotting
City
Ekapa 18, 21, 23
Hadrah 15, 23
Jangaram 13
Jausrimun 19, 20, 21
Karmur 315
Klin 1516
Nivant 312
Predvah 17, 2122
Sravatmr 16, 18
Varalu 17, 22
Yanti 17
Clans 29
Clan elder. SeeChieftain
Clan Lawspeaker of Dar 143
Claustrophobia 195
Clergy. SeeCaste system: Holy Caste,
Mngai
Climate Requirement 202
Climbing 156
Clinging 104
Clothes Washer 118
Clothing 28
Cloth Maker 121
Cobbler 125
Cobra template 68
Code of Conduct. SeeAttributes:
Drawbacks: Mental: Code of
Conduct
Code of Honor 194
Collaboration. SeeAssistance: Collaboration
College of Sakrsa 312
Colorblind 201
Color change. SeeChange Color
Combat. See alsoTime: Action Time;
See alsoMartial Arts; See
alsoDamage; See alsoWeapons
Actions. SeeCombat: Combat Actions
Active Combatant 214
Artillery 219, 224. See
alsoWeapons:Ranged Weapons:
Artillery
Attack Roll 211, 214
Blind Fighting 223
Brawling 218219
Combat Actions 211, 213, 214, 322.
See alsoCombat: Reactions
Action Pool 211, 220
Bundling Actions 211, 213214
Contested Action 213
Defense 224
determining number 212
Combat Round 38, 211, 212214
Combat Skills. SeeAttributes: Skills:
Combat: Combat Skills
Combat Summary Sheet 322
Combat Tracking Sheets
NPC 324
using the sheet 325
Player 323
Ship to Ship 250
Declaration and Performance 322
Action
Contortion 157
Contractor 128129
Conversation (Skill) 157
Cook 129. See alsoChef
Larder Master 133
Cooking. See alsoChef; See alsoCook
Cooper 125
Copperhead snake template 77
Coral snake template 68
Corn snake template 75
Corpse Handler 119
Corsairs, gameplay involving corsairs 41
Costs. See alsoCharacter Points; See
alsoStory Points
during Character Creation
Advantages 184
Animal Abilities 101
Animal Templates 49
Animal Template when creating a
new template 51
Characteristics, Combat 99
Characteristics, Non-Combat 99
Drawbacks 47. See alsoTables:
Point System Table
Skills, Basic Starting 148
Skills, creating new 150
Skills, increasing and purchasing
150
Skill List 149
Talents, increasing and purchasing
111
during gameplay
Advantages, increasing or purchasing
184
Animal Abilities, increasing 103
Characteristics, increasing 99
Drawbacks, adjusting or losing 193
Skills, creating new 150
Skills, increasing or purchasing 150
Talents, increasing or purchasing
112113
Courtesan 129
Cover 217
Cowardly 195
Cow template 83
Coxswain 137
Coyote template 86
Crafter 120
Cranes
template 63
Criminal 119
Criminals. See alsoScourge, the
gameplay involving criminals 4243
Crippled Limb 201
Crippled Penalty Roll. SeeAction Dice:
Crippled Penalty Roll
Crocodiles
body armor table 103
Crocodile template 68
Crow template 54
Cryptography 157158
Crystals 29, 312, 314, 316, 317, 318
aids to Magic 27
armor. SeeArmor: Crystal
Crystal Lore. SeeGeneral Skills:
Knowledge: Crystal Lore
Crystal Works 249
sky crystals 14, 312, 318. See
alsoBahnf Mineral Dust
Crystal Artisan 125
Crystal Carver 121122
Basic Compendium
335
D
Dgubar Mountains. SeeMountains:
Dgubar Mountains
Daksikhr, Aminar of Sustrm during the
Twilight Wars 17, 19, 20, 21
Daln 312
Damage 224228. See alsoDress
Wound; See alsoWeapons:
Ratings
Armor protection 225226
Burn Damage (fire, heat, or acid) 239
Damage Levels 214215, 215, 322
Damage Types 215, 226
Deadly Combat Damage, Optional
Rule 225
Deprivation Damage 240241
determining Combat Damage 224225
explosion on ship 249
Explosive Damage 242243
Explosives Damage Table.
SeeTables: Explosives Table
Exposure Damage 243244
Falling Damage 238
Fatal Damage 215, 226227
Illness Damage 244
Lightning Damage 239
Lightning Damage Table. SeeTables:
Lightning Damage Table
losing Stamina during combat 227228
Magical Attack 259
Martial Maneuvers 225
Poison Damage 240
Poison Effects Table. SeeTables:
Poison Effects Table
Recovery
healing Characteristics with Magic
270
healing Stamina with Magic 270
Recovering Lost Stamina and
Characteristics 244
Recovery Table. SeeTables:
Recovery Table
Simplified Combat Damage, Optional
Rule 225
Subdue/Fatal Damage 227
Subdue Damage 226
Summary 227228
Dance 11
Dancer
Holy Caste 146
Trade Caste 129
Dance Master 129
Dance master 29
Dancing. See alsoGeneral Skills:
Performance: Dancing; See
alsoDuel Dancing
Dancing on the Edge of Heaven 310
Dar 22, 24, 312. See alsoDru Religion
Dar-Purm 16, 20, 26, 312, 313, 315,
316
Dar-Purmi. SeeGeneral Skills:
BOOK ONE
Language: Dar-Purmi
Drdnah
meaning of name 12
physical description of, 2628
Dru Priests 143
Dru Religion 312, 314
Deadly Combat Damage. SeeDamage:
Deadly Combat Damage,
Optional Rule
Deadly snake template 68
Deafness 201
Death. SeeStamina: Stamina loss at or
below zero
Deckhand 133
Declaration, Performance, and Resolution
322
Deer large template 85
Defense. SeeCombat: Defense
Demons 13, 14, 15, 17, 18, 19, 20,
21, 22, 23, 28, 267268,
282283, 293, 317, 319. See
alsoAttributes: Drawbacks:
Mystic: Demon Plagued; See
alsoMagic Rituals: Ritual of
Summoning (used by Summoner
Sirhibasi); See alsoPower Pool
(Demons, Elementals, Spirits,
Suthra): Demons and Spirits; See
alsoMeesar-Namu
Demon Hunter 134
Dependent. SeeAttributes: Drawbacks:
Social: Dependent
Dependent Occurrence Table. SeeTables:
Dependent Occurrence Table
Dependent Vulnerability Table.
SeeTables: Dependent
Vulnerability Table
Descent Belt 312
Devah, the 1214, 28, 312313
Amasrah, Goddess of the night and
Mother of Demons 1314, 313.
See alsoDevah, the: Nagamssa,
Goddess of the Sarpah, Mother
of Wisdom
Asha 313
creation of 810
Hrpa, Lord of all waters 13, 311, 313
Kirh, Devah of the wind and skies 13
Kramah, God of strength and war
810, 13, 19, 2021, 312. See
alsoTalons of Kramah
Krilrah, Goddess of motherhood,
magic, and passion 13, 15, 17,
19, 312
Muhjbh, God of luck 13, 313
Mrtyu, Goddess of change, death 313
Nagamssa, Goddess of the Sarpah,
Mother of Wisdom 313. See
alsoDevah, the: Amasrah,
Goddess of the night and Mother
of Demons
Prthya 313. See alsoDevah, the:
Prthivnia, Goddess of the earth
Prthivnia, Goddess of the earth 313
Sianthe, Lady of the deep 13, 311,
313
Yatnarti, God of wise endeavors 313
Dexterity. SeeAttributes: Characteristics:
Dexterity
Dice 32
rolling. See alsoDice Rolls
Dice Pool. See alsoDice Rolls;
336
E
Eagle template 61
Eating Disorder 201
Echo Location 105
Economics. SeeGeneral Skills:
Knowledge: Economics
Edge of Heaven 12, 13, 28, 314. See
alsoDancing on the Edge of
Heaven
Ed 11, 310, 314
Egret template 63
Eidetic Memory 112
Elder 122
Elementals 268, 295. See alsoElements;
See alsoPower Pool (Demons,
Elementals, Spirits, Suthra):
Elementals
Summoning 285287
Elements 283
Agni, the Element of Fire 284, 295
Bhumi, the Element of Earth 284, 295
Jala, the Element of Water 284, 295
Vayu, the Element of Air 283284, 295
Elephants 314
body armor table 103
template 86
Elk template 85
Empathy 112113
Endowment. SeeGeneral Skills: Magic
Ritual: Ritual of Endowment;
See alsoMagic Rituals: Ritual
of Endowment (used by Mage
Sirhibasi)
Enemy. SeeAttributes: Drawbacks:
Social: Enemy
Enemy Interference Level Table.
SeeTables: Enemy Interference
Level Table
Enemy Power Level Table. SeeTables:
Enemy Power Level Table
Engineer 129
Enslavement 15, 19. See also Slavery,
See also Slaves
Entertainer 129
Entity Manifestation Table. SeeTables:
Entity Manifestation Table
Equipment, Starting 206
Ermine template 97
Escape 217
Escaped Slave 119120
Essence. SeeAttributes: Characteristics:
Essence
F
Fabric 27. See alsoClothing
Failed actions. SeeActions: failed actions
Fakir 131
Falcon template 61
Falling. SeeDamage: Falling Damage
Fallow deer template 85
False Dawn 314
Famous Jnah. SeeGeneral Skills:
Knowledge: Famous Jnah
Farmer 122
Far Sight 105
Fashion. SeeGeneral Skills: Knowledge:
Fashion
Fast Draw 221
Skill description 161
Fast Reflexes 113
Fatal Damage. SeeDamage: Fatal
Damage
Fatal Injuries. See alsoDamage: Damage
Types: Fatal; See alsoStamina:
Stamina loss below zero
Fearless 113
Feast of the Seas 311
Felines. SeeCats
Fence 119
Fennec fox template 87
Ferret template 97
Festival of Kramah 318
Firearms. See alsoGeneral Skills:
Gunsmith: Firearms; See
alsoGeneral Skills: Knowledge:
Firearms; See alsoVaylah,
Vaylah Weapons
Firearm Combat (Skill) 161162
Fire Breathing. SeeGeneral Skills:
Performance: Fire Breathing
First Mate 137
Fisher 122
Fletcher 125
Flight 105106. See alsoGliding; See
alsoHovering; See alsoSilent
Flight
Florist 125
Flying. SeeFlight
Flying Fox template 81
Flying Mounts. SeeGeneral Skills:
Riding: Flying Mounts
Flying Squirrels
template 87
Followers. SeeAttributes: Advantages:
Followers
Forager 120
Foreman 128
Forests, rain forests, and jungles. See
alsoMap of Drdnah
forests 15, 17
G
Gajah 16, 21, 23, 26
Gajah Dynasty 14, 15, 25, 311, 314
Gajanh. SeeCities: Gajanh
Gambling 28
Gambling Den Proprietor 132
Gamemaster 43
Games 28
Gaming (Skill) 162163
Gardener 131
Gavial template 68
Gazelle template 88
Gecko template 70
Gems 27, 28
Gender and clothing 28
General (Officer) 142
General Movement. SeeMovement
General Skills 147
Alchemy 151152
Gunpowder Alchemy 151
Medical Alchemy 151152
Poison Alchemy 152
Artistry 153154
Calligraphy 154
Composition 154
Illumination 154
Illustration 154
Playwriting 154
Sculpting 154
Tattooing 154
Driving 159160
Aerial Vessels 159
Land Vehicles 159160
Nautical Vessels 160
Gunsmith 163164
Artillery Guns 163164
Explosives 164
Firearms 164
Knowledge 165167
Architecture 166
Art 166
Cartography 166
Crystal Lore 166
Cultural Traditions 166
Divination 166
Economics 166
Famous Jnah 166
Fashion 166
Firearms 166
Geography 166
Heraldry 166
Basic Compendium
337
BOOK ONE
Weaponsmith 183184
Bladed Weapons 184
Blunt Weapons 184
Missile Weapons 184
Geography. SeeGeneral Skills:
Knowledge: Geography
Gibbon template 80
Gigantism 200201
Gilrhi 314, 316
Gilrhian. SeeGeneral Skills: Language:
Gilrhian
Gila Monster template 74
Giraffe template 88
Glassblower 125
Glass volcanoes 27
Gliding 106
Gnawing Teeth 106
Goat template 88
Good Success. SeeSuccesses: Good Success
Goose Template 64
Gorilla template 79
Governor 139
Grand Imr 139
Gray bat template 82
Great Aryah 139, 314, 316
gameplay involving, 41
Great Cycle 267
Great Cycle of Life and Death 267. See
alsoEternal Cycle, the
Great Devourer 12
Great Father 314. See alsoJourney
Chant, the
Great Father, Mahitytah 12. See
alsoKrishna Marati
Great Leap 106
Great Mother, Mahimbah 13, 314. See
alsoChun Yin; See alsoJourney
Chant, the
Great Mother and Father 12, 13, 14,
24, 26, 28, 312, 314, 317. See
alsoChun Yin; See alsoKrishna
Marati
Great Satyan 144
Grogginess 241
Groom 134
Groomer 131
Ground snake template 75
Ground Squirrels. SeeSquirrels
Guard 141
Guide 122
Guinea fowl template 55
Gle 295, 314
Gunner 137
Gunpowder Alchemy. SeeGeneral Skills:
Alchemy: Gunpowder Alchemy
Guns 14
Gunsmith. SeeGeneral Skills: Gunsmith
Profession listing 134
Gun powder. SeeVaylah, Vaylah Weapons
H
Hadrah. SeeCities: Hadrah
Hardaz. SeeGeneral Skills: Language:
Hardaz
Hardazi, the 2223, 24, 25, 139
Hardazi Khanate 24, 25, 312, 314, 317
Hare template 93
Harpooner 133
Haryal 296, 314
Hthiyar 1516, 20, 25, 26, 311, 314,
315, 317. See alsoGajah and
338
I
Ifrita Template 60
Iguana template 70
Illiterate 205
Illumination. SeeGeneral Skills: Artistry:
Illumination
Illusionist 130
Illustration. SeeGeneral Skills: Artistry:
Illustration
Imr 139
Immunity 113114
Incense Maker 125
Incredible Success. SeeSuccesses:
Incredible Success
Influence 189. SeeAttributes:
Advantages: Influence
Initiative. SeeCombat: Initiative
Combat Summary Sheet 322
Innkeeper 132
Insanity. SeeAttributes: Drawbacks:
Mental: Insanity
Interbreeding 28
Internal Damage 218
Interrogation (Skill) 164
Interrogator 29
Intimidation (Skill) 164165
Intrigue (Skill) 165
Ishpri. SeeGeneral Skills: Language:
Ishpri
Ishpria 16, 20, 26, 314315, 316
Isvar 29, 139, 315
Isvarate 29, 139, 315
Items (Assets). SeeAttributes:
Advantages: Assets
Ithani 296, 315
J
Jabda 297
Jackal template 86
Jaguar template 84
K
Kahamra 297, 298
Kahraman, Talon (Kramahs Roar).
SeeTalons of Kramah:
Kahraman, Kramahs Roar
Kamdi 310, 317
Kangaroo template 91
Kantara Mountains 16
Kargara Pod 297, 298
Karcha 299
Kumdi, the; Head of the Ruling
Council of the Klin 15, 315
Keen Focus Talent 114, usage 257
Keen Hearing 107
Kekra 299
Kellndu 178, 300, 315
Kestrel template 61
Khajlah 315
Khan 139
Khaujva 300
Kidachla 301
King snake template 75
Kirh 313. See alsoDisciples of Kirh
Kite template 61
Klin. SeeCities: Klin; See alsoGeneral
Skills: Language: Klin
Klin, the 1518, 315
Udti 1617
Klinrh 168, 315. See alsoCities: Klinrh
Knockout, Full 218
Knowledge. SeeGeneral Skills: Knowledge
Knowledge Skills. See alsoAttributes:
Skills: Knowledge Skills
Komodo dragon template 71
Kotha 301
Krait template 71
Kramah SeeDevah, the: Kramah, God of
strength and war
L
Laborer 122
Lame 217
healing Lameness using Magic 270
Land Mounts. SeeGeneral Skills: Riding:
Land Mounts
Land Navigation. SeeGeneral Skills:
Navigation: Land Navigation
Land Vehicles. SeeGeneral Skills:
Driving: Land Vehicles
Language. SeeGeneral Skills: Language
Larder Master 133
Lawyer 144
Law Speaker 144
Law Speakers. SeeCaste system: Holy
Caste, Mngai
Leaping. SeeGreat Leap
Leather. SeeSuthra Leather
Leather armor. SeeArmor: Leather
Leather Artisan 125126
Leather Worker 121
Leech 120
Legendary Success. SeeSuccesses:
Legendary Success
Legends. SeeGeneral Skills: Knowledge:
Legends
Lens Maker 126
Leopard template 84
Lethal serpent template 71
Levels of Success. SeeSuccesses: Levels
of Success
Librarian 29, 144
Lifespan 50
Lightning. SeeDamage: Lightning
Damage
Lightning Damage Table. SeeTables:
Lightning Damage Table
Light Sensitive Eyes 201
Light Sleeper 114
Line. SeeHouses and Lines
Lineage. SeeHouses and Lines
Lineages. SeeGeneral Skills: Knowledge:
Lineages
Lions
body armor table 103
template 84
Listening. See Hearing
Literature. SeeGeneral Skills:
Knowledge: Literature
Living Armor. SeeArmor: Suthra
Living Weapons. SeeWeapons: Suthra
Lizards
templates
common lizards
Basic Compendium
339
large 72
medium 72
small 73
frilled lizard 73
monitor lizard 74
venomous lizard 74
Locksmith 126
Lock Picking 169
Lokyn 11, 310, 316, 319
Long Range. SeeCombat: Ranged
Weapons: Range Modifiers
Loregather 14, 17
Lorh. SeeGeneral Skills: Language:
Lorh
Lorh, the 314, 316
Lost Feature 218
Low Caste. SeeCaste system: Low Caste,
Peasant Caste
Lynx template 84
M
Macaque template 91
Magr 19, 20, 26, 168, 316
Magri. SeeGeneral Skills: Language:
Magri
Mage Sirhibas. See alsoEndowment;
See alsoSirhibas, Sirhibasi:
Mages; See alsoMagic Rituals:
Ritual of Endowment (used by
Mage Sirhibasi)
Magic 7, 114, 253, 315. See alsoMagic
Rituals; See alsoMystic Talent
crystals as aids to Magic 27
Four Types of Ritual Magic 269270
the basics 253254
Magical Combat. SeeMagic Rituals:
Magical Combat
Magic Difficulty Modifier Table.
SeeTables: Magic Difficulty
Modifier Table
Magic Rituals 253258. See alsoDream,
the; See alsoGeneral Skills:
Knowledge: Magic Theory;
See alsoGeneral Skills: Magic
Ritual; See alsoMystic Talent;
See alsoPrna; See alsoTime:
Magic; See alsoWeb of Life
Disciplines 254255
Combat example 262264
Endowing 277278, 280
Healing 269270
Seeing 273, 274276
Summoning 282286
Magical Combat 258261, 262264.
See alsoModifiers: Magic
Rituals
Actions 258259
Attacking & Defending 259
Binding 259261
Domination 260261
Illusions 260
Initiative 258
multiple opponents 258259
Special Attacks 259261
Magic Difficulty Modifier Table.
SeeTables: Magic Difficulty
Modifier Table
Ritual of Dreamwalking (used by Seer
Sirhibasi) 253, 273, 273277.
See alsoGeneral Skills: Magic
Ritual: Ritual of Dreamwalking
BOOK ONE
340
Monsters
Cnavar 17
Moons 317, 319
Mordrahm, the Plains of 317
Mountains 27
sursammah Mountains
Ullsh 20
Dgubar Mountains 316
Kantara Mountains
Dar-Purm 16
Ktta 16
Mountains of Kthah 22, 23, 312
Hardazi Khanate 22
Shadya-Kav Mountains
Amnol 21
Mountains of Kthah. SeeMountains:
Mountains of Kthah
Mountains of the Lorh. SeeMountains:
Dgubar Mountains
Mounted Trooper 142
Mounts. SeeGeneral Skills: Suthra
Training: Mounts
Mourner 123
Mourning Dove template 60
Mouse. SeeMice
Movement 221222. See alsoBounding;
See alsoDigging; See alsoGreat
Leap; See alsoRunning; See
alsoSprint; See alsoSwimming;
See alsoCombat: Movement;
See alsoTravel
Mucker 120
Muhjbh. SeeDevah, the: Muhjbh, God
of luck; See alsoMihnan Order
of Muhjbh
Multiple Personality Disorder 194
Mummer 130
Murderer. SeeAssassin
Mrtyu. SeeDevah, the: Mrtyu, Goddess
of change, death
Music 1112, 28. SeeGeneral Skills:
Knowledge: Music; SeeGeneral
Skills: Performance: Music
Musician
Holy Caste 146
Trade Caste 130
Musketeer. SeeVaylah, Vaylah Weapons:
Vaylah Trooper
Musk Spray 107
Mutants, Mutations 49
Mute 201202
Mystic Drawbacks. SeeAttributes:
Drawbacks: Mystic
Mystic Drawback Table. SeeTables:
Mystic Drawback Table
Mystic Talent 112, 114, 272, 278,
279280, 282, 283
Action Dice 255
N
Nagamssa. SeeDevah, the: Nagamssa,
Goddess of the Sarpah, Mother
of Wisdom; See alsoNagmahn
Order
Nagmahn Order 310, 316, 317
Nakli 304
Name 206
Nandthu. SeeCalendar: months:
Nandthu
Nanduri 15
Narkah 13, 14, 17, 18, 23, 43, 317
O
Observation (Skill) 173
Obsessive Behavior 195
Officer 142
One-Eyed 201
Opium Den Proprietor 132
Opposed Rolls. SeeDice Rolls: Opposed
Rolls
Optional Rules
Deadly Combat Damage. SeeDamage:
Deadly Combat Damage,
Optional Rule
Fumble. SeeFumble (Optional Rule)
Rolling Sixes. SeeDice Rolls: Rolling
Sixes
Simplified Combat Damage.
SeeDamage: Simplified Combat
Damage, Optional Rule
Orangutan template 79
Oratory (Skill) 173
Oriole template 62
Ostrich template 57
Otter template 92
Outcastes. SeeCaste system: Outcastes
Outcaste (Drawback) 205
Overconfidence 195
Overseer 128
Owl template 58
Ox template 83
P
Pain 241
Painted turtle template 76
Painter
Holy Caste 146
Trade Caste 128
Pain Resistance 115
Paksin 13, 15, 16, 1718, 20, 22, 25, 28,
29, 311, 313, 317
Paksin and the Twilight Wars 16
Paksin templates 5264
tribes 29
Palanquin Bearer 123
Panda template 83
Pangolins
body armor table 103
Paper Maker 126
Paralysis 241
Paranoid Schizophrenia 194
Parrot template 58
Partakm 1214, 316, 317
Partial Success. SeeSuccesses: Partial
Success
Path of Dreams 12, 13
Peacock Template 59
Peafowl template 59
Pearl Diver 123
Peasant Caste. SeeCaste system: Low
Caste, Peasant Caste
Peccary template 89
Penguin template 59
Perception. SeeAttributes:
Characteristics: Perception
Perception Modifier Table. SeeTables:
Perception Modifier Table
Perception Roll. SeeAction Dice:
Perception Roll
Perfect Balance 115
Performance. SeeGeneral Skills:
Performance
Performances 28. SeeDance master
Performance Skills. SeeAttributes: Skills:
Performance Skills
Perfumer 126
Persuasion (Skill) 175
Phnka Plant 305
Philosopher 147
Phobias. SeeAttributes: Drawbacks:
Mental: Phobias
Photographic Memory. SeeEidetic
Memory
Physical Drawback Effect Table.
SeeTables: Physical Drawback
Effect Table
Physician 29, 140. See alsoShips
Physician
Physician Code 194
Pigeon Template 60
Pig template 89
Pika template 93
Pilot 137138
Pirate 119
Pirates. SeeCrystal Corsairs
gameplay involving pirates 41
Pitohui template 60
Plains of Mordrahm. SeeMordrahm, the
Plains of
Plant-mimic. SeeNakli
Plants 2728
Plastic. SeeAmber
Plated lizard template 72
Basic Compendium
341
BOOK ONE
Province 139
Prthivnia. SeeDevah, the: Prthivnia,
Goddess of the earth
Pkharaj 24, 26, 317
Pkharaji. SeeGeneral Skills: Language:
Pkharaji
Pundrikam, Talon (Kramahs Shield).
SeeTalons of Kramah:
Pundrikam, Kramahs Shield
Pupil (Disciple) 145
Puppeteer 130
Puppetry. SeeGeneral Skills:
Performance: Puppetry
Purser 138
Python template 67
Q
Quartermaster 138
Quick Combat Summary Sheet 322
R
Rabbit template 93
Rabsan River 317
Raccoon template 94
Racial Drawbacks. SeeAttributes:
Drawbacks: Racial Drawbacks
Racial Talents. SeeAttributes: Talents:
Racial Talents
Rain forests. SeeForests, rain forests, and
jungles
Rkbar 14, 15, 17, 2122, 25, 26, 310,
311, 313, 317
Rkbarani. SeeGeneral Skills: Language:
Rkbarani
Ranged Weapons. SeeWeapons: Ranged
Weapons
Ranking. SeeAttributes: Ranking; See
alsoAttributes: Skills: raising
Skills during gameplay
Raptor template 61
Ratings. SeeWeapons: Ratings
Ratnm, capital city of Ishpria.
SeeCapital cities: Ratnm,
capital of Ishpria
Rattlesnake template 77
Raven template 54
Red deer template 85
Region Lore. SeeGeneral Skills:
Knowledge: Region Lore
Reincarnation. SeeGreat Cycle of Life
and Death
Religion 7, 28. SeeGeneral Skills:
Knowledge: Religion
gameplay involving religion 41
Religious Code 194
Renderer 120
Reptiles. SeeSarpah
Research (Skill) 176
Rhinocerous
body armor table 103
template 94
Rickshaw Driver 123
Riding. SeeGeneral Skills: Riding
Rigger 133
Rigging 249
Ringtail template 94
Rites of passage 28
Rituals, Magic. SeeMagic Rituals
Ritual Lore. SeeGeneral Skills:
Knowledge: Ritual Lore
Rivers
S
Sbaj Spinners 305
Sbaj Web Patches 317
Sacred Artist 146
Sacred Performer 146147
Sadahm, capital city of Tishnia.
SeeCapital cities: Sadahm,
capital of Tishnia
Sadhu 145146
Sadomasochism 194
Sailor 133
Sail Maker 133
Saln Sea. SeeSea of Saln
Sample Assets Table. SeeTables: Sample
Assets Table
Sand Vatha 306
Sapper 142
Sarpah 13, 14, 15, 16, 17, 19, 23, 24, 25,
26, 28, 311, 313, 314, 317
clans 29
patron Devah of. SeeDevah, the:
Nagamssa, Goddess of the
Sarpah, Mother of Wisdom
Sarpah Templates 6577
Satyan Order 316, 317
Scholar 147
Scholars
gameplay involving scholars 42
Scientists responsible for Drdnah.
SeeChun Yin; SeeKrishna
Marati
Scourge, the 311, 316, 318
Scribe 147
Scrivener 133134
Sculpting. SeeGeneral Skills: Artistry:
Sculpting
Sculptor
Holy Caste 146
Trade Caste 128
Seagull template 61
Seals
body armor table 103
template 96
Seamstress 121
Sea lion template 96
Sea of Saln 11
Sea snake template 68
Sea turtle template 75
Second Mate 138
Secretary bird template 62
Secret Societies
gameplay involving secret societies 41
Seduction (Skill) 177
Seeing (in the Dreamwalking ritual) 273
342
Basic Compendium
343
BOOK ONE
Sirhibasi)
Summoning. See alsoGeneral Skills:
Magic Ritual: Ritual of
Summoning; See alsoMagic
Rituals: Ritual of Summoning
(used by Summoner Sirhibasi)
Sunborn. SeeCaste system: High Caste,
Sunborn
Suns. See Ed; See also Lokyn
Sun bear template 83
Support. SeeAssistance; SeeAssistance:
Support
Surgery 37
Surgery (Skill) 179
Surprise Attacks 222
Survival (Skill) 179180
Sustrm 21, 25, 26, 310, 317, 318
Sustrmi. SeeGeneral Skills: Language:
Sustrmi
Sutas Blood 318
Suthra 27, 315, 318. See alsoPower Pool
(Demons, Elementals, Spirits,
Suthra): Suthra
Armor. SeeArmor: Suthra
definition of, 47
Summoning 285
Suthra Breeder/Handler 134
Suthra Herder 123
Suthra Lore. SeeGeneral Skills:
Knowledge: Suthra Lore
Suthra Master 29, 136
Suthra Training. SeeGeneral Skills:
Suthra Training
Suthra Use (Skill) 180181
Suthra Weapon Trainer 140
weapons. SeeWeapons: suthra
Suthraphobia 195
Swallow template 53
Swan Template 64
Swift template 53
Swimming
Animal Ability 109110
Skill 181
Swindler 119
Sword Swallowing. SeeGeneral Skills:
Performance: Sword Swallowing
Syah 139
T
Tabby cat template 85
Tables. See alsoCombat Tracking Sheets
Advantage List 184
Animal Abilities Table 102
Artillery Modifiers Table 224
Assets Value Table 185
Basic Starting Skills list 148
Bonus Modifier Table 34
Contact Value Table 187
Dependent Occurrence Table 203
Dependent Vulnerability Table 203
Difficulty Modifier Table 34
Drawback List Table 191
Drawback Occurrence Table 192
Drawback Severity Table 192
Enemy Interference Level Table 204
Enemy Power Level Table 204
Entity Manifestation Table 198
Explosives Table 243
Lightning Damage Table 240
Magic Difficulty Modifier Table 256
Maneuver Location Table 216
344
rushing 39
Skill Performance 38
extra time to increase odds of success 39
travel time 41
using assistance to decrease time
requirement. SeeAssistance
Time Bonus Table. SeeTables: Time
Bonus Table
Time of Enlightenment. SeeSix Great
Ages of the Jnah: Time of
Enlightenment
Tishnia 14, 17, 20, 21, 26, 319
Tishnian (language). SeeGeneral Skills:
Language: Tishnian
Toads
template 76
Tobacconist 127
Tool Maker 127
Torturer. SeeMaster Torturer
Total Amnesia 194
Toucan template 63
Toughness 115
Tracking 182
Tracking Scent 110
Trader (Merchant) 131
Trade Caste. SeeCaste system: Merchant
Caste, Trade Caste
Trapper 123
Trapping 183
Travel 41. See alsoShips; See alsoTime:
Narrative Time
Treasure Hunter 140
Tribes 29
Trombrtu Beetle 307
True Dawn 319
Turn. SeeCombat: Turn
Turtles
body armor template 103
templates
Common turtle 76
Sea turtle 75
Snapping turtle 77
Twilight Wars. SeeWars of Twilight
U
Udisa 307
Udti 1617
Ullsh 15, 26, 319
Ullshi (language). SeeGeneral Skills:
Language: Ullshi
Unconscious. SeeStamina: Stamina loss
below zero
Unskilled Roll. SeeAction Dice:
Unskilled Roll
V
Vajrah 13, 15, 16, 19, 20, 21, 22, 23, 25,
28, 314, 316, 319
Hardazi 2223
Vajrah templates 7898
Vkra River 25
Valet 134
Vampire bat template 82
Vaylah, Vaylah Weapons 230, 235,
319. See alsoCombat: Firearm
Combat (Skill); See alsoGeneral
Skills: Knowledge: Firearms;
See alsoWeapons: Caste
restrictions on Weapons use; See
alsoArtillery
powder stores 249
Range
Range Modifiers 223
restrictions for use to High Caste only
117
vaylah-craft. See alsoGeneral Skills:
Gunsmith
vaylah powder 14. See alsoGeneral
Skills: Alchemy: Gunpowder
Alchemy
Vaylah Artisan
Gunsmith 134
Vaylah Trooper 142
Vehicles. SeeLand Vehicles; See Skiff;
SeeShips
Veils of Heaven 12
Vengeful 195
Venom 110
Venomous lizard template 74
Vermin Catcher 123
Veterinarian 134
Vice-Admiral 138
Vigor. SeeAttributes: Characteristics:
Vigor
Vintner (Brewer) 128
Vipers. See alsoSnakes
template 77
Virtuoso 115
Visedhrah 1424, 310, 313, 317,
319. See alsoPrincipalities of
Visedhrah
Visedi. SeeGeneral Skills: Language:
Visedi
Vishala 308
Vision. SeeSight
Volcanoes 27
Vratha Spiders 308
Vulture Template 64
Vrtach 308309, 319
W
Wagon builder. SeeWainwright
Wainwright 127
Walking 222
Wallaby template 91
Walruses
body armor table 103
template 96
Wandering, the. SeeSix Great Ages of the
Jnah: Wandering, the
War, gameplay involving,. SeeCampaign
Types: War Has Come
Warbler template 62
Wards. SeeMagic Rituals: Ritual of
Endowment (used by Mage
Sirhibasi)
Warlords 16, 20, 26. See alsoIshpria;
See alsoSistahrdh, the Raver
Warlords of Ishpria 314
Warrior 140142
Warrior Caste. SeeCaste system: High
Caste, Sunborn
Warrior Code 194
Warship
Heavy 247
Light 247
Wars of Twilight 12, 1524
Warthog template 89
War of the Devah 1314. See alsoSix
Great Ages of the Jnah:
Thousand Years of Darkness
Watch, the
Guard 141
Master of, 135
Waterbird Template 64
Water moccasin template 77
Water snake template 75
Water Storage 110111
Water Vessel. See alsoShips: seagoing or
water vessels
Waxwing template 52
Wealth. SeeAttributes: Advantages:
Assets
Wealth Level Table. SeeTables: Wealth
Level Table
Weapons 230238. SeeGeneral Skills:
Knowledge: Weapons; See
alsoNatural Weaponry; See
alsoVaylah, Vaylah Weapons;
See alsoTables: Artillery
Modifiers Table; See alsoTables:
Standard Weapon Ratings Table
Artillery. SeeArtillery
Axes and War Hammers 233234
Blades 233
Bows and Crossbows 235236
Cannons 153
in history 14, 15, 17, 23, 25
Caste restrictions on Weapons use 117,
190, 311-312
descriptions of, 231238
Drawing Weapons 211
Hurling Weapons 234235
Maces, Clubs, Staves, and Flails 233
Melee 230
Missile 230. See alsoGeneral Skills:
Weaponsmith: Missile Weapons;
See alsoMissile Combat (Skill);
See alsoThrow (Skill)
Range Modifiers 223
Natural Weaponry 230. See
alsoNatural Weaponry
Polearms, Spears, and Javelins 236
Ranged Weapons
Artillery 219
Combat using Ranged Skills
218219
Range Modifiers 223
Ratings 230231
Siege. See alsoArtillery Combat
(Skill); See alsoSiege Engineer
Combat 219
Siege Weapons (Artillery Combat)
153
Suthra 230, 236238, 319. See
alsoGeneral Skills: Knowledge:
Suthra Lore; See alsoGeneral
Skills: Suthra Training: Weapons
& Armor
Suthra Weapon Trainer 140
Thrown 230
types 230
using crystal in making, 27
Weaponsmith. SeeGeneral Skills:
Weaponsmith
Weapons & Armor (suthra). SeeGeneral
Skills: Suthra Training: Weapons
& Armor
Weapons Master 29, 136, 319. See
alsoShips Weapons Master
Weapon Artisan 127
Weasel template 97
Weather Lore. SeeGeneral Skills:
Knowledge: Weather Lore
Basic Compendium
345
Weaver 127
Web of Life 266267, 285
Weight Range 50
Western Fence lizard template 73
Wheelwright 127
Whip snake template 75
Whispering Fleet 25, 318
Wide Peripheral Vision 111
Wild cat template 85
Wild dog template 86
Will. SeeAttributes: Characteristics: Will
Wise One 123124
Wit. SeeAttributes: Characteristics: Wit
Wolf template 97
Wolverine template 98
Wood Artisan 127
Wood Worker 121122
World Cultures. SeeGeneral Skills:
Knowledge: World Cultures
Wren template 53
X
Xenophobia 195
Y
Yatah Spiders 309
Yatnarti. SeeDevah, the: Yatnarti, God
of wise endeavors
Year 317
Yuaj 20
Z
Zebra template 90
Zero (0) Default Roll. SeeAction Dice: 0
Default Roll
Zoic 7