Combat Adds 41-43 Wealth: The character wants to get rich and will always
The term “combat adds” refers to both your melee and missile be on the lookout for opportunities to turn a profit.
adds. 44-46 Prestige: The character is obsessed with fame, awards
and medals and wants to accumulate as many as
Character Generation possible. The character wants to get famous, or
Roll 4d and drop lowest one, repeat six times. Assign each score infamous, it doesn't matter as long as they become well
to an attribute. known.
Weight (units)
Range (yards)
Dice
Rogue (2)
Quick thinking and fast on their feet, the rogue stays just within
the bounds of the law.. or outside of it on occasion.
Unarmed 1d - - - Fist, Foot, Headbutt,
• Primary Attributes: CHA & INT
Knee
• Secondary Attributes: DEX & LUC
Small 1h Weapon 2d 20 10 20 Knife, Dagger,
Wizard-Rogue (1) Cudgel
Some Rogues acquire a touch of magic through their careers.
• Primary Attributes: CHA 1h Weapon 3d 70 20 10 Short Sword, Rapier,
• Secondary Attributes: DEX & INT Hatchet, Mace, Club
• Can use spells at double cost. 1½h Weapon 3/4d 100 30 5* Long Sword, Broad
The Gray Mouser was a Wizard-Rogue. Sword, Battle Axe,
Heavy Mace, Flail,
Wizard (0) Staff, Short Spear
Masters of magic, wizards are knowledgeable and able to wield
powerful magics, drawing on the forces of darkness. Wizards have 2h Weapon 5d 150 60 5* Great Sword, Maul,
no secondary attributes. Warhammer, Heavy
• Primary Attributes: ESS Flail, Great Axe, Long
• Secondary Attributes: INT Spear
• Can use spells.
Polearm 6d 100 100 2 Poleaxe, Scythe,
Merlin is the archetypical Wizard.
Pike, Halberd
Cleric (0) *A short spear or long spear has a throwing range of 20 yards
Urbane and well educated, priests preach to the faithful, convert
the unbelievers and are able to draw on the power of the Gods. Characters can wield a 1h weapon in one hand and a small 1h
Like Wizards, clerics have no secondary attributes. weapon or shield in their other hand.
• Primary Attributes: ESS
• Secondary Attributes: CHA Ranged Weapons
• Choose a God or Goddess.
• Can use miracles. Weapon Dice Cost Weight Range
Light Crossbow* 3d 200 60 50 yards A single round lasts ten seconds and the combat roll represents
maneuvering for advantage, sniping, using cover and so on.
Crossbow* 4d 250 80 100 yards Rather than trying to map individual actions combat is treated as
a chaotic melee of blood, pain and fury.
Heavy Crossbow* 5d 400 150 150 yards
Shortbow 2d 100 30 100 yards Missile Weapons
Missile attacks are rolled as normal (using missile adds rather than
Longbow 3d 150 40 200 yards melee adds) and added to the parties combat total. The missile
Sling 2d 20 10 50 yards firer may opt to stay out of combat and fire from a distance (n.b.
The GM must agree that this is a reasonable option in the
Javelin** 3d 50 20 100 yards circumstances). They do not have to share any damage which the
party takes if it loses the round UNLESS the enemies are also
Quiver of 20 - 5 50 - using ranged attacks, in which case they do.
arrows or
bolts*** Range & Target Size Penalties
At anything beyond point blank range (i.e. In melee) or against
Pouch of 20 sling - 2 20 -
small targets, ranged weapon attacks take a penalty to their rolls.
bullets
If the penalty reduces the roll below 0 the attack missed
*All crossbows are slow firing and can only fire on alternate completely.
rounds, requiring a round between shots to reload. +0 for short range (within five yards)
**A javelin can be used as an improvised 1h weapon if necessary. -5 for medium range (up to ¼ weapons range)
***Short and Longbows fire arrows, crossbows fire bolts. -10 for long range (up to ½ weapons range)
-15 for extreme range (up to weapons range)
Short or Longbows can be “built” giving +1 missile adds with the -5 for small target (specific limb, humanoid in partial cover)
bow, +10 yards to range and increasing cost by 50%. Building -10 for tiny target (hand, eye, humanoid in full cover)
means using laminated woods in the bows construction to aid
resiliency. Non-Damaging Spells in Combat
Short or Longbows can be “backed”, giving +2 missile adds and The intention to cast a non-damaging spell is declared before
+20 yards range, increasing cost by 50%. Backing involves adding combat rolls are made. The wizard gets no combat roll in the
various glues and elasticisers, such as gut and sinew, to increase round and if they take no damage the spell casts at the end of the
the bows springiness. round. If they take damage (after armour) the spell fails to cast.
To “build and back” a bow double its cost, it gets +3 missile adds Note that, like missile attacks, Wizards may be able to stay out of
and +30 yards range. the fight and cast.
Major Races
Orcs
Orcs are generally classed as civilised or tribal. Civilised Orcs have
settled into human culture and live alongside humans. Tribal Orcs,
the larger majority, hold to the old Orcish ways of pillage and
plunder and are an ever present threat to the inhabitants of the
lands.
Dwarves
Dwarves have moved into the hills to mine the abundant ores
there.
Elves
Elves are found in the deep woodlands, living in harmony with
nature.
Halflings
Small, fat, hairy. Halflings live to eat and enjoy life and are a very
bucolic people. A reasonable halfling population has come to live
in the area, working the rich farmland.
Humans
The most populous species in the lands.
Settlements
Nurg
Two miles from the Trollstone caverns, thirty miles west of Khazan
on the Khazan road. Nurg is a small town and popular base of
operations for adventurers, having a variety of sites of interest
within a few miles of itself. There have been settlements where
Nurg stands for thousands of years, making it an interesting place
to be.
Factions
For such a small area the land has a remarkable number of
powerful, and evil, factions. All of these alternate between
Edges
A character gains their first Edge at 3rd level, a second at 6th level,
a third at 9th level and so on.
Bodyguard
You can take one others characters share of the damage in a
melee round, but you must specify the intent to do this at the start
of the round before rolling.
Smithing
You can make weapons or armour, use the same rules for required
level as those for magical items.
Weapon Specialisation
Choose a specific type of weapon (e.g. Swords, axes, hammers,
unarmed). You get +5 in combat when wielding a weapon of that
type. You can take this skill a second time to achieve Weapon
Mastery of a weapon you have already specialised in, giving you
+10 with it (this replaces the +5 for specialisation). For critical
purposes, you still only have to roll the same on the weapons base
dice to get a critical.
Armour Specialisation
Choose a specific type of armour (e.g. Soft leather, mail, plate).
When wearing a suit of that type of armour you increase its
protection value by 5pts. You can take this skill a second time to
achieve Armour Mastery of a type of armour you have already
specialised in, giving it +10 protection rather than +5.
Far Shot
Double the maximum range of any missile weapon you are using.
Snap Shot
With this skill you can fire a bow (not a crossbow) twice in one
round. Roll as normal but use up two arrows and get +5. Take this
a second time for Master Snapshot, which lets you fire two arrows
for +10.
Brew Poison
You can prepare poisons.
Tracking
You can follow tracks unerringly can conceal your own tracks so
that anyone without the tracking skill cannot follow you.
Far Throw
Double the maximum range of any thrown weapon you are using.
Evaluate
You can automatically work out what anything you find is (e.g.
Identify what apotion does, what properties a magic item has, how
much you could sell something for and so on).
Quick Throw
As the Ranger “Snap Shot” skill, but applies to thrown weapons.
Brew Poison
You can prepare poisons.
Improved Dodge
If you have no DEX penalty due to encumbrance you get +5 in
combat. You can take this a second time for Masterful Dodge,
giving you +10 in combat.
Brew Potions
You can make magic potions (see the magic items list for rules on
minimum level to make a given potion). This skill also lets you
identify any potions you find.
Enchanting
You can make magic items, except potions (see the magic items
list for rules on minimum level to make a given item).