1 - Simulacrum Player's Manual - Beta 22-07
1 - Simulacrum Player's Manual - Beta 22-07
1 - Simulacrum Player's Manual - Beta 22-07
18
TERMS & DEFINITIONS ................................. 3 GENERAL ADVENTURING ............................ 19
Dice Notes ........................................................... 3 Climbing ........................................................... 19
Abbreviations ...................................................... 3 Doors* .............................................................. 19
CAMPAIGN MATTERS .................................... 4 Dying* .............................................................. 19
HOW DOES SIMULACRUM PLAY? ................. 4 Excavating ........................................................ 19
Falling ............................................................... 19
Fatigue .............................................................. 20
CHAPTER II: CREATING A CHARACTER .... 5
Healing ............................................................. 20
STEP 1: ROLL ABILITY SCORES .................... 5
Hunting ............................................................. 20
Ability Score Modifier Table ................................. 5
Jumping ............................................................ 20
STEP 2: CHOOSE A CLASS ............................ 5
Lifting ............................................................... 20
The Warrior ......................................................... 6
Light & Darkness* ............................................. 20
The Mage ............................................................ 7
Lockpicking ....................................................... 20
STEP 3: CHOOSE A RACE* ............................ 8
Mapping ............................................................ 21
STEP 4: CHOOSE ALIGNMENT* ..................... 8 Perception Checks* ........................................... 21
STEP 5: ROLL HIT POINTS (HP) ..................... 8 Poison ............................................................... 21
STEP 6: CHOOSE LANGUAGES ..................... 8 Stealth* ............................................................. 21
STEP 7: CHOOSE FEATS* .............................. 9 Swimming ......................................................... 21
Warrior Feats ....................................................... 9 Time* ................................................................ 21
Mage Feats ........................................................ 10 Trap Detection .................................................. 21
Unrestricted Feats .............................................. 10 MOVEMENT & ENCUMBRANCE ................... 22
STEP 8: ROLL INITIAL FUNDS ..................... 11 Overland Movement* ........................................ 22
STEP 9: CHOOSE SKILLS* ........................... 11 Entering a Hex .................................................. 22
Base Proficiency ................................................ 11 Exploration* ...................................................... 23
The Principle of Skills ........................................ 11 Encumbrance .................................................... 24
How to Employ Skills ......................................... 11 Mounts .............................................................. 24
Common Skills .................................................. 12 RETAINERS*................................................. 25
Prohibited Skills ................................................. 12 LEVEL PROGRESSION* ................................ 25
CHAPTER III: MONEY & PURCHASES ...... 13 CHAPTER V: ENCOUNTERS & COMBAT .. 26
WEAPONS .................................................... 13 ENCOUNTERS .............................................. 26
Missile Weapons ................................................ 13 Encounter Time ................................................. 26
Masterwork Weapons......................................... 13 Base Encounter Structure .................................. 26
ARMOUR ...................................................... 14 Surprise ............................................................. 26
ADVENTURING GEAR .................................. 14 COMBAT* ..................................................... 27
Basic Gear ......................................................... 14 Declarations ...................................................... 27
Costed Items ...................................................... 15 What You Can Do In A Round .......................... 27
LIFESTYLE ................................................... 16 Sizes & Combat ................................................. 28
Making Attacks .................................................. 28
CHAPTER IV: ADVENTURING ................ 17 Missile Phase ..................................................... 28
TASK RESOLUTION*.................................... 17 Initiative ............................................................ 29
What Makes a Task ............................................ 17 Movement Phase ............................................... 29
Performing a Task.............................................. 17 Melee Phase ...................................................... 29
Beyond Heroic Tasks ......................................... 18 Dealing Damage ................................................ 30
Repeated Attempts............................................. 18 Magic Phase ...................................................... 30
Teaming Up....................................................... 18 Morale Checks ................................................... 31
Opposed Checks ................................................ 18 Escaping an Encounter ...................................... 31
–1–
CHAPTER VI: SPELLS & MAGIC ............... 32 Duration ............................................................ 39
PREPARING SPELLS .................................... 32 Area of Effect ..................................................... 39
CASTING A SPELL ........................................ 32 Cumulative Spell Effects .................................... 39
Casting Constraints ............................................ 33 Reversible Spells ................................................ 39
GAINING NEW SPELLS................................. 33 Saving Throws ................................................... 39
Copying ............................................................. 33 SPELLS BY LEVEL ....................................... 40
Purchase ............................................................ 33 First Level Spells ................................................ 40
Research ............................................................ 33 Second Level Spells ........................................... 42
SCROLLS ..................................................... 34 Third Level Spells .............................................. 44
MAGE SPELL PROGRESSION TABLE ........... 34 Fourth Level Spells ............................................ 46
THE SCHOOLS OF MAGIC ........................... 34 Fifth Level Spells ............................................... 48
MASTER SPELL LIST .................................... 36 Sixth Level Spells............................................... 50
SPELLS BY SCHOOL .................................... 38
SPELL DETAILS ............................................ 39 KEY TABLES ........................................... 52
Level ................................................................. 39 INDEX .................................................... 54
Range ................................................................ 39
–2–
W
elcome to Simulacrum, the Old-School Renaissance Level: There are two general uses for the term “level”.
game of fantasy adventure for 4-5 players. Nobody The first is when discussing experience levels. Characters
diving into an OSR variant of the world’s most begin at 1st level. As they gain experience points (XP), they
popular role-playing game needs much in the way of an reach higher levels (2nd level, 3rd level, and so on). With each
introduction. As such, I’m going to move right to introducing class level another Hit Die is gained, as well as other bonuses.
the game itself. However, if you’re curious what separates A subset of this is name level: this is every fifth class level (5,
Simulacrum from other OSR games, or want to understand the 10, 15, etc). Reaching these levels provides further benefits.
thinking behind its various design decisions, I encourage you The other major instance is spell level. Spells are
to read the Simulacrum Design Notes. It gives my thoughts on measured in levels: for example, some are 1st level spells,
every single design choice, large and small, that I’ve made. some are 2nd level, and so on, up to spells of the 6th level.
Any section header marked with an asterisk indicates that Spell levels do not directly correspond to class levels; they are
GM advice and other information related to that section a separate, relative measure of a spell’s power.
appears in Chapter II of the Simulacrum GM’s Manual. Radius: For those using a battle grid to manage combat,
1 square = 5 feet. Radiuses are written in both feet and
squares, with each 5 feet of radius being noted as a 2×2
square (e.g. a torch’s 40-foot radius is also noted as 16×16).
DICE NOTES
Any roll result without modifiers applied is said to be a natural
result. Some rules have special effects occur on certain natural
results. This only matters when the rules specifically state it
does (e.g. saves, attack rolls), though GMs often grant one-off
benefits when a natural 20 is rolled.
Rerolls: Any single result can only be rerolled once, no
matter how many rerolls are available. The reroll must be kept.
TERMS & DEFINITIONS
Important terms will typically be bolded the first one or two ABBREVIATIONS
times they appear. Here are a few essentials to start. Below are the most common abbreviations in this ruleset.
Armour Class (AC): This number is a measure of how
well a creature is protected from attacks, whether due to Abbreviation Meaning
armour, dexterity, or arcane warding. The higher a creature’s Str Strength
Armour Class, the harder they are to hit. All AC modifiers are Dex Dexterity
cumulative unless stated otherwise. Con Constitution
A typical unarmoured character has an AC of 10, while the Per Perception
most well-protected creatures have ACs of 25-30. Will Willpower
Experience Points (XP): These are awarded to players Arc Arcana
when they overcome challenges: recovering treasure being the
AC Armour Class
main source, with defeating monsters secondary. Gaining
GM Gamemaster
experience points is how characters go up in level.
HD Hit Dice
Hit Points (HP): Hit Points represent a creature’s vitality:
HP Hit Points
the more HP a creature has, the better. They are distributed
NPC Non-Player Character
via Hit Dice, with each Hit Die being 1D8 HP (if for a warrior
PC Player Character
or mage) or 1D6 HP (for anything else).
XP Experience Points
If reduced to 0 HP, a creature either dies (if a monster or
NPC) or risks dying (if a player character). cp Copper piece(s)
Hit Points usually do not have a direct 1-to-1 analog with sp Silver piece(s)
physical damage. Rather, they are largely an abstract measure ep Electrum piece(s)
of how long a creature’s hardiness, skill, luck, and favour with gp Gold piece(s)
the gods enable it to escape a debilitating or deadly blow. pp Platinum piece(s)
–3–
Chapter I: Introduction
–4–
T
his chapter will show you how to create a player WILLPOWER
character (PC), your alter ego in the dangerous world Willpower (“Will”) measures discipline and mental endurance.
you are about to begin exploring. Follow the steps in Any Will modifier affects your ability to resist mind control,
the order presented. enchantment, possession, and other mental attacks.
–5–
Chapter II: Creating A Character
Arcanist
You can read Arcana and gain access to two schools of
magic of your choice. You can cast spells in any armour, as
well as when being jostled (e.g. casting from horseback is
permitted); all other spellcasting restrictions (see p. 33)
apply. This does not grant the ability to create or cast from
scrolls, though you can copy spells from them.
The number of spell slots is halved compared to a mage
of the same level (round down, to a minimum of 1 slot) (e.g.
a base of one spell at 1st and 2nd level, 3/1 at 5th level, etc;
see p. 53 for a modified spell progression table).
Arcanists start with a spellbook and spells in the same
fashion as a mage (see Starting Spells, p. 7), but no schools
or spells are automatically acquired through gaining levels.
The source of your power must be defined: intense
study, the adoption of a god or other patron, etc. You can
let the GM decide this, but may not like the answer….
Hordeslayer
If you kill an opponent with a melee attack and are still
in melee with one or more enemies, you can immediately
make a bonus attack against one of those enemies. If this
bonus attack results in another slain enemy, you can attack
again, up to a maximum of the number of enemies you are
in melee with in that round.
If you kill an opponent with a ranged attack, you can
immediately make a bonus ranged attack against another
enemy, so long as your weapon does not require one or
THE WARRIOR
more actions to reload. Unlike melee, the number of bonus
There are many paths that lead to a life lived by the sword. ranged attacks per round is capped at 1 plus your number
You may be a soldier, gladiator, or mercenary; an assassin, of name levels (regardless of your weapon’s rate of fire).
reaver, or street tough; a ranger, crusader, or knight. What all This style grants bonus attacks, not bonus actions.
warriors have in common is a reliance on martial prowess to
forge their way in a perilous world.
Smite
Warriors have no ability score minimums.
You summon forth your reserves of strength and will
and strike your mightiest blow against the foe. A smite is
Warrior Abilities declared after a hit is scored. It adds a number of weapon
Warriors receive a class attack bonus of +1 every level, starting dice to your damage roll equal to your base number of dice
at level 1, stopping at +15. (i.e. +1 die for levels 1-4, +2 dice for levels 5-9, etc).
A warrior can use any weapon or armour, so long as they If a smite was announced on a critical hit, extra damage
meet its Strength minimum (if any—longbows and heavy dice provided do not automatically deal maximum damage.
armour have a Strength minimum of 9). Once per encounter only.
–6–
Chapter II: Creating A Character
THE MAGE Starting Spells: Mages start with a spellbook with one
Whether a student of the arcane arts, a channeller of your random 1st-level spell for each school they have access to (for
god’s almighty will, a gambler who has made terrible pacts in a list of spells by school, see p. 38; roll 1D6 for each school,
exchange for terrible power, or even one born with the spark where 1-2 equals its first 1st-level spell, 3-4 its second, and so
of divinity, you wield a power granted to few. on). Specialists then select one extra 1st-level spell of their
Arcana represents the strength of a mage’s link to the choice from their specialty school.
forces they wield. However, there is no minimum Arcana score Mages can only prepare a limited number of spells each
required to select this class. day. This number (also known as their number of spell slots) is
based on the mage’s level and the level of the spell. Mages
begin play with two 1st-level spell slots (and another if a
Mage Abilities
specialist). They gain further slots as they gain levels: see the
Mages may cast one spell per round. They can use any
Mage Spell Progression Table on p. 34.
weapon or armour, so long as they meet its Strength minimum,
New Spells: Mages learn one random new spell each
but normally can’t cast spells in armour. They receive a class
time they gain a level (see p. 33). If a specialist, they also learn
attack bonus of +1 every two levels, starting at level 2 (so +1
another random spell from their specialty school (see above).
at level 2, +2 at level 4, etc, stopping at +10).
A mage also gains access to a new school of their choice at
The Spells & Magic chapter, beginning on p. 32, gives a
each name level. When this occurs, the mage also learns
full list of spells and the full details on magic use. In short, all
random spells belonging to that school: one at each spell level
spells are divided into eight schools of magic:
they can cast.
Feats: At 1st level, mages select one feat (see Feats, on p.
10). Select one more feat at each name level.
–7–
Chapter II: Creating A Character
–8–
Chapter II: Creating A Character
STEP 7: CHOOSE FEATS* Warlord: Some are born to command. Your party gains a
+1 initiative bonus. Add a +1 attack bonus to all other party
Feats are a variety of simple but interesting options for your
members and associated NPCs (this does not benefit yourself;
character. All characters receive one feat at 1st level, and
raise this to +2 at level 10 or higher). Also apply +2 to friendly
another feat at each name level. A feat can only be taken once,
Morale checks (see p. 30).
unless noted otherwise.
The above bonuses only apply as long as your orders can
be understood and the individuals benefitting are willing to be
WARRIOR FEATS led by you. Multiple Warlords in a group do not stack these
benefits.
Brawler: If your melee opponent is size Large or less (see If using the Book of War mass-combat rules, a Warlord
p. 29), and you hit them with a natural 18 or 19 on your attack receives additional benefits.
roll, then in addition to your regular damage you roll 1D4 and
apply the following effect: Whirlwind: +2 AC (and a further +1 AC per name
level). If not casting a spell that round, you receive the benefits
1. Bash them for an additional 1D4 damage (+2 per of the Dash combat stance (this does not count as your stance
name level) pick for the round). You are not locked in combat unless in
2. Disarm them melee with at least three opponents. If using a gridded battle
3. Knock them off-balance: the creature re-rolls its map, diagonal moves always count as 5-foot moves.
successful melee attacks next round (or this round, if To gain these benefits, you must be able to move freely,
you attacked first via the Dash stance) cannot be in medium or heavy armour, and cannot have a
4. Trip them burden level (see Encumbrance, p. 24).
True Grit: You may reroll any failed death save (see p.
18) or failed roll against your death threshold (see p. 5).
–9–
Chapter II: Creating A Character
Concentration: You may cast spells while being jostled Your weapon attacks against creatures of one opposing
(e.g. on a ship at sea, while riding a horse). alignment that are undead or extraplanar add +1
weapon die of damage (add/gain another if level 10 or
Dextrous: You can cast 1st-level spells using only one higher). This always counts as a magical attack.
hand. For each name level you have, the level of spells that
When resisting spells and effects that would place you
can be cast in this way increases by one.
in direct conflict with your patron’s known tenets and
goals, the saving throw difficulty level is one lower.
Familiar: You acquire a Tiny or Small mundane creature
appropriate to the area that obeys your commands. You can Gain a small power appropriate to your patron (e.g.
see through its eyes, and gain a small power appropriate to the healing touch once per day for a god of life or healing).
creature (e.g. +2 visual Perception for a bird, improved smell
for a rat). Regardless of its normal statblock, the creature has 2 However, spells and effects targeting your alignment(s)
Hit Dice. Its death applies one level of fatigue for the next always affect you, even if they normally only affect creatures
month, after which you may take a new familiar. that are supernatural (e.g. Protection from Law).
At times your patron may require you to fulfill a special
Metamagic: You can double the duration of your spells; task. Willful violation of your patron’s known tenets or goals
spells with durations of concentration, permanent, or instant will remove the above effects, and may invoke a greater wrath.
cannot be affected. You can instead (or also) double the base Cannot be Unaligned.
range of your spells with a range of Short, Medium, or Long
(range increases due to gaining levels are unaffected). Conditioning: Gain +2 to a chosen ability score. This
Preparing a Metaspell uses up a spell slot one level higher feat can be taken only once for a given ability score.
than the spell’s normal level for each alteration that you make
(e.g. duration is +1 spell level; duration & range is +2). Fieldcraft: Gain +1 Constitution. Pick one broad terrain
type (forests, desert, swamps, jungle, arctic, mountains, etc)—
Quickcast: Your spells count as one spell level lower, for add/gain another if level 10 or higher. In this favoured terrain
initiative purposes only. This can take them to 0 or below. type(s), your difficulties for Tasks such as tracking, concealing
This feat may be taken up to twice. tracks, and stealth are lowered, and you also:
Spell Silence: You can craft your spells to require no Ignore the normal healing rate penalty for living
vocal component. Preparing a Silent spell uses up a spell slot outdoors (see Healing, p. 20).
one level higher than the spell’s normal level.
This feat may be taken twice. The second time removes Succeed more often when hunting (see Hunting, p. 20).
the vocal component from your spells permanently, with no Are less likely to get lost (see Navigation, p. 22).
level adjustment to them required.
Are less likely to have random encounters (see p. 23).
Stillcasting: You can craft your spells to require no Are less likely to be surprised (see Surprise, p. 26).
somatic components. Preparing a Stilled spell uses up a spell
slot one level higher than the spell’s normal level. Lockpicking: Gain +1 Dexterity. You have the tools and
This feat may be taken twice. The second time removes expertise to pick locks (see Lockpicking, on p. 20). Your
the somatic component from your spells permanently, with no searches for traps on a lock are one difficulty level lower.
level adjustment to them required.
Martial Artist: If unarmed (at least one hand empty),
Undeniable: Once an Undeniable spell is declared, loss of you may pick two combat stances per round, and deal damage
concentration does not interrupt it (unless you are killed or as if using medium melee weapons (warrior weapon dice
otherwise rendered incapable of casting). All other restrictions apply). These attacks become +1 magic weapons at level 5,
apply. Preparing an Undeniable spell uses up a spell slot one +2 at level 10, etc. If using the optional skill system, gain the
level higher than the spell’s normal level. Blindfighting, Jumping, and Wrestling skills.
– 10 –
Chapter II: Creating A Character
– 11 –
Chapter II: Creating A Character
COMMON SKILLS
The following is a list of the most common skills that are
appropriate to adventurers:
Acrobatics Performing
Blindfighting Pick Pockets
Climbing Read Lips
Disguise Riding
Etiquette Running
Gambling Seafaring
Healing Shadowing
Herbalism Siegecraft
Jumping Stealth
Language: (choose one) Swimming
Lockpicking Tracking
Lore: (specific subject) Wrestling
PROHIBITED SKILLS
Broad interaction skills may not be taken, social skills that
automatically achieve a result otherwise only possible through
roleplaying. This includes hypothetical skills along the lines of
Bluff, Bribery, Charm, Conversation, Deception, Diplomacy,
Insight, Intimidation, Negotiation, Persuasion, Seduction,
Sense Motive, etc.
This is not to say that the above aren’t real-life skills, or
that all people are naturally gregarious socialites. However,
exploring social situations is exactly what roleplaying is all
about. As such, using social skills often “solves” a problem that
does not really exist, while robbing players and GMs alike of
the chance for a great deal of fun.
Similarly, skills that boil a non-linear, non-standard task
down to a simple roll that bypasses problem solving are also
not permitted. Examples include a “Dungeoneering” skill that
handles whatever dungeon difficulty you’ve encountered, an
“Investigate”, “Search” or “Scrounge” skill to find someone or
something, or a “Gather Information” skill that serves up on a
platter whatever information is needed at the moment.
Lastly, no skill can allow for the ready identification of
magic items: only sages with a lifetime of research behind them
possess this knowledge (hence their fees!).
– 12 –
T
he base currency in most realms is the silver piece (sp). MISSILE WEAPONS
One silver piece is worth 10 copper pieces (cp), the coin These weapons have their own rules. See Missile Phase, p. 28,
used for everyday purchases. In addition to copper and for their ranges, rates of fire, and other combat details.
silver, there are also electrum (ep), gold (gp), and platinum
(pp) pieces. These coins are rare: some villagers may have Hand crossbows, throwing daggers, shuriken, and darts
never seen a single such coin in their life. are one-handed (damage: small)
Javelins, spears, and slings are one-handed (damage:
Coin CP SP EP GP PP
medium)
Copper (cp) 1 1/10 1/50 1/100 1/500
All bows and normal crossbows are two-handed
Silver (sp) 10 1 1/5 1/10 1/50
(damage: medium)
Electrum (ep) 50 5 1 1/2 1/10
Heavy crossbows are two-handed (damage: large)
Gold (gp) 100 10 2 1 1/5
Platinum (pp) 500 50 10 5 1 Longbows require a Strength of at least 9, and cannot
be used mounted
Typically, 100 copper / silver coins, 75 electrum coins, 50 Missile weapon attacks occur first each combat round
gold coins, or 25 platinum coins weigh 1 pound. However,
Thrown weapons apply the user’s Strength modifier to
weight is ordinarily measured using item points rather than
their damage
pounds; see Encumbrance on p. 24 for details.
Wealth is not just useful for purchases, but is the primary
Slings, daggers, shuriken, and darts cost 3 sp each.
way that characters gain experience points. Every 1 sp worth
Javelins and short bows cost 10 sp, longbows cost 15 sp and
of treasure brought back to civilization is worth 10 XP.
crossbows cost 20 sp, while hand and heavy crossbows cost 40
Each character starts with 3D6 × 10 silver pieces.
sp. Arrows / crossbow bolts / lead sling bullets are 5 sp per 24.
– 13 –
Chapter III: Money & Purchases
BASIC GEAR
– 14 –
Chapter III: Money & Purchases
Animal Cost Cart: A cart must travel on a road, and is pulled by one or
Donkey / Mule / Pony 30 sp two creatures. See Mounts, on p. 24, for their full details.
Dog, common 5 cp Dagger, silver (S): Silver is a poor combat material, but
some creatures can be harmed only by it. On a natural to-hit
Dog, guard / war 25 sp
roll of 1 with a silver dagger, the blade snaps.
Elephant 500 sp
Holy symbol: These will be different for each faith, but
Horse, draft / camel 50 sp are often worn as a torc or necklace.
Horse, riding 75 sp Holy water, vial (S): Holy water is water blessed by a
Horse, war 500 sp cleric. You can splash the contents of this vial onto an undead
creature within 5 feet or hurl it as a small thrown weapon (both
Item Cost are missile attacks); it shatters upon impact. An undead
Barding ×4 creature struck by holy water takes 1D8+3 damage; this
counts as magical.
Cart 15 sp
Magnifying glass (S): Allows for detailed appraisals or
Feed (per day) 5 cp
inspections.
Stabling (per day) 5 cp
Manacles (M): Restrains prisoners.
Wagon 50 sp Mapping kit (M): A cased roll of parchment plus quills
and vials of ink, sufficient to map all but the largest areas.
Item Cost Mirror, metal hand (S): These are made from highly
Acid, vial 25 sp polished bronze.
Arrowhead, silver 4 sp Oil, fire (M): While regular lamp oil is insufficient for the
Chain (1 ft) 1 sp task, certain exotic oils can be used as a somewhat finicky
Dagger, silver 30 sp missile weapon. A flask of fire oil can be lit and thrown (range
as small thrown weapon; a “miss” means that the oil fails to
Holy symbol 1 sp
explode; a 1 always misses), or poured on the ground and
Holy water, vial 25 sp
then lit (the latter requires two actions). The resulting flame fills
Magnifying glass 100 sp a 5-foot (2×2) radius, burns for two rounds, and deals 1D6+1
Manacles 5 sp damage per round to any creature in or that enters the flames.
Mapping kit 5 sp Rope, silk (M): Fifty feet of rope made of this exotic
Mirror, metal hand 10 sp material is lighter and stronger than hemp, able to bear the
Oil, fire 30 sp weight of five human-sized beings. Comes with grapnel.
Rope, silk (50 ft) 50 sp Spellbook, blank (L): A spellbook is about 2 feet tall,
with 100 blank pages of the finest vellum; it weighs about 20
Spellbook, blank 100 sp
pounds. A spell requires one page per spell level. All mages
Spyglass 1,000 sp
and arcanists start with a spellbook at no cost.
Thieves’ tools 25 sp Spyglass (M): Anything viewed through these rare
Wolfsbane 2 sp technological wonders is magnified to twice its size.
Thieves’ tools (S): This contains all of the tools needed
COSTED ITEMS to pick locks. Comes free with the Lockpicking feat.
Players can usually sell listed items for 20-50% of their cost. Wagon: This is a four-wheeled, iron-bound roadbound
vehicle for heavy loads. Generally, four to six beasts of burden
Acid, vial (S): You can splash the contents on a target draw it. See Mounts, on p. 24, for their full details.
within 5 feet or hurl it as a small thrown weapon; it shatters Wolfsbane (S): A relatively common sight in many
upon impact. A hit deals 1D6+1 acid damage. A vial can also northern climes, when properly prepared this plant is known
be used to open most mundane locks. for its ability to repel werewolves.
Arrowhead, silver: The price is the same for silver
crossbow quarrel heads and sling bullets.
Barding: This is armour for camels, horses, and the like.
The exact cost depends on the type of armour added (light,
medium, or heavy): multiply the cost for a normal human-sized
set (see p. 14) by four.
Beasts of burden: See Mounts, on p. 24, for the full
details on their movement rates and carrying capacities.
– 15 –
Chapter III: Money & Purchases
LIFESTYLE Poor: This gives you threadbare clothing, simple food and
lodgings and unpredictable conditions, resulting in a livable,
Adventurers cannot spend their entire lives in the wilderness,
though often unpleasant, experience. Most people living this
and attempting to camp out in a dungeon is almost always a
way are unskilled labourers.
dangerous gamble.
When back in civilization, healing up from your last foray
Comfortable: You reside in a well-kept boarding house,
and preparing for the next, time is typically measured per
inn or temple, or perhaps a small cottage. The food is good,
week. During this time, expenses must be met: food, drink,
your conditions respectable, and you’re readily able to meet
maintenance, accommodations, clothing, and all the other
your basic needs. People living comfortable lifestyles include
essentials. How well you meet these basic requirements is
city guards, common tradesfolk, most lower-tier priests, and
known as your lifestyle.
the like.
DOWNTIME ACTIVITIES
Healing does not require complete bed rest, and so while a
player character waits for a sage to finish their research on the
latest antiquity they recovered or for the party mage to finish
copying that spell, they’re likely going to want something to
do. The opportunity for adventure lies just as much at home as
it does in the wilderness beyond.
A path open to all characters is simple carousing. This
involves wasting money by drinking, gambling, whoring, and
the like. A path open to any character with an alignment is
worship. This involves deep prayer, sacrifice, and communion
with your patron power. Lastly, mages can choose to engage
in arcane experimentation. Ask your GM for details.
– 16 –
T
his chapter covers the rules of the adventuring life. To PERFORMING A TASK
begin with, some of the core mechanics of play will be The GM first decides how difficult the Task is:
explained, such as how to perform typical tasks. From
there, we’ll look at essentials such as the basics of movement, Difficulty Level Result Needed
environmental hazards, and what you need to know when
Careful 8+
exploring dungeons and the wilderness.
Moderate 11+
Hard 14+
TASK RESOLUTION* Very Hard 17+
There are a near-infinite number of things a character can Heroic 20+
attempt: moving silently, climbing a rope, wrestling a bear, and
so on. Attempting to detail even a fraction of these would bloat The player then rolls 1D20 (unless success or failure would
the rules to unusability. As such, it is left to the GM to decide not be obvious, in which case the GM rolls instead, in secret).
how difficult most undertakings are. To determine success or If an ability score modifier is relevant, the Task will note this,
failure, the Task system is used. e.g. “Hard (Con × 2)” means you apply double the character’s
Con modifier to the roll. Unless they specifically apply roll
WHAT MAKES A TASK modifiers, any other factor should be accounted for when
The Task system is not meant to replace roleplaying and determining a Task’s difficulty level instead.
critical thinking. The default assumption is that players must If the modified total equals or exceeds the result needed,
overcome a challenge by actually describing what their the Task succeeds. Rolling under indicates failure, though the
characters do to meet it. Each group must find their own sweet GM may choose to grant a partial success instead: success,
spot, but in general, dice rolls should only be used to resolve but with some sort of meaningful setback (e.g. nearby monsters
situations that have interesting stakes at play and would alerted, precious time or equipment lost).
Whether the difficulty of a Task is revealed before being
be too tedious / difficult to describe, or attempted is up to the GM: sometimes you know, other times
you just have to commit yourself and hope for the best.
involve a strong element of chance
Automatic Success: Lowering a Task’s difficulty below
Careful (e.g. due to a skill) results in automatic success.
A routine matter—something that a normal practitioner
Name Level: Characters gain +1 to Task rolls at each
would almost never fail at—should NOT be rolled so long as
name level (excepting saves; see p. 18).
the one performing it has the tools and time required.
Natural 20: A natural 20 is not an automatic success
unless the Task specifically states otherwise (such as a save).
For Example
Disarming a simple trap is often easy to describe and
so usually requires a description, not a roll.
The process of picking a lock would be hard to
describe, and so a roll is appropriate.
Lifting a stuck gate is easy to describe. However, if
the GM would prefer to rely on chance rather than
defining the exact Strength required, a roll would be
appropriate.
– 17 –
Chapter IV: Adventuring
OPPOSED CHECKS
Sometimes you want to do something, but at the same time
one or more others are fighting to ensure that you fail. This is
called an Opposed Check. Unlike Tasks, these are entirely
based on ability scores. Most are Strength-based, such as a tug
of war or wrestling match. Another example is a magical or
psionic contest of wills, conducted via Willpower.
To arbitrate an Opposed Check, all participants roll 1D20.
The goal is to roll under the score in question (so the higher
the ability score, the better chance there is of success). The side
with the largest combined margin of success or (if all sides
failed) the smallest combined margin of failure is the winner. A
tie results in the status quo.
Not all contests will be Opposed Checks. A GM instead
may decide that, just as you wouldn’t make a height check to
see who is taller, there’s no need for a Strength check to see
who is stronger. When two creatures arm wrestle, for example,
the stronger opponent simply wins.
REPEATED ATTEMPTS
If failure occurs, a Task can usually be attempted again. Some
Tasks require a waiting period before another attempt can be
SAVING THROWS
made by the same person, as determined by the GM. Others, A saving throw—often called a save—represents an attempt
such as searches, occupy a set amount of time but can called for by the GM or the rules to resist magic, poison,
otherwise be made over and over again, so long as players disease, or a similar threat. The exact result of a successful or
have the time and are willing to risk the chance of wandering failed save is detailed in the effect that allows the save.
monsters. However, a successful save means that one suffers reduced
In some cases, failure to accomplish the Task the first time harm or no harm from the effect. A failed save can be lethal.
alters the difficulty of subsequent attempts. A creature can always choose to fail a saving throw.
– 18 –
Chapter IV: Adventuring
EXCAVATING
A character can excavate 7 + double their Strength modifier in
cubic feet of earth per hour with the proper equipment. Halve
this rate if using improvised tools, and drop it to one quarter if
no tools are available at all (round down in both cases; min 0).
FALLING
A fall deals 1D6 damage for every full 10 feet fallen. Falling 30
DOORS* feet or more also forces the creature to roll a special Task (see
Dungeons typically have many doors—some secret, many p. 17). The base difficulty is Careful (Con), but rises by one
barred (and the occasional mimic, but that’s another story). level for each additional full 10 feet fallen past 30; this can rise
beyond Heroic. Creatures apply a +5 bonus if Small, or a +10
Spotting Secret Doors bonus if Tiny. Soft landings—such as in garbage, leaves, hay,
Spotting a secret door is a Perception check (see p. 21), with snow, or water—also add bonuses. This is not a saving throw.
the difficulty based on how well the door is concealed. During For each point a creature fails their roll by, they take one
exploration movement (see p. 23), a separate group check is level of fatigue (see p. 20). However, a creature that rolls a
made automatically for each secret door within 10 feet. A natural 20 on this check always survives the fall: if the fatigue
character can also actively search a 10 ft × 10 ft square for and/or damage would be lethal, they are instead helpless for
secret doors. This takes 10 minutes; more than one person 2D6 minutes, after which they have exhaustion (if the damage
cannot search the same square at any one time. would have been lethal, they are left with 1 HP).
Spotting the average secret door is Very Hard during Fatigue caused by a fall is cured by any magical healing, or
exploration movement, and Moderate via an active search. bed rest based on the fatigue taken: 1 day for light, 1 week for
Finding one does not necessarily reveal how it opens. heavy, and 1 month for exhaustion.
– 19 –
Chapter IV: Adventuring
FATIGUE JUMPING
For each day without water, 30 minutes insufficiently protected A long jump covers 10 feet (20, with the Jumping skill), if you
in extreme cold, or 30 seconds without air, one level of fatigue run at least 10 feet first (if not, halve the result).
is applied. For lack of sleep or food, the scale is in days: With a 10-foot run, a vertical high jump gives you a reach
2/4/8/12 for sleep, and 2/10/20/30 for food. Additionally, falls with your hands of about 5 feet (a standing high jump gives
(see p. 19) and forced marches (see p. 22) cause fatigue. you a reach of about 3 feet).
If total exposure to a damaging element is avoided (e.g. a If encumbered (see p. 24), apply the combat speed penalty
bit of water drank, a fitful nap here or there), then the time to your jump distance.
before a level of fatigue applies due to it is doubled.
Each fatigue level has the following effect: LIFTING
The encumbrance rules are the standard way to measure how
Fatigue Level Effect much a PC can carry around (see p. 24). However, to quickly
Light –2 to attacks, Tasks, and Morale checks calculate the maximum a character can lift or push, use their
Heavy Raise above to –4, halve all movement Strength × 15 in pounds (if they have a positive Str modifier,
Exhaustion Halve HP, halve movement again multiply the modifier by 100 and add that to the total).
– 20 –
Chapter IV: Adventuring
MAPPING SWIMMING
Whether in a dungeon or the wild, one player should be the All characters can swim, barring an unusual background.
mapper. The mapper draws areas as they are explored to Assuming no current, a land dweller swims at half their combat
keep a record of where the party has been, and so the group speed, and can do so for hours equal to 1/4 their Con score
does not get lost. Dungeons are usually mapped in squares of (3/4 speed and 1/2 Con with the Swimming skill); round down.
ten feet. The wilderness is mapped with hexes instead, at some If lightly encumbered, halve this time. Higher encumbrance (or
multiple of six miles per hex. wearing medium or heavy armour) causes one to sink and
During exploration (see p. 23), mapping can only be begin to drown if in deep enough water (see Fatigue, p. 20).
performed if the party is using exploration movement.
TIME*
PERCEPTION CHECKS* Tracking time is essential to measure light and spell durations
Often, what a character perceives or thinks they perceive is not and to properly use mechanics such as random encounter
the whole story. They might be passing a secret door, or checks: one might go so far as to say that you cannot have a
heading right for an ambush or hidden trap. The Perception meaningful campaign if strict time records are not kept.
ability score governs one’s skill at noticing subtleties. When moving overland, time is measured in days. When
A Perception check is a Task (see p. 17). Players can never exploring (see p. 23), time is usually measured in 10-minute
request to make a check: the GM is always the one to decide blocks (each often referred to as a turn). Regardless, during an
when one occurs, and always makes the roll (in secret). For a encounter with other creatures the time scale switches to the
group check (a single check made by the party as a whole), round, each round being ten seconds.
the GM applies the group’s average Per modifier, if any (round
as normal at the end, e.g. 0.5 becomes +1, –0.5 becomes –1). TRAP DETECTION
For checks by individuals, twice the searcher’s Per bonus (if Spotting a trap is a Perception check (see at left). During
any) is applied instead. exploration movement (see p. 23), a separate group check is
Characters don’t need to make checks just to use their eyes made automatically for each trap within 10 feet.
or ears or otherwise notice the obvious. A Perception check A character can also actively search a 10 ft × 10 ft square
only occurs when the rules call for one (e.g. looking for traps or for traps. This takes 10 minutes; only one person can search a
secret doors), or if the GM decides that one is needed. For given square at any one time. Subtle but ultimately visible
most investigations not covered by the rules, a player should traps (such as tripwires) should be automatically detected by
just specify what they are looking for and the exact steps taken this; a failed search usually does not trigger traps.
to find it, the GM decides how much time elapses, and logic How well a trap is concealed determines the difficulty. The
dictates if the players succeed. average trap is Hard to spot during exploration movement, or
Moderate if actively being searched for.
POISON 10-foot Poles: Prodding ahead with one or more of
All poison saves are Con-based, with the difficulty based on these and using exploration movement gives a 2-in-6 chance
the poison’s strength (the default difficulty is Moderate). The of triggering traps.
standard effect of poison on a failed save is death.
STEALTH*
Anyone can attempt to sneak. This is a Dex-based Task (see p.
17), with the difficulty based on the ambient light and noise,
the surface the character is sneaking on, how fast they are
moving, and if they have any special practice in stealth. If the
character trying to sneak is wearing non-magical medium or
heavy armour, increase the difficulty by one level.
A stealth check is called for if trying to remain unnoticed
when attempting something that normally attracts attention,
such as slipping past a guard or maneuvering behind a target
for a surprise attack. However, one is typically not required
when trying to hide: that calls for a Perception check to notice
the concealment, rather than a stealth check to perform it.
If the entire party attempts to sneak together, make a
group check, basing the difficulty on the least stealthy member.
– 21 –
Chapter IV: Adventuring
– 22 –
Chapter IV: Adventuring
Searching EXPLORATION*
Only entering a hex allows a party to determine its features. Exploration occurs whenever a party begins moving in an
There are two types of hex features: overt and hidden. enclosed area where caution is wise, such as a dungeon.
Overt features might not be encountered automatically,
but require no special effort to run into them. For example, a Exploration Movement
caravan met by any party entering the hex by day on a 1D6 Exploration movement is the default exploration rate: up to
roll of 4+ is an overt feature, despite the chance to miss it. 120 feet every 10-minute turn, regardless of size, burden level
Hidden features may or may not exist in a given hex, but (other than Immobile), natural speed, etc. This is very slow, but
can only be found if the party searches the hex—moving off allows for the party carefully examining their surroundings,
the beaten path to seek out points of interest there. listening for noise, and in general being cautious and quiet. At
A search requires spending the same number of hex points this rate, the party can map their progress and has a chance to
that it cost to enter the hex and, like entering a hex, is only passively spot traps (see p. 21) and secret doors (see p. 19).
complete when the full hex point cost is paid. The party then A party moving any faster than the default rate loses the
makes another navigation check for the hex. Failure means above exploration abilities. They also always count as noisy
that the party is lost; resolve this as normal. When the party and check every turn for random encounters (see below).
succeeds, this reveals one hidden feature in the hex, if any
(normally at random, but some hexes may have a specific Exploration Actions
order to how their hidden features can be revealed). A stop for major actions can occur once each turn. A major
A hex can have both overt and hidden features. For action is anything with a listed time of 10 minutes (a search for
example, an overt group of orcs at a bridge demanding a toll secret doors or traps; lockpicking; a typical combat). During a
may be operating out of a hidden orc lair in a network of caves stop, each party member can perform one such action. For
further off in that same hex. example, three characters could search for secret doors, while
Lost: While becoming lost normally interrupts a search, a two others try to pick separate locks, all at the same time.
GM may allow certain hidden features to be found even if the The turn ends when these actions are completed, even if
party is lost. For example, the party, disoriented and fatigued, the party used none or only part of their move, not all party
stumbles upon an ominous, blood-caked altar in the midst of a members acted, or the entire 10 minutes hadn’t passed.
clearing where no birds sing…. Minor actions (e.g. brief conversation, listening at a door)
generally require no meaningful time.
Overland Random Encounters
One random encounter check (i.e. a “wandering monster Exploration Random Encounters
check”) is made each time a hex is entered or (if the party is Random encounter check rates for exploration often vary
lost) when a navigation check is made. If the party isn’t lost but based on the area, but every three turns is common. The GM
does not leave a hex in a day, one daytime check is still made. rolls 1D12, with a result of 2 or less indicating an encounter.
To make a check, the GM rolls 1D12, applying all relevant Noisy: If the party makes an unusual amount of noise
modifiers to the roll: while exploring (yelling, spiking a door; combats do not count),
their next encounter check is made at –4, and the party cannot
Situation Modifier surprise creatures so encountered except via unusual means.
Base Hex Entry Cost is 3 (e.g. swamp) –3
Base Hex Entry Cost is 2 (e.g. hills, woods) –2
Hex is unusually dangerous –1 or –2
Hex is safe (e.g. patrolled) +1
Party has 1+ members with Fieldcraft for
+1
that hex’s terrain type
Players are moving at a cautious march +1
– 23 –
Chapter IV: Adventuring
ENCUMBRANCE MOUNTS
It’s important to track what you’re carrying, as if weighed down Beasts of burden have their own movement rules.
it’s harder to swim, climb, run from the orc army, and so on. At
the same time, excessive bookkeeping is tiresome. As such, the Combat Daily Item Point
Creature
following system is rather abstracted. Speed* Hex Pts Limit
The following base gear is not encumbering: Camel 65 5 30
Donkey / Mule 50 5 20
One weapon (plus 24 arrows / quarrels if ranged)
Elephant 50 5 40
Standard gear: backpack, pouches, bedroll, waterskin, Giant Lizard 60 5 15
whetstone, tinderbox Horse, Draught 50 5 25
Tiny items; worn clothing / jewelry (within reason) Horse, Riding 80 6 20
Worn light armour and/or a shield Horse, War 65 5 25
Ox 50 4 30
Other carried objects take up item points, measuring *For a rough yards per minute rate, triple these values
both weight and awkwardness. Assuming one has the proper
carrying gear, such as a backpack, pouches and sacks, a A mount can only be force-marched (see p. 22) for one
character can carry 8 + their Strength ability score modifier in day at a time, and requires two days of good rest afterwards. If
points. The point cost for items is as follows: instead made to travel the next day, it can only move at its
normal move rate, and dies at the end of that day.
Armour (worn): Medium = 2 points; heavy = 3 points
+ bulky (automatically encumbers; see below)
Extra shield or weapon (med. & large): 2 points (if
a ranged weapon, room for up to 24 arrows / quarrels is
included; 1 point if you just want the ammunition)
Small items: Up to four = 1 point
Medium items: One = 1 point
Large items: One = 2 points
Coins: Up to 500 = 1 point (i.e. 125 = Small item)
– 24 –
Chapter IV: Adventuring
– 25 –
I
nevitably, players will come face to face with opponents. SURPRISE
When a monster or other potential opposition confronts the Some creatures possess innate abilities that allow them to
characters (or vice versa), this is called an encounter. If an reliably ambush prey. For others, magical effects or careful
encounter turns hostile, then combat begins. planning can accomplish the same end.
Noticing an ambush is a Task. For creatures with innate
ambush abilities, the difficulty to roll against will be listed in
ENCOUNTERS their statblock, e.g. “Surprise (Hard)”. Otherwise, the GM
If players understand just one thing about the nature of determines the difficulty level based on the environment and
encounters, it should be this: the tactics chosen. A typical ambush is Hard to spot if the
ambushers are just visually concealed (camouflage, heavy
cover, or invisibility). This rises to Very Hard if most noise is
Not all encounters are combat encounters! drowned out as well (e.g. due to high winds or other strong
ambient noise in the area)—Heroic if the ambushers are
magically silenced. If the roll fails, the group is surprised.
Players will regularly meet potential opposition more If it is the party that’s being ambushed, treat the Task to
powerful than them. There are often clear signs delivered by notice the ambush as a group Perception check (see p. 21).
the GM that players are approaching the lair of something Fieldcraft: If the party is outdoors and has a member with
formidable, giving PCs the chance to prepare, sneak past, or the Fieldcraft feat for the terrain they are in, the difficulty of
wisely turn aside. Even then, encounters are often just that: their group check is one level lower than normal. If the party
potential opposition, rather than guaranteed. What is has multiple such members, add a further +2 bonus to the
encountered may be sick, tired, scared, looking for assistance check for each such member beyond the first.
against another group of creatures, suspicious that the players
are stronger than they actually are, guarding something too Effects of Surprise
important to chance to battle, under orders to avoid combat, Surprise lasts one round. In that round, the surprised group
amenable to bribery or persuasion, wanting information, not cannot act or apply Dex-based AC modifiers, and attacks on
hungry, or just grateful for the company. Even if the opposition them gain a +4 bonus. Attacks against surprised targets from
is hopelessly hostile, it can be entirely feasible (and wise) for behind raise the chance for a critical hit (see p. 30).
players to flee; if pursued, there are ways to discourage pursuit. Morale: Killing surprised foes might force a Morale check
All told, the notion that all encounters are best solved (see p. 30).
through fights to the finish is completely wrong, and will end
with a host of dead characters in very short order.
ENCOUNTER TIME
When an encounter occurs, play switches to being measured in
rounds. Each round is 10 seconds.
Once an encounter is finished, one full 10-minute turn is
marked off for every 10 minutes or portion thereof it lasted.
The unused time, if any, was spent resting, binding wounds,
cleaning weapons, checking gear, and the like.
– 26 –
Chapter V: Encounters & Combat
Declarations: All spellcasting and combat stances for Guard: Pick a 5-foot square. If you remain within 10
the round must be declared before anything else in the feet of it and can move freely, the first two enemies you
round happens are in the way of that try to move up to or make a
ranged attack against anything in it must engage you
Missile Phase: Combatants with readied missile instead. Enemies already within 5 feet of the square or
weapons can fire. Players who chose the Dash combat whom you are not in the way of are unaffected.
stance fire first, and then all remaining missile attacks
from all sides are resolved simultaneously. When a stance is chosen for the round, all previous stances
Initiative: 1D12 is rolled by each side involved, with and stance modifiers are cancelled. Monsters and NPCs do not
the side that rolled the highest winning (re-roll ties) use stances.
Movement Phase: Everyone on the side that won
initiative for the round can move, followed by any
movement by the losing side
Melee Phase: Combatants that did not fire a missile
weapon can attack with melee weapons (or take a
miscellaneous action). Players who chose the Dash
combat stance act first, and then all remaining actions
from all sides are resolved simultaneously.
Magic Phase: Spells are cancelled if desired, and then
all spells declared and not interrupted are cast
Morale Checks: The GM may need to make morale
checks for opponents, retainers, and other NPCs
DECLARATIONS
The following actions must be declared at the round’s start:
WHAT YOU CAN DO IN A ROUND
Combat Stances: Any player who is not surprised or
Simply put, every round a combatant can take one action (an
casting a spell must declare which stance they are using
attack is an action), and also make one move (unless casting).
(see at right for details)
Your one attack occurs in either the Missile Phase or the
Spellcasting: When deciding to cast a spell, the exact Melee Phase, based on the weapon you’re using.
spell being cast must be chosen. Spellcasting prevents If you’re taking some other action instead of attacking, this
one from doing anything else that round (i.e. no moves, occurs in the Melee Phase. This can be almost anything: you
and no attacks/actions, including readying a scroll). can draw a weapon; mount a horse; ready a scroll or potion;
When declaring spells, neither side knows if the drink a readied potion; etc. However, it must be relatively
opposing casters will be casting this round. quick. A GM may rule that more than one round is needed to
Once spells are declared, intelligent creatures that do something, or even rule the action impossible—especially if
can see or hear a caster by default know that a spell is the combatant is locked in melee.
being cast, barring environmental factors (e.g. darkness, Dropping something does not use an action. Neither do
loud noise). This tends to draw attention. However, the most brief commands, though more complex speech does.
precise spell being cast is never known to others. Movement is not an action: it is separate.
– 27 –
Chapter V: Encounters & Combat
For PCs, an unmodified roll of 20 is always a hit. The Missile Weapon Table
attack is also likely to score a critical hit (see p. 30). Missile weapons have a RoF (rate of fire) of 1 shot per attack
Sleeping, paralyzed, willing and similar targets are unless noted. Loading does not require an action if ammunition
helpless targets. Melee and short-range missile attacks on is readily at hand (except for heavy crossbows, which even
such always hit and deal their maximum damage. Such targets then require an action to reload).
include PCs at 0 or fewer HP, but not grappled targets. Range & Penalty
Dexterity AC Adjustments: Remember that neither Weapon Dmg RoF S: 0 M: –4 L: –8
positive nor negative AC modifiers due to Dexterity apply if the
Small thrown weapon S* 1** 10’ 20’ 30’
character cannot move freely (e.g. if surprised or grappled).
Bow, Short M 1 45’ 90’ 180’
Bow, Long*** M 1 90’ 180’ 360’
MISSILE PHASE
Crossbow / Sling M 1 45’ 90’ 180’
Missile attacks can be made if you have a ranged weapon
ready at the start of the round, are not locked in melee, and Crossbow, Hand S 1 10’ 20’ 30’
the target is not blocked. A target is blocked if one or more Crossbow, Heavy† L 1 90’ 180’ 360’
creatures (friend or foe) is along the direct line of sight to it, Javelin / Spear M* 1 20’ 40’ 60’
unless the target is one or more sizes larger than any blockers. Fire Oil / Holy Water ‡
1 10’ 20’ 30’
Missile attacks use all relevant melee attack modifiers
*Plus user’s Str modifier **RoF 2 with the marksman feat (see p. 9)
above, except the bonuses for being on a mount or the target
***If fired indoors, use short bow ranges; min. Str 9
being prone. Other applicable modifiers are listed below. †+2 attack bonus, reload requires action ‡See p. 15 for details
– 28 –
Chapter V: Encounters & Combat
– 29 –
Chapter V: Encounters & Combat
DEALING DAMAGE
After a hit, the attacker rolls to deal damage. Damage dealt is
removed from the target’s Hit Points. This has no effect until a
target’s Hit Points reach 0 or fewer, which instantly kills a
monster or NPC; for PCs, instead see Dying, p. 19.
Minimum Damage: Modifiers to damage cannot drop a
successful attack below 1 point of damage.
Strength: An attacker’s Strength ability score modifier is
applied to their melee and thrown weapon attack damage.
Weapons
All standard weapons (see p. 13) are divided into three
damage types: small, medium, and large.
– 30 –
Chapter V: Encounters & Combat
ESCAPING AN ENCOUNTER
If a side has none of its members locked in melee (see p. 29),
that side can choose to try and escape the encounter. If it is the
players that try to escape, the GM decides if their enemies
pursue, taking into account their attitudes, goals, and—if
combat occurred—how badly hurt they were versus any
possible bloodlust or desire for vengeance (a Morale check by
the enemy can serve to measure this; passing it means pursuit).
– 31 –
S
pells are a shaping of the magical energies that suffuse The first step to using magic is to prepare the spells
the multiverse. A caster carefully plucks at the invisible desired. Regardless of how many spells the caster owns, there
strands of power, weaves them into a pattern, and then are limits to the number of spells they can prepare at any one
unleashes them to create the desired effect. time. This limit is per spell level, and is shown on the Mage
Countless thousands of spells have been crafted across the Spell Progression Table on p. 34. For example, the typical 5th
ages, and most are long forgotten. Some of these may yet lie level mage can have prepared up to six 1st level spells and
within ancient ruins, moldering spellbooks, crumbling scrolls, three 2nd level spells at any one time. The number of spells of
or the very minds of dead gods. Alternatively, they may a given level a caster can prepare is also referred to as their
someday be reinvented by one who has amassed enough number of spell slots at that level.
knowledge and craft to do so. Spells can only be prepared after a full eight hours of sleep
(and so a nighttime attack usually prevents a caster from
preparing spells the next day). After sleep, the caster picks and
chooses which of their spells occupy which of their slots. A
caster cannot have prepared more than two uses of the same
spell at any one time (altering a spell with a feat does not make
it a “different” spell). One uninterrupted hour of study of their
spellbook is then needed to prepare the spells chosen (no
matter how many). If the caster has any spell slots occupied
with previously prepared spells, and wants to replace them
with other spells, the caster can do so at that time. Otherwise, a
spell slot remains occupied until the spell in that slot is cast.
Unless modified via feats, spells of a given level can only
be placed in spell slots of that precise level (e.g. 5th-level spells
can only occupy 5th-level spell slots).
Campaign Matter: As an option, casters can be allowed
to prepare the same spell as many times as they have slots at
that spell level. The downside to this is that spellcasters can
readily become walking Fireball generators. A GM can ensure
that their adventure design penalizes such arcane tunnel vision,
but all the same, permitting this should be considered carefully.
CASTING A SPELL
A spellcaster must have a spell’s intended target within visual
range, whether the target is something specific or just the
centre of its area of effect. Ranged spells must obey the normal
rules on line of sight and blocked targets (see p. 28).
During a combat, a spellcaster can cast one spell a round
(even if in melee); they can take no other action that round.
The exact spell being cast must be stated during declarations
(see p. 27). Casting a spell cannot be done secretly, stealthily,
PREPARING SPELLS or disguised as another activity; the act of casting is blatant and
A caster’s spell library must be stored in a bulky spellbook (see obvious (unless certain feats are taken, see p. 10). If not
Spellbook, blank on p. 15). The spells within are always interrupted (see Casting Constraints, at right) or cancelled by
written in Arcana, the universal language of magic. All casters the caster, the spell is cast during the Magic Phase (see p. 30).
can automatically read Arcana as part of their training (per Cancelling a declared spell can only be done at the start of
Choose Languages on p. 8, a GM may have decided as a the Magic Phase (see p. 29). This keeps the spell prepared, but
Campaign Matter that even those who cannot cast spells can the caster still can’t take any other actions that round.
learn this language). Once a spell is cast (or interrupted), that spell slot becomes
empty.
– 32 –
Chapter VI: Spells & Magic
COPYING
While you can always read spells found in another mage’s
spellbook, you cannot prepare them until you have bound
them to you by copying them to your own spellbook. Only
spells from schools the caster has access to can be copied. RESEARCH
To copy a spell takes a week, plus 100 sp per level of the Casters can research new spells. These can be variants of spells
spell. This is a Careful (Arc × 2) Task, rolled at the end of the the caster already knows—a Hard (Arc) Task—spells the caster
copying period; apply +2 if a specialist is copying a spell from has witnessed being cast—a Very Hard (Arc) Task—or spells
their specialist school. Copying failure also means that the spell the caster has only heard of—a Heroic (Arc) Task. Only spells
is permanently erased from the source scroll or spellbook. from schools the caster has access to can be researched, and
Scrolls (see p. 34) work as above, except that even a any given spell can only be attempted once per level.
successful copy check erases the scroll afterwards. Researching a new spell requires, on average and per level
Extra Copies: A caster’s known spells are permanently of the spell, 1D4 × 50 sp in materials and a week of work
bound to them. As such, while a caster can only prepare a spell (weeks can be broken up). However, the requirements can
for casting if they have their own spellbook to reference, their vary wildly, for magic is an art rather than a science. In
known spells can be copied down any number of times, even if particular, the components needed to research higher-level
they’ve lost their spellbook. spells may not be available for any amount of mere silver.
– 33 –
Chapter VI: Spells & Magic
– 34 –
Chapter VI: Spells & Magic
– 35 –
Chapter VI: Spells & Magic
– 36 –
Chapter VI: Spells & Magic
– 37 –
Chapter VI: Spells & Magic
SPELLS BY SCHOOL
– 38 –
Chapter VI: Spells & Magic
– 39 –
Chapter VI: Spells & Magic
SPELLS BY LEVEL
– 40 –
Chapter VI: Spells & Magic
– 41 –
Chapter VI: Spells & Magic
– 42 –
Chapter VI: Spells & Magic
Phantom Steed
Conjuration (R: Short, D: 12 hours)
A ghostly draft or riding horse (caster’s choice) instantly
appears which serves the caster willingly and well. It behaves
as a normal horse, except that it cannot tire or be frightened
and does not need food or water.
– 43 –
Chapter VI: Spells & Magic
– 44 –
Chapter VI: Spells & Magic
– 45 –
Chapter VI: Spells & Magic
– 46 –
Chapter VI: Spells & Magic
– 47 –
Chapter VI: Spells & Magic
– 48 –
Chapter VI: Spells & Magic
– 49 –
Chapter VI: Spells & Magic
– 50 –
Chapter VI: Spells & Magic
– 51 –
LEVEL PROGRESSION TABLE (p. 25) FATIGUE TABLE (p. 20)
Total Experience Total Hit Dice Fatigue Level Effect
Level
Points (XP) (HD) Light –2 to attacks, Tasks, and Morale checks
0 1 2D8 Heavy Raise above to –4, halve all movement
1,500 2 3D8 Exhaustion Halve HP, halve movement again
3,000 3 4D8
6,000 4 5D8
OVERLAND MOVEMENT TABLES (p. 22)
12,000 5 6D8
Hex Terrain Type Hex Entry Cost
25,000 6 7D8
Plains, steppe, farmland 1
50,000 7 8D8
Hills, woods, desert, rough 2
100,000 8 9D8
Mountains, jungle, swamps 3
200,000 9 10D8
300,000 10 10D8+2 Hex Terrain Modifiers Cost Modifier
Each level beyond 10 requires another 100,000 XP Heavy rain / deep snow / thick fog +1
Temperature extremes +1
ABILITY SCORE MODIFIER TABLE (p. 5) Good roads or excellent trails –1*
Ability Score Modifier Encumbrance (see p. 24) +1 per burden level
2-3 –3 *Can only be applied once per day; at least two hexes of good roads
4-5 –2 must be covered that day for the bonus to apply
6-8 –1
9-12 0 MOUNT MOVEMENT RATE TABLE (p. 24)
13-15 +1 Combat Daily Item Point
Creature
16-17 +2 Speed* Hex Pts Limit
18-19 +3 Camel 65 5 30
Donkey / Mule 50 5 20
Elephant 50 5 40
TASK RESOLUTION TABLE (p. 17)
Giant Lizard 60 5 15
Difficulty Level Result Needed
Horse, Draught 50 5 25
Careful 8+
Horse, Riding 80 6 20
Moderate 11+
Horse, War 65 5 25
Hard 14+
Ox 50 4 30
Very Hard 17+
*For a rough yards per minute rate, triple these values
Heroic 20+
– 52 –
MISSILE WEAPON TABLE (p. 28)
Range & Penalty COMBAT ORDER (p. 27)
Weapon Dmg RoF S: 0 M: –4 L: –8
1) Declarations 5) Melee Phase
Small thrown weapon S* 1** 10’ 20’ 30’
Bow, Short M 1 45’ 90’ 180’ 2) Missile Phase 6) Magic Phase
Bow, Long*** M 1 90’ 180’ 360’ 3) Initiative 7) Morale Checks
Crossbow / Sling M 1 45’ 90’ 180’
4) Movement Phase
Crossbow, Hand S 1 10’ 20’ 30’
Crossbow, Heavy† L 1 90’ 180’ 360’
Javelin / Spear M* 1 20’ 40’ 60’
‡
Fire Oil / Holy Water 1 10’ 20’ 30’
*Plus user’s Str modifier **RoF 2 with the marksman feat (see p. 9)
ATTACK MODIFIERS (p. 28)
***If fired indoors, use short bow ranges; min. Str 9
†+2 attack bonus, reload requires action ‡See p. 15 for details Attacker declared an offensive stance: +2
Attacker is blinded and/or target is invisible: –4
MAGE SPELL PROGRESSION TABLE (p. 34) Attacker is fatigued: –2 (light) or –4 (heavy)
Mage Base Spells per Day at Spell Level*
Attacker is on a mount, target is upright: +2
Level 1 2 3 4 5 6
Attacker is striking from the rear: +2
1 2 (1)
Target is surprised (see p. 26): +4 (replaces
2 3 (1)
above)
3 4 (2) 1
Target is prone: +4
4 5 (2) 2 (1)
5 6 (3) 3 (1) MISSILE WEAPON MODIFIERS (p. 28)
6 6 (3) 4 (2) 1 Firing from a moving or unsteady position: –4
7 6 (3) 5 (2) 1
Low visibility (gloom, smoke, fog, etc): –2
8 6 (3) 6 (3) 2 (1)
Target has half cover from attack: –2
9 6 (3) 6 (3) 2 (1) 1
Target has heavy cover from attack: –4
10 6 (3) 6 (3) 3 (1) 1
Target is at medium range: –4
11 6 (3) 6 (3) 3 (1) 2 (1)
12 Target is at long range: –8
6 (3) 6 (3) 4 (2) 2 (1) 1
13 6 (3) 6 (3) 4 (2) 3 (1) 1
14 6 (3) 6 (3) 5 (2) 3 (1) 1
15 6 (3) 6 (3) 5 (2) 4 (2) 2 (1) 1
16 6 (3) 6 (3) 6 (3) 4 (2) 2 (1) 1
17 6 (3) 6 (3) 6 (3) 5 (2) 2 (1) 1
18 6 (3) 6 (3) 6 (3) 5 (2) 3 (1) 2 (1)
19 6 (3) 6 (3) 6 (3) 6 (3) 3 (1) 2 (1)
20 6 (3) 6 (3) 6 (3) 6 (3) 3 (1) 2 (1)
*Parenthetical values are for Arcanist Warriors (see p. 6)
– 53 –
I N D E X
– 54 –
OPEN GAME LICENSE Version 1.0a
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broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and
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– 55 –
—FIN—
– 56 –