Iteration Two
What happens when you decide Tunnels & Trolls is too
complicated.
Attributes
Player characters are defined by seven attributes.
Strength (STR): A character raw muscular power and ability.
Strength determines how much equipment you can carry and
helps in melee combat.
Dexterity (DEX): A characters speed of reaction, reflexes,
agility, athleticism and fighting skill. Dexterity helps in melee
and missile combat.
Constitution (CON): A characters health, fitness, stamina
and size. CON determines how much damage you can take.
Intelligence (INT): A characters intellectual ability, strength
of will, memory, intuition, problem solving ability and
knowledge skills.
Luck (LUC): How lucky a character is. Contributes to both
melee and missile combat.
Charisma (CHA): How attractive and influential a character is
to others.
Essence (ESS): How magical a character is.
Primary and Secondary Attributes
Each character class defines two attributes as primary and two as
secondary.
Levelling Up
When a character levels up their attributes increase as follows:
+2 to each primary, +1 to each secondary and one point to
spend on any attribute of your choice.
Saving Throws
Saving throws are made on 2d6+Attribute Adds. Target number is
set by the GM. When making saving rolls, doubles add and roll
over. When resisting another characters action (such as a spell)
the target number is usually one of their attribute scores.
Easy: 5
Average: 10
Difficult: 15
Very Difficult: 20
Saving throws are made when a character must overcome some
hazard or perform a task.
LUCK
CHA
ESS
Working Together
Sometimes characters may work together on a saving roll, such as
a group of characters trying to lift something. Every character rolls
separately, then add up their totals and compare to the target
number. The GM always has the final say about when characters
can work together, and how many can work together on a given
problem.
Botches
A natural roll of 2 on a saving roll is a botch, don't add and roll on
and it is up to the GM to decide what this means in each case.
Critical Hits
In a combat roll, matching dice from a given weapon add and roll
on.
For example, if you were using a 3d weapon and rolled 4,4,5 you
would then roll the two 4's again and add on. If your second roll
was 3 & 2 your total would be 4+4+5+3+2=18.
If you are wielding two weapons use different coloured dice for
each weapon.
Opposed Rolls
An opposed roll occurs when two characters are competing for
some reason. Both characters roll and add attribute adds, highest
rolls wins.
Encumbrance
Characters can carry a number of Weight units equal to their
STRx100. For every full STRx10 units they carry they are at -1
DEX, but DEX cannot be lowered below 3 in this way (if the
penalty would reduce it below 3, treat DEX as 3).
A weight unit nominally represents 1/10th of a pound (which is the
weight of one gold piece) but some objects have a weight unit
value which does not represent their true weight. Armour and
Shields weigh far more than they should to represent the
encumbering effect of wearing and wielding such bulky or
uncomfortable items.
Money
The basic unit of currency is the Gold Piece (GP). 1GP is worth 10
Silver Pieces (SP) and 1SP is worth 10 Copper pieces (CP). A
Platinum piece (PP) is worth 10GP.
Poisons
Most poisons reduce CON (some are available which work on other
attributes). A dose of poison weighs one unit and the cost for it
depends on the strength. Rangers can make poisons, the
minimum level required is shown on the table below. If a character
receives an antidote within a few minutes of being poisoned half
the attribute loss. If the character is reduced to 0 attribute they
can still survive if the antidote is adminstered and the restored
points put them back to 1 or more.
CON Loss Cost Ranger Level
Feat of Strength
Some examples of saving throws:
Attribute Example Saves
STR
DEX
CON
INT
1d6
10
2d6
20
3d6
50
4d6
100
10
5d6
200
15
6d6
500
23
Fight!
Monster Treasure
As a good rule of thumb a monster will have treasure on it's
person or in it's lair of value (in GP's) equal to it's MR. This
treasure will usually be a mixture of coins, gems and other
valuable items. Intelligent monsters will probably have weapons
and armour but just assume that their equipment is either
worthless (rusty/poor condition) or forms part of their treasure.
For example, a MR50 creature would have 50GP's worth of
treasure.
Monster Powers
Motivations
11
12
13
14-16 Altruism: The character truly believes that they can help
protect the peace and make the world a better place.
21-23 Respect: The character is lacking in confidence and
adventures to show others that they are competent and
worthy of respect.
24
36
41-43 Wealth: The character wants to get rich and will always
be on the lookout for opportunities to turn a profit.
44-46 Prestige: The character is obsessed with fame, awards
and medals and wants to accumulate as many as
possible. The character wants to get famous, or
infamous, it doesn't matter as long as they become well
known.
Elven Warrior
Race
Non-human races get modifiers to their attribute scores. Apply
these modifiers after attributes have been assigned. An attribute
cannot be reduced below 2. Roll 2d, add the highest roll to one of
the attributes in the + column and subtract the lowest from the
one in the - column.
Race
Ability
Elf
DEX or INT
STR
Nightvision
Dwarf
STR or CON
CHA
Nightvision
Orc
STR or CON
Halfling
Nightvision
Human
A Midland Warrior
Barbarian
Barbarians are less civilised and trained fighters, but they make
up for this lack of technical skill with superior stamina.
Primary Attributes: STR & CON
Secondary Attributes: CHA & DEX
Warrior-Wizard
Equally comfortable with a blade in hand or casting a spell, the
warrior-wizard is skilled with magic and battle.
Primary Attributes: DEX
Secondary Attributes: INT & STR
Can use spells at double cost.
You may choose a Magical Tradition. If you do not, you cannot
then later choose one.
Rogue
Quick thinking and fast on their feet, the rogue stays just within
the bounds of the law.. or outside of it on occasion.
Primary Attributes: CHA & INT
Secondary Attributes: DEX & LUC
Eastern Rogue
Scout
Scouts specialise in stealth and wilderness craft.
Primary Attributes: DEX & CON
Secondary Attributes: INT & LUC
Northern Scout
Northern Barbarian
Ranger
A charismatic figure skilled in combat. Ranges are frequenters of
the wilds, protecting the borders of civilsation from danger.
Primary Attributes: CHA & DEX
Secondary Attributes: CON & LUC
Aragorn is the quintessential ranger.
Paladin
Paladins are holy warriors, infused with their faith they are natural
leaders and preachers, whilst also able to battle the enemies of
their church.
Primary Attributes: STR
Secondary Attributes: CHA & DEX
Wizard-Rogue
Some Rogues acquire a touch of magic through their careers.
Primary Attributes: CHA
Secondary Attributes: DEX & INT
Can use spells at double cost.
You may choose a Magical Tradition. If you do not, you cannot
then later choose one.
The Gray Mouser was a Wizard-Rogue.
Wizard
Masters of magic, wizards are knowledgeable and able to wield
powerful magics, drawing on the forces of darkness.
Primary Attributes: ESS
Secondary Attributes: INT
Can use spells.
You may choose a Magical Tradition. If you do not, you cannot
Weight (units)
Range (yards)
Cleric
Urbane and well educated, priests preach to the faithful, convert
the unbelievers and are able to draw on the power of the Gods.
Primary Attributes: ESS
Secondary Attributes: CHA
Choose a God or Goddess.
Can use miracles.
Cost (GP)
A Wizard
Dice
Weapons
1h: One handed weapon.
1h: One and a half handed weapon.
2h: Two handed weapon.
Weapons are simply classed by how many hands they need to
wield. A 1h weapon can be wielded in one hand or two. In both
hands it gets 3d, in one hand it only gets 2d (you can wield a
shield and 1h weapon, but not a 1h weapon and other
weapon). Polearms require two hands to wield and are not really
usable in enclosed areas, such as underground (if used in such an
environment halve their combat total each round). Small 1h
weapons are concealable. Range is used when the weapon is
thrown.
Weapon
Examples
Unarmed
1d
Small 1h Weapon 2d
20
10
20
Knife, Dagger,
Cudgel
1h Weapon
3d
70
20
10
1h Weapon
3/4d
100
30
5*
2h Weapon
5d
150
60
5*
Polearm
6d
100
100
Poleaxe, Scythe,
Pike, Halberd
A Matter of Faith
Starting Equipment
Each character begins play with the following (cost/weight):
An Adventurers Kit (90/360)
A dagger (small 1h weapon) (20/10)
A 2h weapon (150/60) OR Polearm (100/100) OR 1h weapon
(100/30) & Round shield (40/100) OR 1h weapon (70/20) &
small 1h weapon (20/10).
Soft leather armour (50/200).
100 GP (weighs 100).
You can choose to use your starting cash to upgrade any items of
your choice (e.g. You could upgrade the round shield to a kite
shield for 30GP), or convert any starting items into cash.
The adventurers kit contains (the X/Y after each entry is the
objects cost in GP/weight). A means the cost and/or weight is
negligible):
30yds of rope (10/200)
Pitch soaked torch (burns for an hour) (0.1/10)
Ball of string (-/-)
6 iron pitons (20/30)
Piton hammer (5/20)
Bronze mirror (5/-)
Chalk (2/-)
Wax (2/-)
Salt (2/-)
Sheet of parchment (1/-)
Quill pen and ink (5/5)
tin plate and mug (10/10)
fish hooks (1/-)
flint and tinder (5/-)
normal clothing (5/20)
Light Crossbow*
3d
200
60
50 yards
Crossbow*
4d
250
80
100 yards
Heavy Crossbow* 5d
400
150
150 yards
Shortbow
2d
100
30
100 yards
Longbow
3d
150
40
200 yards
Sling
2d
20
10
50 yards
Javelin**
3d
50
20
100 yards
Quiver of 20
arrows or
bolts***
50
Pouch of 20 sling
bullets
20
*All crossbows are slow firing and can only fire on alternate
rounds, requiring a round between shots to reload.
**A javelin can be used as an improvised 1h weapon if necessary.
***Short and Longbows fire arrows, crossbows fire bolts.
Short or Longbows can be built giving +1 missile adds with the
bow, +10 yards to range and increasing cost by 50%. Building
means using laminated woods in the bows construction to aid
resiliency.
Padded
20
100
Soft Leather
50
200
Hard Leather
100
400
10
200
600
Scale
12
400
800
Plate
14
800
1000
Shields
Buckler
10
30
Round Shield
40
50
Kite Shield
70
70
Tower Shield
10
100
90
150
100
Missile attacks are rolled as normal (using missile adds rather than
melee adds) and added to the parties combat total. The missile
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
circumstances). They do not have to share any damage which the
party takes if it loses the round UNLESS the enemies are also
using ranged attacks, in which case they do.
Range & Target Size Penalties
At anything beyond point blank range (i.e. In melee) or against
small targets, ranged weapon attacks take a penalty to their rolls.
If the penalty reduces the roll below 0 the attack missed
completely.
+0 for short range (within five yards)
-5 for medium range (up to weapons range)
-10 for long range (up to weapons range)
-15 for extreme range (up to weapons range)
-5 for small target (specific limb, humanoid in partial cover)
-10 for tiny target (hand, eye, humanoid in full cover)
Non-Damaging Spells in Combat
The intention to cast a non-damaging spell is declared before
combat rolls are made. The wizard gets no combat roll in the
round and if they take no damage the spell casts at the end of the
round. If they take damage (after armour) the spell fails to cast.
Note that, like missile attacks, Wizards may be able to stay out of
the fight and cast.
Magic Missile
Magic missiles add their damage to the parties combat total in a
round and, even if the party loses the round, that damage is still
applied to the opposition.
Monsters & Missiles Weapons
Monsters using missile weapons have the same options as player
characters, those monsters that stay out of the melee halve their
totals but take no share of any damage if their side loses.
Experience Awards
Characters receive experience points (XP) as they play. A
characters current XP total determines their current level. As a
rule of thumb, characters should receive 100XP per hour of play,
modified by how well they have been playing (150XP for excellent
roleplaying, 50XP for poor roleplaying).
Level XP
Level XP
Level XP
11
16500
21
63000
300
12
19800
22
69300
900
13
23400
23
75900
1800
14
27300
24
82800
3000
15
31500
25
90000
4500
16
36000
26
97500
6300
17
40800
27
105300
8400
18
45900
28
113400
10800
19
51300
29
121800
10
13500
20
57000
30
130500
Some Weapons
Combat Procedure
Combat is divided up into ten second rounds and is very simple,
both sides roll all their dice plus adds, add the sides total, then
compare them. The side with the highest total wins the round and
inflicts damage to the losing side equal to the difference. This
damage is divided as evenly as possible between all the
participants on a side.
For more Dramatic Play the GM may wish to break the melee down
into smaller fights, rolling for each separately (although they are
still all occuring simultaneously). This allows for more tactics in a
battle, but takes more time.
A single round lasts ten seconds and the combat roll represents
maneuvering for advantage, sniping, using cover and so on.
Rather than trying to map individual actions combat is treated as
a chaotic melee of blood, pain and fury.
Missile Weapons
Stunts
A stunt is some kind of cool move made during combat, a
cinematic one. Charging, berserking, drops kicks, roundhouse
kicks, massive overhead blows, acrobatic rolls and strikes and so
on are all Stunts. A character who opts to perform a Stunt in a
round says what the stunt is, then doubles their adds and rolls.
The catch is that they must halve their adds in the next round, and
you can never Stunt if you Stunted in the previous round.
Double adds, halve adds next round.
Some examples of stunts:
Diving between a giant opponents legs and trying to hamstring
them.
Fending a foe off with a spear.
Delivering a mighty overhand blow or delivering a spinning
blow.
Binding an opponents weapon with your primary weapon and
stabbing them with your offhand weapon.
Charging into combat.
Going berserk and throwing caution to the wind, concentrating
on attacking and not defending.
3rd
400
400
800
800
5th
1600
1600
th
3200
3200
th
6400
6400
th
12800 12800
th
9th
10
25600 25600
th
+1
51200 51200
x2
x2
Rituals
Characters who can use magic or miracles can work together to
cast ritual spells/miracles. One character casts the spell, using
their own attributes and the cost of the spell is shared as evenly
as possible between everyone participating.
Magical Items
Making Magical Items
Magical items can be made by Clerics or Wizards. The level
required to make an item is the square root of its cost (in Gold
Pieces), rounded up. Making magical items is a ritual process and
it takes one day per level required to make the item.
For example, making a 3 LUCK ring (200GP) requires a 15th level
Wizard or Cleric and 15 days work.
XP
1st
100
100
200
200
nd
Home Stones
A home stone can teleport one or more individuals back to a preset point instantly. The stones target point is set simply by telling
the GM and making a note of it. Using a stone requires a whole
turn and no other action by anyone being transported (everyone
must stay still and touch the stone). A homestone may be used no
more than once every twenty four hours. The stones cost depends
on the number of people it can transport:
2 people: 100GP
4 people: 200GP
8 peoples: 400GP
16 people: 800GP
32 people: 1600GP
x2 number of people: x2 cost
Essence rings
These items store ESS points which can be used to cast spells
with. A character may wear up to four rings on each hand (a ring
must be worn to effective).
1 ESS ring: 50GP
2 ESS ring: 100GP
3 ESS ring: 200GP
4 ESS ring: 400GP
5 ESS ring: 800GP
6 ESS ring: 1600GP
+1 ESS: x2 cost
Magical Amulets
Amulets give +1 or more to one attribute as long as they are worn
round the neck. The attribute is specified when the amulet is
made. You can wear any number of amulets, but their effects are
not cumulative. If you wore two STR amulets, one of +1 and one of
+2 you would get +2 STR NOT +3 STR.
+1 to one attribute: 100GP
+2 to one attributer: 200GP
+3 to one attribute: 400GP
+4 to one attribute: 800GP
+5 to one attribute: 1600GP
extra +1 to one attribute: x2 cost
Lucky Charms
A Lucky charm gives you one or more re-rolls per day.
One re-roll per day charm: 50GP
Two re-roll per day charm: 100GP
Three re-roll per day charm: 200GP
Four re-roll per day charm: 400GP
Five re-roll per day charm: 800GP
+1 Re-roll: x2 cost
Restorative Potions
Restorative potions restore lost CON or ESS points. When you
drink the potion roll the appropriate dice to see how many points
you recover. Note that a given potion restores ESS or CON points,
not both.
Enhancement Potions
Enhancement potions increase an attribute until the next sunrise.
When you drink the potion roll the appropriate dice to see how
many points you add to your attribute. A given potion only effects
on attribute.
Add 1d6: 100GP
Add 2d6: 200GP
Add 3d6: 400GP
Add 4d6: 800GP
Add 5d6: 1600GP
+1d6: x2 cost
Cursed Potions
Cursed potions work just like enhancement potions but reduce an
attribute rather than increasing it. A cursed potion cannot reduce
an attribute below three points. If the roll would do so, simply
reduce the attribute to three.
Subtract 1d6: 100GP
Subtract 2d6: 200GP
Subtract 3d6: 400GP
Subtract 4d6: 800GP
Subtract 5d6: 1600GP
+1d6: x2 cost
Disposable Lucky Charms
A Disposable Lucky charm gives you one or more re-rolls then is
exhausted.
One re-roll charm: 10GP
Two re-roll charm: 20GP
Three re-roll charm: 40GP
Four re-roll charm: 80GP
Five re-roll charm: 160GP
+1 Re-roll: x2 cost
Armour Enhancements
Enhancements are not cumulative, use the highest value
enhancements on a suit of armour. The enhancement is the
number of extra damage points the suit of armour can absorb
each round.
+1 Armour: 50GP
+2 Armour: 100GP
+3 Armour: 200GP
+4 Armour: 400GP
+5 Armour: 800GP
extra +1 Armour: x2 cost
Weapon Enhancements
Enhancements are not cumulative, use the highest value
enhancements on a weapon. The enhancement is the number of
extra adds the weapon has.
+1 Add: 50GP
+2 Add: 100GP
+3 Add: 200GP
+4 Add: 400GP
+5 Add: 800GP
extra +1 Add: x2 cost
Religious Orders
Clerics and Paladins must worship a specific God, being part of
that Gods religious order. Their choice of God may influence their
abilities, making some miracles more expensive to cast and others
cheaper.
Magical Traditions
Wizards, Warrior-Wizards and Rogue-Wizards may opt to be
members of specific traditions of magic. Like religions,
membership of an order increases the cost of casting some spells
and reduces the cost of others. If you choose not to join a Tradition
during character creation you cannot then later choose to do so.
Magic, Miracles and Saves
The difficulty for a save against magic is the casters INT, against a
miracle it is the casters CHA.
Unless stated otherwise, the target of a spell always gets a save
against a spell which does not cause damage, a successful save
negates that spell or miracles effect.
Damaging Effects
After a second hour INT points (rounded down) are lost, after
a third INT points (rounded down), continuing until no
damage is inflicted or the disease is treated with a purification
spell. If STR is reduced to 2 the character is incapacitated, if
STR is reduced to 0 they die.
Unholy Shield (2): Target gains armour equal to their CHA
against attacks for the next ten minutes.
Unholy Fury (2): Target of spell adds clerics CHA to their
combat total for next ten minutes.
*Desecrate (2): Cleric or Paladin permanently loses ESS
points spent on this power to desecrate a 2 acre area (ten
thousand square yards). This area can be any shape the
creator desires (if you create a strip it should be at least one
yard across at any given point). Any Undead entering that
area heal damage, each round, equal to the clerics CHA.
*Black Mass (2): Cast before a human sacrifice. The caster
adds the victims ESS points to their own when they kill the
victim. This does not change the casters ESS score, only their
current total.
*Black Whispers (2): Use ESS points to ask the dead or your
demon prince a question (there is no difference in game
terms). They will either give a Yes/No answer or a cryptic
vision, depending on how the GM feels the question is best
answered.
*Resurrection (2x targets Level): This spells brings the
dead back to life. There is also an XP penalty to the
resurrected character.
Blasphemy (2): You speak a blasphemous oath and any
hearing it are convulsed by pain and unable to act in the next
round if they fail an INT save.
Word of Power (2): You give a single, simple, command to a
target which they must instantly obey if they fail an INT save.
They will not follow an obviously self-destructive command
though.
Spells
Wizards are treated like clerics/paladins, but have a different list
of powers (each power is called a spell).
*Ward (2): Caster permanently loses ESS points spent on this
miracle to ward a 2 acre area (ten thousand square yards).
This area can be any shape the creator desires (if you create a
strip it should be at least one yard across at any given point).
When the ward is created the caster specifies who may freely
pass through it and/or any methods which allow safe passage.
Anyone else entering the ward takes damage, each round,
equal to the casters INT (non-magical armour does not protect
against this damage).
Light (2): Illuminates an area up to the casters INT radius in
yards.
Darkness (2): Negates all illumination in an area up to the
casters INT radius in yards. A Light spell negates a darkness
spell. Anyone in the area who needs to see has their combat
rolls halved due to the darkness.
Magic Missile (2): Inflicts damage equal to Wizards INT. This
damage can be applied to one or split between a group evenly.
Range 50'
Magical Armour (2): Target gains armour equal to their INT.
Wall (2): Creates a magical wall, the composition of the wall is
up to the caster and it can be solid or non-solid, transparent or
opaque. The wall can be any shape you wish but cannot cover
more than INT square yards. An attacker must inflict more
damage in one attack than the casters INT to breach the wall
(so it can be passed through). The wall lasts for one hour
before vanishing (if breached it remains in place, it just has a
hole in it).
Dispel (2): Dispels a magical effect cast by a character of
equal or lower INT than the caster.
Detect (2): Detects the presence of something within INT
yards of the caster and its nature. The something is specified
when the spell is cast.
Store (2): Stores a single item, of up to INTx10 weight, in a
dimensional pocket. Once summoned it can be bought back as
an instant action. Returning it to the pocket dimension requires
the store spell to be cast again.
Conceal (2): Makes up to casters INT characters invisible for
up to ten minutes. Any character who attacks whilst invisible
has surprise but becomes visible after attacking. Invisible
characters still have scent and make noise as normal.
Teleport (2): Teleport up to INT yards away instantly. You
must either be able to see where you are teleporting to, have
been there before or have something closely associated with
the target place.
*Summon (2): Summon supernatural creatures. The
summoned creature will perform one task for the caster before
leaving. Its MR equals the casters 2x(CHA+INT). Halve MR for
Religions
There are various religions in the game. Any character may
profess to follow a particular religion, but Clerics and Paladins
must declare a God which they follow. Each God has certain
miracles which are usable at half cost and others which are double
cost to use. These miracles reflect the nature of the God.
Sigmar Stronghammer
Sigmar is the Dwarf God of battle and creator of Dwarven kind.
Double Cost: Healing, Purification, Oath
Half Cost: Holy Shield, Wrath
Ingrid Hearthmother
Ingrid is the Dwarf mother God, Lady of Mercy and compassion.
Double Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
Half Cost: Healing, Purification, Resurrection
Grimnir the Smith
Grimnir is the smith God of the Dwarves, Lord of mines, gems,
gold and so on. His followers pay normal cost for all miracles.
Locknir the Greedy
Evil Dwarvish God. Locknir is the brother of Grimnir. His
worshippers are outcasts from Dwarvish society and are known as
Dark Dwarves. Locknirs worshippers use the Evil miracles list.
Half Cost: Unholy Shield, Unholy Fury
Double Cost: Black Mass, Black Whispers, Blasphemy
Mighty Kondria
Halfling God of food and eating. His followers pay two for all
miracles (normal cost).
Cle Var
The Evil Halfling God. Cle Var is worshipped by the Dark Halflings,
outcasts form halfling society. Dark Halflings are cannibals. His
worshippers use the Evil miracles list.
Half Cost: Black Mass, Black Whispers, Blasphemy
Double Cost: Unholy Shield, Unholy Fury
Maratuu
The main Goblin God, worshipped as the creator of Goblin kind.
His worshippers use the evil miracles list.
Golgaar
Another Goblin God who competes with Maratuu for the attention
of Goblin kind. Followers of Golgaar and Maratuu spend much of
their time fighting one another. His worshippers use the evil
miracles list.
Demon Princes and Princesses
Clerics and Paladins of the Demon Princes all use the evil miracles
list.
The Master of Pride
Half Cost: Black Mass, Black Whispers
The Veil is the wall between our world and the myriad worlds
beyond. The Renders are masters of the arts of summoning.
Double Cost: Magic Missile, Magical Armour
Half Cost: Summon, Banish
Blood Mages
Blood Mages have mastered the manipulation of the flesh.
Double Cost: Portal, Ward, Summon
Half Cost: Transform, Enhance Sense, Alter Size
The Celestial Court
Mages of the Celestial Court specialise in defending against magic
and other threats.
Double Cost: Magic Missile, Confusion
Half Cost: Ward, Dispel
Demon of Gluttony
Sky Mages
The Sky Mages are one with the winds and the clouds.
Double Cost: Transform, Transmute
Half Cost: Teleport, Portal
Sky Mage
Anger Demon
Magical Traditions
Each tradition of magic focusses on specific types of magic at the
expense of other types. Rather than providing a list of traditions
players can create new ones when they create characters. Just
choose two Half Cost Spells and two Double Cost Spells, then
explain to the GM the rationale behind the Tradition. If the GM
agrees with the rationale you can have it, otherwise change it until
you get agreement. Some examples follow:
Scarlet Robes
The Scarlet Robes are masters of flame and energy. They tend to
be somewhat volatile and impetuous in character.
Double Cost: Conceal, Creation
Half Cost: Light, Magic Missile
Circle of the Icefangs
The Icefangs are based in the Northern lands and are masters of
cold and ice.
Double Cost: Light, Portal
Half Cost: Magical Armour, Wall
The Shattered Mirror
Masters of illusion and confusion.
Double Cost: Wall, Creation
Half Cost: Conceal, Confusion
Renders of the Veil
The World
The game world is very large but the players are only adventuring
in the area around the city of Khazan. This consists of a mixed
landscape of hills, forests, river valleys and marshes (a temperate
climate). The area is nominally divided up into manors, each ruled
by a local Lord, but in reality the Lords have little sway outside of
their own settlements and bandits and monsters run rife over the
area. Dungeons, tomb complexes and other ancient sites dot the
landscape and are a continuous draw to adventurers. The
settlements have areas around them under cultivation and sell
most of their produce to Khazan. Most of the plains are fertile but
dangerous to farm due to the hazards of bandits etc..
Khazan is a large city-port which sits on the coast. It is ruled by a
Duke. When the old Duke dies a council of the aldermen of the city
elect a new Duke, the election if a lifetime appointment (unless
you get bumped off in one of the numerous plots and intrigues
which are rife in Khazan). Khazan is thousands of years old, with
new buildings put on top of old for that entire team, resulting in a
maze of labyrinths, caves and other structures deep below the
city.
Foreign Parts
To the west of the land lies the Corsair Isles, separated from
mainland by the Inner sea. Past the corsair isles is the Outer sea.
The Corsair isles are a group of independent city states, originally
founded by pirate bands. The trade and raid the mainland in equal
measure.
Past the Corsair isles lies the great Outer ocean, no one knows
what lies beyond that.
To the north lies a moutain range, the Icefangs, then beyond that
a region of cold fjords and deep vessels bordering the northern
ocean. The inhabitants of this fjordland are known as the
Northmen. The northern ocean freezes into winter and the ice
pack extends to the northern coast.
To the east the fertile plains of the land turn into grass covered
rolling hills, which gradually rise into a great mountain range, the
barrier peaks. On the far side of the barrier peaks the land slopes
down into the celestial empire. The people of the empire are
known as Easterlings.
To the south the land becomes more and more barren, finally
turning to desert, populated by nomad tribes and wealthy city
states. The peoples of the desert are known as the Southrons.
Beyond that lies a land of dank tropical jungles inhabited by
strange tribes and, rumours have it, a great empire of lizard men
who cannot venture away from the tropical wetness and warmth.
Major Races
Orcs
Orcs are generally classed as civilised or tribal. Civilised Orcs have
settled into human culture and live alongside humans. Tribal Orcs,
the larger majority, hold to the old Orcish ways of pillage and
plunder and are an ever present threat to the inhabitants of the
lands.
Dwarves
Dwarves have moved into the hills to mine the abundant ores
there.
Elves
Elves are found in the deep woodlands, living in harmony with
nature.
Halflings
Small, fat, hairy. Halflings live to eat and enjoy life and are a very
bucolic people. A reasonable halfling population has come to live
in the area, working the rich farmland.
Humans
The most populous species in the lands.
Settlements
Nurg
Two miles from the Trollstone caverns, thirty miles west of Khazan
on the Khazan road. Nurg is a small town and popular base of
operations for adventurers, having a variety of sites of interest
within a few miles of itself. There have been settlements where
Nurg stands for thousands of years, making it an interesting place
to be.
Factions
For such a small area the land has a remarkable number of
powerful, and evil, factions. All of these alternate between
cooperating and vying with one another to wipe out Khazan and
the good guys.
The Red Hand Orcs
The Red Hand Orcs are a tribe operating in the vicinity of Nurg. A
group of Red Hands were based in the Trollstone caverns, raiding
traffic passing on the nearby Khazan road.
Murgo Bonecracker (MR 80) is the leader of the tribe, a huge
heavily tattoed Orc warrior.
Red Hand Orcs are MR 20 opponents, armed with a variety of big
heavy weapons (Choppa's) and armour made of cast of bits slung
together.
The ArchFiend Necromagus
The ArchFiend is the Master of an undead horde. He regularly
moves his base of operations from place to place. Defeating the
forces of the ArchFiend will be a campaign unto itself.
Evil Cults
There are various evil cults, either hidden or operating out in the
open, in the settlements of the land. Most cults are a group of
people motivated by religious fanaticism or a pragmatic desire for
power. Those operating in settlements are usually involved in
nefarious plots and intrigues, those operating openly are often
linked to bandit or raider groups who prey on nearby settlements.
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.
Berserker
You can enter a berserk fury. In this state your Combat roll is not
added to your parties combat total (making your party more likely
to lose the round) but your combat roll is applied as hits to your
opponent regardless of their roll. Once you go berserk in a
combat you cannot then flee or revert to normal until the combat
ends.
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.
Snap Shot
With this skill you can use thrown weapons or fire a bow (not a
crossbow) twice in one round. Roll as normal but use up two
arrows/thrown weapons and get +5. Take this a second time for
Master Snapshot, which lets you fire three arrows/thrown weapons
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.
Eagle Eyed
Double the maximum range of any ranged 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).
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).
Spell Specialisation
Add another spell to your list of Half cost spells.
Miracle Specialisation
Add another Miracles to your list of Half cost miracles.
Martial Artist
You roll 2d when fighting unarmed.