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Nikk Effingham’s

RuneQuest
House Rules
Introduction
This is a collection of the house rules that I’ve worked up over the last few years for my new RuneQuest campaign set
in the Felster. You’ll need the normal assortment of old Avalon Hill RuneQuest gear, like the third edition rules, Gods
of Glorantha etc. These house rules, whilst many times making radical changes, just supplement those rules.
The rule set was based on a certain number of precepts that I settled on having run a long lasting campaign of ten years.
During that time the PCs became uber powerful with ridiculously high stats, skills and magic items that were a little
silly. It wasn’t that it was Monty Haul, but that the changes I made in the system permitted grossly high numbers. And it
meant that the system broke down. My bad.
So Precept One was that the numbers should remain low. Hence things like capping magic at five points. I’m hoping,
and that hope seems to have been somewhat fulfilled, that this has solved some of the insanities of the last campaign
where combat became a boring too and fro of waiting for a critical to land because armour and weapon damage are out
of whack with one another (I also fixed True Weapon and Shield so they effectively cancel one another out with exactly
this aim in mind.) In any case, I want to banish the day of 600% attacks and 109 points of damage.
The second rule is that I like variables. So magic points, hit points etc. are all variables, and it’s nice to have a few of
them as then you can create a really interesting set of powers and spells that trade off these variables with one another.
So I wanted to really make sure fatigue survived into the new draft as an integral, workable and easy to use part of the
system. This was Precept Two. I think it has worked very well, and I’m hoping it succeeds in limiting rune lord
combats so they don’t go on forever because eventually one party will run out of fatigue.
Precept Three was that myself and the players weren’t going to play another decade long campaign. The rules had to
allow for a fair bit of time spent as initiates, but we wanted to end up as acolytes about nine months into the campaign
and rune level at a year and a half to two years, with Herodom near the end of three years. I achieved this by ensuring
better progression (so even failed experience rolls result in an increase, increased ability to train and increased POW
gain rolls) along with decreasing what it takes to count as a Hero. Heroes in my new RuneQuest are closer in power
level to the common man than the monstrosities of the old campaign that waded about chucking around 20 point rune
magic spells.
Finally, I don’t care about consulting charts outside of the main flow the game, but I do during it. So Precept Four,
which I don’t think I fully succeeded in, is to keep chart flipping to a minimum. So Character Generation and
Downtime Action is just a huge bunch of charts. I don’t mind that, as it doesn’t slow the game down. Indeed, the pause
to consult a load of Downtime Charts gives a natural pause to adventures.
Disclaimer
Two of the rules are ugly as hell. I mean, fugly. The first is generating statistics for character generation. Sorry about
that. The second is the group rolling mechanism introduced in Game Systems. It’s a system that you get used to quite
quickly and, as I explain at that juncture it works FAR better. So whilst it’s initially ugly, it grows on you. Like Susan
Boyle.
So you have to promise that you’ll read past the first page where I introduce the world’s most obscure way to generate
statistics!
Notes
Throughout I litter the rules with some brief explanations of why I did certain things. Also, I try and give
acknowledgement where acknowledgement is due to people who wrote the rules these are based on. For instance,
Sandy’s sorcery rules are stolen almost wholesale.
Oh, and when I say ‘I’ I generally mean my role-playing group. Think of me as the gestalt mouthpiece for us all.
Character Generation
looked at later. You can gamble twice, each time on a
The Basics different characteristic. Note that when you gamble the
The character should select any appropriate race, second time you can lose points off of the stat you just
homeland and culture, as limited by the Gamesmaster. raised.
What follows are the instructions to create a character of a The Characteristic Subsidy Payback Rule
Beginner power level. Future drafts will include To discourage character suicide, if you gamble and your
information on how to generate characters of more character dies within 4 sessions of creation, you cannot
powerful levels. gamble with your next character’s stats.
Characteristics SIZ
SIZ, for humans, starts at 12. You can decrease it by two,
In RuneQuest the statistics are Strength (STR),
or four points, in return for either one, or two if you
Constitution (CON), Size (SIZ), Intelligence (INT),
decreased it by four, points on other statistics. Those
Power (POW), Dexterity (DEX) and Charisma (CHA).
points are randomly distributed over your statistics, and
(Unfortunately, I sometimes use APP in the rules as I
can be randomly distributed onto POW. They can’t be
haven’t changed every occurrence. APP just is CHA.)
randomly distributed onto SIZ.
These are fundamental to determining your character’s
skill bonuses and their attributes (see later). Alternatively a character can have an increased SIZ. The
player can pick one stat (not POW) and reduce it by one
To calculate your characteristics is a bit of a bitch, but
point in return for 2 SIZ. They can do this twice,
easy enough if you take it in turn. The first step is to
increasing SIZ by four, and can also select the same stat
select an option from below, and award those numbers to
twice.
every stat other than POW or CHA. Then cross-reference
your SIZ and INT on the chart below with the number To further increase one’s SIZ requires the appropriate
you awarded it to find out what your SIZ and INT turn out Edge. It can only ever be increased to 18 in character
to be. Then follow the instructions for CHA. Then follow generation. Training can take it higher.
the instructions for POW. CHA
Choosing your stats other than POW and CHA CHA works slightly differently. Every character receives
To determine one’s statistics, other than CHA and POW, an appearance of 12. However, they can sacrifice one stat
there are four options of what stat numbers to take. point from any non-POW stat for +2 CHA; they can
sacrifice two points from any non-POW stat for +3 CHA.
Option One: Average Adventurer
Further increases in CHA can be achieved by taking the
14, 13, 12, 10 appropriate Edge. It also works the other way. You can
Option Two: Good at some things, bad at others sacrifice 3 points of CHA for one stat point (which could,
if you really fancied it, be placed in POW); you can also
15, 14, 12, 8
sacrifice 6 CHA for two stat points. Remember, a stat
Option Three: Ace at something, not so great at other cannot be increased past 18.
things
POW
17, 13, 10, 8
Every character starts with a POW of 12. If they wish
Option Four: Ace at something, terrible at something they can do a gamble on POW, which is independent of
17, 15, 10, 6 other gambles. They roll 1d7-4 and apply that result (for a
Then place the numbers in the stats that you want, other d7, just roll a d8 and re-roll an 8).
than CHA (which works differently – see below). Design notes
Gambling So this is what we ended up with after one player
For those seeking the random element, you can elect to demanded some element of random generation but
gamble on some of the characteristic. When gambling, another player complained that it led to characters being
roll 1d3-1, and that’s how many extra points that stat more powerful than one another by mere chance. So it’s
gains (maximum of 18). Roll 1d3-1, and that’s how many some bizarre hybrid of the two. Henec the ugliness of it
points a random stat loses. The random stat cannot be the and a d7. I can’t believe I used a d7…
one that has just been increased (so roll a 1d6 to
determine which of the remaining stats is decreased). It
can decrease either POW or CHA even though you
haven’t calculated these yet – just note the penalty to be
Attributes Hit Points Over 20
If a character has (regular, non ablative) hit points over
There are a number of secondary attributes used in
20, all healing is doubled (whether it’s from first aid,
RuneQuest calculated from the primary statistics. These
magical healing or natural healing). Similarly, if it is over
are Magic Points (MP), Hit Points (HP), Damage Bonus
40, it triples etc.
and Move Rate.
Magic Points (MP) Hit Points in Locations
General Location
Represents how much magical power the character can Hit
use, how much “soul force” they have. Magic Points have Points
a beginning value equal to POW. Magic Points are used Leg Abdomen Chest Arm Head
to power spells, and can be lost in spirit combat or as the 1 1 1 1 1 1
result of a magical effect. If magic points reach zero then 2 1 1 1 1 1
the character falls unconscious. Magic point loss is 3 1 1 2 1 1
temporary though. Magic points regenerate at the rate of 4 2 2 2 1 2
one point per hour, although they naturally regenerate 5 2 2 2 2 2
only back to a level equal to POW (although a few spells 6 2 2 3 2 2
can increase personal magic points above this limit). 7 3 3 3 2 3
Characters with very high POWs (for instance some wind 8 3 3 4 2 3
children, certain spirits, demigods etc.) work slightly 9 3 3 4 3 3
differently. If a character has a POW higher than 24, then 10 4 4 4 3 4
these differences apply. Magic points regenerate at a rate 11 4 4 5 3 4
of one point per hour for every 24 POW a character has 12 4 4 5 3 4
(rounded up). 13 5 5 6 4 5
Example: Cragspider, with a POW of 86, regenerates 14 5 5 6 4 5
86/24=4 (after being rounded up) magic points per hour. 15 5 5 6 4 5
16 6 6 7 4 6
Hit Points (HP) 17 6 6 7 5 6
Hit Points are a measure of a characters damage capacity, 18 6 6 8 5 6
and vitality. He has both general hit points and hit points 19 7 7 8 5 7
in each location, as explained in the Combat section. A 20 7 7 8 5 7
character’s base HP are equal to the average of CON+SIZ 21 7 7 9 6 7
rounded up. They may be increased by magic. The hit 22 8 8 9 6 8
points for a humanoid are calculated as one third of their 23 8 8 10 6 8
general hit points for legs, abdomen and head, one quarter Damage Bonus (db)
for arms and four-tenths for chest. Round all hit points up.
As per standard RuneQuest.
The next page has a chart for determining hit points.
Move Rate
Ablative Hit Points
This is how fast a character can move. The are a variety
Provided by things like vigour and strengthening of levels. The different levels affect how far a character
enchantments, and certain chaos features. Ablative hit can move long distance and in combat. Characters whose
points are just like normal hit points, but don’t raise hit Move Rate is higher always catch up with those they are
locations. If you have any ablative hit points then, no chasing (you just can’t out run a horse in a fair race!).
matter where you are struck, the damage affects the
ablative hit points first. When they are used up, damage Stationary
goes through to the location. Creatures that are effectively stationary for the purposes
Ablative hit points heal at the rate of one per hour. of combat. That includes creatures that are actually
stationary for some reason (living walls, that kind of
thing), creatures that are slow enough to be classed as
stationary for the purposes of movement over the course
of a round (snails), creatures which can only drag
themselves along with their arms (those without legs etc.).
Slow
Examples include hobbled humans and peg legs.
Normal
Most races travel at Normal speed. That includes humans,
elves, trolls, ducks, dwarves, dogs, wolves etc. That some
of these creatures can move faster than others is
represented by a difference in their Running skill not their
Move rate. CON Rested Levels
Quick 1 0
Examples include particularly nippy creatures. Usually 2-5 1
this means a character with Normal speed under the 6-8 2
appropriate Mobility spell. 9-12 3
13-16 4
Fast 17-20 5
Horses, mounts etc. 21-30 6
Very Fast 31-50 7
51-80 8
Sylphs, cheetahs running at full pelt etc. 81-120 9
Mercurial
Godlike. Mercurial comes in levels (so a Heroformed
Orlanth might move at Mercurial I whilst a Heroformed Design notes
Mastakos moves at Mercurial III etc.) Full fatigue rules are explained in Game Systems.
They’re a fairly important part of the system.
Free INT
Free INT is the amount of room a character has to fit in
spells. Each point of Battle Magic (and any Charms past
the five a character can normally learn) takes up one point
of Free INT, and no character can learn more than their
Free INT.
The Free INT of a character is equal to 10 plus one half
the character’s INT.
Magic Items Limit
Virtually all magic items must be attuned to the user, with
only very minor magic items not requiring such a process.
However, there is a limit to the number of items that a
character can attune to. For each category a character can
have only one magic item. When a character becomes a
rune level or a shaman, this increases to two for each
category. When a character takes a sorceror’s Vow, it can
increase a single category from a limit of one magic item
to two. A character who somehow is both a rune level and
a sorcerer, or a shaman and a sorcerer, is still limited to
two magic items in each category.
The categories are magic point matrix, spell matrix,
strengthening enchantment and crystals.

Fatigue
Every character has Rested Levels to measure their ability
to withstand fatigue. How these fatigue levels work is
given in Game Systems. To calculate the number of
Rested levels a character has, look at the following chart.
List of Common Skills
Acrobatics (00) Dodge (05) Ride [animal] (05)
Assassinate (00) Drive (10) Running (25)
Binding (05) Entertain (00) Seduction (10)
Boat (05) Evaluate (05) Sleight (05)
Camouflage (05) First Aid (10) Spirit Dance (10)
Climb (40) Games (Agility) (10) Spot (25)
Common Magic (40) Games (Knowledge) (10) Stealth (15)
Convince (05) Garrotte (05) Swim (15)
Craft (10) Jump (25) Torture (10)
Deal (05) Language (30) Track (25)
Deception (20) Lore (05) Weapon skills (varies)
Devise (05) Martial Arts (00)
Disguise (05) Mythology (20)

List of Restricted Skills


Alchemy (00) Earthsense (00) Shapechange (00)
[Arts] (00) Elfsense (00) [sorcery spell] (00)
Avoid Dragon’s Best Attack (00) Endure [Element] (00) Stellar Lore (00)
Bat Mastery (00) Feign Death (00) Swordsmithing (00)
Control Fear (00) Grisly Portions (00) Treat Patient (00)
Darksense (00) Rain Dancing (00) Wisdom (00)
Don Armour (00) Sense (00)
Skills Design notes
I thought it was a good idea for skills that were less combat
This is the modification applied to all skills within a
orientated, and less obviously necessary/useful to general
specific category. The skill categories are Agility, Athletics,
adventuring shenanigans should get a bonus for being
Attack (melee), Attack (ranged), Clandestine,
picked.
Communication, Knowledge, Languages, Magical, Parry
and Perception. ‘Climb’ had to be excluded from this as you don’t want
PCs starting with 85% climb given that it’s a cult skill for
A list of skills is given on the next page. Skills in italics
certain cults!
are accessed only be certain races, or members of certain
cults, and cannot be purchased by others without both
taking the appropriate advantage and asking the GM for Cultural bases for skills
permission. I use a slightly modified version of the bases from thyr
Category Modifiers Glorantha Boxed Set. For example:
Every category is associated with a single statistic, the Barbarian Belt (includes Otkorion)
value of which determines the category modifier. This is Attack 1H Sword or 1H Axe 25; Bow 25.
either a penalty or bonus to every skill in that category,
equal to the skill associated with that skill minus 10. It has Parry Shield 25.
an effect on experience rolls as well. Other Chaos Lore (15).
Agility: DEX. Safelster and Seshnela (Malkioni)
Athletics: CON. Farmer Caste
Attack (melee): STR. Raise 1H Spear attack to 20. Either raise one Craft or the
Attack (ranged): DEX. Boat skill to 25.
Clandestine: DEX. Knight Caste
Communication: CHA. Pick one of 2H Axe, 2H Sword and Poleaxe attack and
parry, and raise to 20. Pick one of Javelin and Bow Attack,
Knowledge: INT. and raise to 20. Pick one of 1H Sword, 1H Axe and 1H
Magical: INT. mace attack and raise to 25. Raise shield parry to 25.
Parry: DEX. Wizard Caste
Perception: INT. Pick one Lore and raise to 20. Native read/write is
Determining Starting Skills increased to 25. Pick five skills from the following list, and
raise to 15: Arts; Sorcery spells; Geographic Lores; Racial
A Beginner character can now select a number of skills Lore; Speak [Common Language]; Read/Write [Common
and add a certain modifier to it. Language]
They receive three skills at +25%/+35% (see below for Lord Caste
which); three more at +20%; and three more at +15%. If a
Pick one of 1H Sword, 1H Axe and 1H mace attack and
character will be initiated into a sorcerous cult (see next
step) then the selected skills may include Arts and Sorcery raise to 25. Raise shield parry to 25. EITHER pick one of
spells available to that cult. To determine whether the top 2H Axe, 2H Sword and Poleaxe attack and parry, and raise
to 20 or pick one of Javelin and Bow Attack, and raise to
skill picks receive +25% or +35% depends upon what skill
20. Raise Lore for that country to 25.
has been selected (lore skills are different – see below).
The skills that receive +25% include: Safelster (Pagan)
Climb; Dodge; Assassinate; Conceal; Stealth; any Pick one of 1H sword and 1H axe attack, and raise it to 25.
magic skill; any perception skill; any weapon skill; any Bow Attack is raised to 25. Target Shield parry is raised to
skill with a base 00% (see below). 25.
The skills that receive +35% include: Magic
Any agility skill except Dodge; Athletics skills (except
A character can select any one culturally appropriate cult.
Climb); Clandestine skills except Assassinate, Conceal
They are immediately initiated into that cult, with no roll
and Stealth; any communication skill; any knowledge
required (although any required conditions must be met if
skill, language or lore.
they exist, such as being a Noble for Yelm, or the skill
For characters beginning with advanced experience (see restrictions for Zorak Zoran). Beginning characters can
below) some skills are given two numbers, one before a only join more cults by purchasing the appropriate
slash and one after. The number before applies to skills advantages.
off of the first list; the number after applies if the skill
picked is from the second list.
A starting character begins with three points of common At this stage, Bob also realises he hasn’t named his
magic selected from the list associated with their cult (with character. He settles on Querida Angelo Del Mico a
no more than two points in any one spell), plus one charm. Tinaros

Equipment Family
Every culture lists the equipment a character from that Unlike every other role playing game, RuneQuest
culture begins with. Characters who have picked exotic assumes that the character has a family. Indeed, most
weapons will need to use an advantage if they wish to campaigns will consist of doing things for one’s
begin with them in the game. family/tribe/community etc. and, as such, it would be
particularly strange if every player character was an
Edges orphan! The player may freely create their family as they
wish. But every PC should come equipped with some
Finally, a character may an edge. Edges are advantages
details about their immediate family.
that the character benefits from. Every character gets one
edge. The only other way to get edges is through playing Example: Bob decides that Querida is one of four
sessions (say, getting blackmarket contacts by getting children. His father is a blacksmith who lost his job
blackmarket contacts in game). Often edges can be because during the last war he went with the armies, and
acquired via HeroQuests. when he returned his business had been stolen by another
blacksmith. His mother is a housewife, whose relatives
Passions consorted with trolls in the east (thus setting him up with
contacts with the ZZ cult). One of his two brothers died
Every character has Passions. These reflect particular young, of Brain Fever. His other brother has is an
feelings that they have towards the world. During character apprentice blacksmith, but no longer talks to his family
generation, a character may select three passions. They after he discovered his mother’s secret that her family
must be from the cult that they are a member of. Beginner consorted with darkness. He decides he also has a sister,
characters get those Passions at +5%. More Passions can who has married another apprentice blacksmith. She
be purchased using Advantages. drinks too much, and gambles, and has a penchant for
beating her husband on the bad days.
Quirks
With this kind of family in place, and a campaign based in
A character can select up to five Quirks during character the city he grew up in, Querida is sure to have some
generation. Quirks should reflect minor twists of a interesting familial connections.
character’s personality, but should be separate from their
passions. For every Quirk selected the character receives a Ransom Fund
re-roll, which can be used at any time after character
generation. Once used, they are lost forever. In Glorantha, not every conflict ends in fatalities and the
taking or prisoners, and then ransoming them, is
Example Quirks include: always itches their head; addicted commonplace. Characters may take others for ransom, but
to tobacco; a taste for Hazia; continually swears by it also works the other way. A character who surrenders to
Humakt’s name; farts often; favours rare blue cheeses; his foes will likely find himself up for ransom (for just one
impotent; obsessed with their own hair; grouchy; lisps; way to do this, see the ‘Yield’ action in Combat).
always demands to gamble at the campfire; whittles Obviously, it is moronic to attempt to surrender to certain
figurines of the Celestial Court as a hobby; aims to turn foes (broo, ravenous trolls, brigands with nothing to lose
yodelling into a form of martial arts; beer puff; averse to and no way to collect a ransom easily) but many cultures
swearing; homosexual; never steps in the shadow of a will accept surrender well.
shadowcat; knows all seventy four Praxian words for
‘food’; old romantic; lover of poetry; yawns at inopportune It is assumed that the character begins with some friends or
moments; despises theological discussions; compulsively family willing to ransom him back. Unfortunately, of
keeps their weapon clean; inability to keep oneself clean; course, funds are going to be limited. The character’s
absent minded; compulsive liar; has a nemesis; tries to ransom fund starts at 500 pennies – enough to ransom the
speak New Pelorian to sound fancy, but always gets it average character back once. Characters who have taken
wrong. the ‘Status’ advantage have a ransom fund of 800 pennies.
Note that the ransom for the character (given in Money
Example: Bob decides his character’s quirks are as and Equipment) may increase if they have inflicted great
follows. First, his character is obsessed with learning damage or need to pay wergild on the people that they
obscene words in other languages. He’s very bad at have killed.
cleaning his armour. He is particularly attracted to women
with gat teeth. He keeps his toe nails short by biting them If a character’s ransom fund is of the appropriate level, the
after every meal, whether in decent company or not. He ransom is paid, the amount deducted and the character
dyes his hair with three blond streaks, one for every returned (although this is almost certainly after the
woman he has ever loved. He notes his 5 re-rolls. adventure, and they lose any Downtime Actions for that
downtime round). If it isn’t of the appropriate level, it may
still be paid if the PCs find some way to raise the extra Higher Initiate
cash.
• One point of characteristic training
A character may contribute to their own ransom fund at
• Skills are one at +40%/+50%; two at
any time. Further, events in the game world may increase
+35%/+45%; three at +25; five at +15%.
their ransom fund in any case.
Characters cannot generally ‘liquidate’ their ransom fund • Six points of common magic, with no spell having
unless the funds have been provided by the character more than three points.
themselves. This cash is from the last coffers of one’s • Begin with an extra 1,000 pennies.
brothers, sisters and friends, not some Gloranthan
• Five points of passions chosen from cult passions.
equivalent of an ISA.
• 3 points of rune magic.
Design notes
• ?? number of magic items.
Ransom funds were an idea introduced so I could make
combat that bit more deadly. With ransom funds, when you Acolytehood
lose a fight you might lose money (your ransom fund) but • Two points of characteristic training
not your life. It makes it both less likely that the PCs
murder their enemy out of hand, and allows them to not • Skills are one at +45%/+55%; two at +40%/50%;
win all the time without dying all of the time. three at +35%; five at +25%; three at +10%.
• Full Free INT of common magic. No spell more
than three points.
Characters In An Ongoing • Begin with an extra 3,000 pennies.
Campaign • Five points of passions in three cult passions. Ten
points to be distributed elsewhere.
Record the sessions that progress. For every session past
10 a new character gets two picks. For every ten picks, • 6 points of rune magic.
they get a pickle. • ?? number of magic items.
A pick can be spent on: • Two edges instead of one.
• Add to a skill. If the skill is below 50, add 4%, • Increase cult runes to 2.
50-75, add 3%, 90 or below add 1%. No more
Rune Level
than one third of your picks, rounded up, can be
spent on one skill. If the skill has nothing in it, a Character generation modification:
pick takes it to 5%. • Two sets of two points of characteristic training.
• A pickle can only be used on a skill that you have Each set can be spread across two different stats.
not increased during character generation, or by • Skills are one at +55%/70%; three at +45%/55%;
using picks. It must be at more than 00, so you four at +35%; five at +25%; three at +20%.
can’t use pickles for entirely new skills. They add
5% to the skill. Two pickles can be used on one • Full Free INT of common magic. Two spells can
skill in this way. be up to four points. Other than that, all spells
must be three points or below.
• For every two full pickles, the character gets one
point of training on one stat. They can convert • Three edges instead of one.
three points into two points of training onto one • Begin with an extra 5,000 pennies.
stat.
• Ten points of passions in every cult passion.
A character begins the game with the average rune magic Fifteen points to be distributed elsewhere, with no
of the group, minus 3. more than 10 points to any one passion.
They start the game with the average number of spirit • 9 points of rune magic.
magic points per player, minus 2, as long as it doesn’t go
below the beginning number. They can only have a • ?? number of magic items.
pointage equal to the average. • Increase cult runes to 2.
{magic items and equipment} Design notes Rune Master
These rules are very much being play tested. Character generation modification:
• Three sets of two points of characteristic training
Building Better Bastards or one set of three points and one set of one. Each
Maybe you just want to make more powerful characters to set can be spread across two different stats.
begin with. Here are some guidelines.
• Skills are five at +60%/+80%; five at • 20 points of rune magic.
+45%/+55%; five at +35%; four at +25%; three at • ?? number of magic items.
+20%.
• Increase cult runes to 4, any one rune to 5, and
• Full Free INT of common magic. Maximum any two other runes to 4.
pointage is four.
Hero
• Four edges instead of one.
Character generation modification:
• Begin with an extra 8,000 pennies.
• Four sets of three points of characteristic training
• Fifteen points of passions in every cult passion.
or one set of five points and three sets of three.
Twenty points to be distributed elsewhere, with
Each set can be spread across two different stats.
no more than 10 points to any one passion.
• Skills are five at +90%/110%; five at +70%;/90%
• 13 points of rune magic.
five at +60%/70%; four at +50%; five at +40%;
• ?? number of magic items. five at +30%; five at +15%.
• Increase cult runes to 2, and any rune to 3. • Full Free INT of common magic. Any pointage.
Rune Luminary • Eight edges instead of one.
Character generation modification: • Begin with an extra 20,000 pennies.
• Three sets of three points of characteristic training • Fifteen points of passions in every cult passion.
or one set of four points and two sets of two. Each Select two cult passions and raise them to 20. 30
set can be spread across two different stats. extra points to be distributed, which can be
• Skills are five at +80%/+100%; five at distributed to passions already raised, although no
+60%/75%; five at +50%/60%; four at +40%; more than 15 points can be added to any one
five at +30%; five at +20%. passion.

• Full Free INT of common magic. Maximum • 25 points of rune magic.


pointage is four. Up to two spells can be five. • ?? number of magic items.
• Six edges instead of one. • Increase cult runes to 4, one (cult or non-cult)
• Begin with an extra 12,000 pennies. rune to 6, one (cult or non-cult) rune to 5 and any
non-cult rune to 4.
• Fifteen points of passions in every cult passion.
Select two cult passions and raise them to 20.
Twenty extra points to be distributed, which can
be distributed to passions already raised, although
Characters of a different race
no more than 10 points can be added to any one A character need not be human. But we’re still playtesting
passion. the rules for making non humans.
Edges
Absolute Direction Climate Sense assassins of the Black Fang Brotherhood). In
The character has a mental compass, they The character gets the same weather-sense as an such cases the character’s fame should be closer
always know which direction they are travelling. Orlanthi Wind Lord. They can predict massive to that of the Major Fame advantage.
They can never be disorientated. weather changes one hour in advance. Fast Draw
Absolute Timing Cult Friendship The character is hard to surprise. They add 5 to
No matter what, no matter where the character is The character is related to a cult in a friendly all of their surprise checks.
or how long they have spent unconscious, they manner. The cult will offer help, assistance, Fearless
are able to accurately tell the time to within board and succour to the character, and makes The character lacks fear. Reduce all Fear
about five minutes. If they concentrate, they can available training at the same prices offered to passions by one, and they resist Fear spells,
be accurate to within five seconds. cult members. This may be due to owing debts, shade fearshock etc. with five extra magic
Accelerated Healing or a great act that aided the cult. points.
The character recovers twice as fast from all The choice of cult could be unusual (for instance Fertile
wounds, and regains an extra two hit points the cult of Quatanara, or a chaos cult). Such The character is blessed by the gods of fertility.
every time they are required to make a healing choices should be run by the GM first. Whether male or female, the character is three as
roll. Cult Skill Access likely to impregnate/conceive and the children
Access to Sorcery This advantage give the character access to a are generally born healthy, unnatural effects not-
Characters form a non-sorcery using culture, special cult skill of a cult he does not belong to! withstanding. The chances of twins or triplets
such as Dragon Pass barbarians or Pentan So a character may have Sense Assassin without increases. The character resists all magic
nomads, must purchase this advantage before having joined Humakt! This may be a gift, a damaging fertility as if they had five more magic
buying sorcery. It can only be bought with GM random blessing, the result of an accident, or a points than they actually do.
approval, and usually requires a good reason for HeroQuesting gift, or maybe the secrets were Foreign Sorcery Spell Access
possessing it.] just plundered! Once the advantage has been Sorcerors who wish to purchase spells from
Minor Allies bought, the skill must then be bought up outside their school, for instance a Boristi trying
A character has allies that are willing to risk normally from a base chance of zero. to buy the Brithini Suppress Wizard spell, can
themselves in some manner to aid the character. Destiny buy this advantage. It gives access to the foreign
Once called upon, they will do their best to help. The character has a destiny to fulfil. The spell, and only that foreign spell. The spell
They may also call favours in from the character will, at least, vaguely know of this choice must be GM approved.
character, which gives ample possibility for a destiny via visions and prophets etc... but may For one night only, I will be Wile E. Coyote
gamemaster to create storylines. This advantage not, at the Gamesmaster's discretion, know the The character can survive death. Once. They
may even cover a group of individuals rather full extent of their path. During any adventure might not survive with all their belongings, hell
than a single ally. that deals with their Destiny, the character they might not even survive all in one piece, but
Minor allies include a group of local city receives a single free re-roll. they will survive. Scrub this edge off once used.
beggars willing to hide the character from time Detect Illusions Gift/Geas
to time. The character has an innate talent to detect This can only be taken if the PC is a member of
Animal Empathy illusions and other such chimeras. This is often a cult that accepts gift/geas pairs (Humakt,
The character gains a bonus of +5% on all rolls seen as a blessing of Harmony. The character Yelmalio, Vinga, Thanatar etc....). The character
involving animals. has a POWx5 chance of detecting has done some great service, or participated in a
Artistic Ability illusions/phantasms etc... particular ritual, or been gifted by the god, to
The character gains an effective bonus of +15% Double-jointed have another gift, and it's appropriate geas. This
when required to make a skill roll to do with art. The character is particularly supple. They have a should be chosen or randomly determined as is
Blackmarket Contacts bonus of 35% to all rolls involving this ability normal for the cult.
The character has contacts on the blackmarket i.e. contortion. Good Looking
that allow him/her to gain access to illegal Eidetic Memory Add three points to CHA.
substances and assets i.e. hazia, and other The character can recall all minor details etc... Hang On In There Baby
illegalities. The character might like this to be with absolute clarity. The character has an unnatural ability to cling on
more exotic, such as having contacts with Enhanced Darksense to life. They can fall to minus three general hit
Bagogi mercenaries. Only available to characters with Darksense. It points without dying.
Boon allows the characters to utlize their Darksense as High Pain Threshold
The character has a boon from a local or a form of weapon, a sonar based weapon. Not All CON rolls that are made to do with pain are
influential member of society, such as a Count, particulary deadly, it can be used to get rid of made at a an extra three multiples i.e. a CON x3
Governor, Beggar King or local military bugs, zap trollkin into submission etc… It can becomes a CON x6. This does not apply to
member. This boon may be used once and once only be used whilst the sonar receptors are fatigue rolls.
only, and the NPC may or may not be on uncovered. It is counts as a missile weapon Hit Points Bonus
friendly terms with the player. For instance, the using a skill beginning at base 25%. It inflicts The character's stamina is unusually high. They
Red Emperor may be in Boon to an Orlanthi for 1d3 damage, but that penetrates any and all have an extra two hit points.
a previous act that helped the Empire. While the armour. It can be dodged. Illumination
Emperor may not like it, he'll have to honour it. Excellent Throw The character is Illuminated. However, they
Given it is a one time only thing, the Boon The character has an excellent throwing ability. have access to but one power – the knowledge
should be pretty useful. They may throw objects up to three times the that chaos is not intrinsically immoral. Base skill
Breath Underwater normal range. is 05%.
For each level in this advantage, the character Fame (Minor) Immunity to Dehydration
can spend longer and longer underwater, and The character is famous, at least amongst a The character has an effective 10 CON to resist
generally hold their breath for longer. When certain type of people. At the minor level they dehydration.
making suffocation roles (whether underwater or are quite well known amongst their tribe and Immunity to Disease
not) they start with an extra five multiples. So, a clan, with everyone in the area knowing who The character has an extra 6 CON to resist all
character who holds their breath before running they are. Of course, what they are famous for is diseases.
through a poisonous cloud starts rolling their up to the character to decide. This advantage can Immunity to Heat/Cold
CON at CONx15 rather than CONx10. be modified if it applies to a certain group of The character suffers one point less damage
Bulky people, such as a specific cult (such as a Sage from heat and cold effects from non-magical
You muscly man meat you – add 2 SIZ. famous for mapmaking in the cult of Lhankor sources. The damage can not be reduced to
Mhy, or the character is known only to the below one point.
Immunity to Poison Noble one that they have. No skill can receive the
The character has an extra 6 CON to resist all The character is a titled noble. The character benefits of more than one skill bonus.
poison. starts with an extra 300 pennies of cash, and
Immunity to Tap owns land (reducing their living costs by 50% to
The character always has 95% chance to resist a maximum saving of 500 pennies). Smell Death
Tap and Tap-related spells. Obese With this advantage a character can smell the
Iron Grip You’re obese. Increase SIZ by three points, but presence of death (such as large numbers of
The character has an iron grip. They resist when decrease CHA by two. corpses, or if the GM wishes, a single dead
grappling with an extra 5 points of effective Obscure Skill body), when powerful Death magics have
STR, this applies also in contests such as arm The character has access to one of the skills not recently been used, powerful worshippers of
wrestling. normally accessible. Check with your Death cults or (again, if and when the GM
Lightning Calculator gamesmaster whether you can take this edge for wishes) the immanent Death of somebody else.
The character can perform complex a particular skill. This does not locate the distance or direction of
mathematical problems in an astoundingly short Party Animal the source, only the presence.
amount of time. The character can stay awake all night with no Spirit Affinity
Light Sleeper fatigue effects. This only works if they slept the The character has an affinity to spirits associated
The character is a light sleeper. At the first sign night before. to a specific rune. For instance, the character
of danger they instantly awake with no penalty. Passion may have Darkness Spirit Affinity, or Illusion
They also receive Spot rolls to hear anything The character gains a passion at +5. Spirit Infinity. The character has +40% on the
about them whilst asleep at no modifier. Pick Pocket spirit reaction table when dealing with such
Lock Picker The character is a natural pick pocket. Add 15% spirits.
The character is an excellent Lock Picker. Can to their effective Sleight skill when attempting Spiritually Powerful
add 20% to their effective skill when picking to pick pockets. The character is difficult to possess. Any
locks. Rune Spell Access possession attempt is resisted with an effective
Longevity The character has either been blessed by a deity, 10 POW extra. This includes the Attack Soul
This advantage only applies to all further aging been on a HeroQuest, or learnt ancient secrets. spell.
rolls made (i.e. those made after character They gain access to a Rune Spell. This Rune Spirit Sense
generation). It allows the character to throw Spell is one not normally available to the The character is a natural mystic. They
three sets of dice for every aging roll and select character, so an Orlanthi may buy access immediately sense the presence of spirits, even
the best result. Weaponmight. The access is only ever one-use, if they are possessing another being. They also
Military Ranking but like other one-use spells the spell returns on gain some measure of feeling as to the nature of
The character holds rank in an army of the area. the high holy day. The spell chosen should be the spirit (i.e. malign, chaotic, darkness etc..)
They have commission, and therefore approved by the GM. Status
obligations, a salary and the ability to order Skill Affinity (Minor) The character has a position in society that
others about. This advantage normally makes The character has an affinity to a certain skill. demands respect. It only applies to one
them akin to an officer. The character has a +5% bonus to their raising particular type of society, someone with status
Musical Talent rolls with that skill. in the Lunar Empire will be treated well there
The character gains +15% effective skill when Skill Bonus (Minor) whereas they would be treated with contempt by
required to make any roll connected to music. The character gains +15% to a skill that they an Orlanthi. This advantage confers upon them a
Night Vision (Minor) have not already added any bonus to, or +5% to status akin to a noble, or equivalent.
Character has Night Vision -20.

Advanced Edges
Characters using advanced experience from above can select ‘Advanced Edges’ rather than normal edges. [List yet to
be written]
Game Systems
Characteristic Rolls
Success Levels Characteristic rolls are sometimes called for. They are
The basic RuneQuest system runs on a 1d100 roll. In usually stated as the statistic followed by a multiplier.
most cases, there will be a percentage chance of For instance, POWx3. This is the number which must
success. Roll 1d100, and compare that the chance of be rolled under on 1d100 for the character to succeed.
success to yield a success level. Success levels come in Common rolls of this type are disease resistance
seven types: fumble, failure, normal (or simple), (usually CONx5), Luck rolls (POWx5) or rolls of
special, critical, supercritical and hypercritical. agility and dexterity (DEXx3).
Normally, the latter two won’t matter, so let us attend
to the others first. If you roll under 1/20th of your
Skill Tests
chance of success, you critical. If you roll above the Unopposed Skill Tests (Solo)
critical margin, but under 1/5th of your chance of
success, you special. If you roll above the special If a character has to make an unopposed skill test, on
margin, but below the chance of success, you score a their own, they simply roll under the appropriate skill,
normal success. If you roll above your chance of after appropriate modifiers have been applied. The
success but below 96, you fail. success level determines the result.

If you roll 96-00 you usually score an automatic fail. Opposed Skill Rolls (Solo)
There is also a chance of a fumble, where some further Sometimes two single characters must oppose skills.
deleterious effect takes place. Your chance to fumble is For instance, two people challenging one another to
any roll above 95 + your chance to critical (to a dance contests; one person trying to sneak past another;
maximum of 100). a character trying to beat the other with their fists and
The chart on the next page summarises this for the first the other person trying to dodge.
one hundred percentiles. Simply roll, and compare the result. If the level of
Chances of success over 100% success of one character is better than the other, they
succeed. This may change if one fails and the other
If your chance of success is above 100%, then two fumbles – in that case they may not succeed. For
effects take place. Firstly, the chance of failing instance, if one character tries to strike the other with a
decreases. Secondly, the character can score success sword and he fails but his foe fumbles then he doesn’t
levels higher than criticals. go on to strike his foe. However, sometimes even a fail
For every full 100% in the chance of success, decrease is good enough. For instance, if involved in a dancing
the chance to fail by 1. So whilst you normally fail on a contest then if one character fails and the other fumbles
96-99, if you have 100-199% chance of success it then whilst they have done badly, they still ‘win’ the
decreases to 97-99; 200-299% it decreases to 98-99; contest.
300-399% you fail only on 99; at 400% or higher you In cases where they have the same, they both do as
never fail. Everyone, no matter what, or how powerful, well as one another. They ‘draw’. In cases where a
or how many powered weapons you have, fumbles on a ‘draw’ is not an option – say they are involved in the
roll of 00. aforesaid dancing contest – the better person is
The two higher success levels are supercritical and whomever makes the roll by the most.
hypercritical. A supercritical can only occur when your Opposed Skills Rolls (Team)
chance of success is over 100%, and for every full one
hundred percentiles of success, you have a 1% chance Sometimes a team of characters must attempt to
of a supercritical. A hypercritical (the best result you overcome one or more adversaries in a contest. Indeed,
can have!) is equal to 1% for every full 400% you have the new RuneQuest system is designed so that Team
in a skill. Skill Rolls are made as often as possible. In any case
where it is conceivable that a team roll is relevant, the
A skill that has a Base Chance (not adjusted chance) of Team rules should be used. For instance, if the
zero cannot ever be succeeded by the character. If they characters are trying to sneak past guards, it’s a team
have Ventriloquism of 00%, then they have no chance roll. If the characters are all on watch, and someone
of succeeding with that skill. If an adjusted skill chance tries to sneak past, it’s a Team roll. If the characters try
is below zero, but has a base chance of more than zero to jointly intimidate someone, it’s a team roll. If the
(i.e. a character with a sword attack of 43% fights in characters try to ascend a mountain together, it’s a
darkness at –75% penalty yielding a final chance of – team roll. If the characters head off to pick some
22%) there is always an 01 chance of succeeding (and pockets, it’s a team roll etc. Characters do not have
doing so critically!). the option of picking whether it’s a team roll or not,
and if a team roll could be appropriate then it is If a character gets a special or better, they get some
appropriate. further effect. Firstly, a special by one character can
Team rolls have four steps. ‘cancel’ a fumble of another character if they so wish.
If they use this option they ‘use up’ their special and
Step One: Advantaged or Disadvantaged cannot get the second benefit. Secondly, for every
In cases where teams must oppose skill rolls you must special (or better) that is rolled, and isn’t ‘used up’
decide whether your situation is one of being: solving the fumbles of other characters, a re-roll is
Advantaged and Disadvantaged. earned for the character with the highest skill. They can
Your roll is an advantaged roll if having more people make the re-roll and then choose the best of the re-
makes you more likely to succeed. For instance, lots of rolls.
characters trying to pick a lock; lots of characters Step four: Resolution
working to brew the same batch of ale; lots of With all of this done, compare the final rolls. Then
characters trying to keep watch; engaging in ritual resolve as you would with an opposed roll for two
spells; engaging in boating down the river; researching single characters. That is, if one success level is better
specific pieces of information; most downtime job than another, the better succeeds. If they’re the same,
action rolls; tracking; battle co-ordination etc. they draw or it’s whoever made it by the most etc.
Your roll is disadvantaged if having more people Unopposed Skill Rolls (Team)
makes you less likely to succeed. For instance, if the
characters are jointly trying to sneak past the guards; Works just as above except that when you come to step
swimming as a group; climbing as a group; running four, resolution is figured just as you would figure
long distance as a group etc. unopposed skill rolls for single cases.
It is possible that two teams both roll advantaged rolls, Aiding Rolls
or both have disadvantaged rolls. Sometimes, as described below, one skill can be used
Step Two: Calculate Skill Rating to Aid another skill. When this is the case that skill gets
Team rolls are resolved as follows: each team to count towards the group roll as a positive modifier
calculates the skill they have to roll against. If your roll (and always a positive modifier, even if the roll is
is advantaged then it is calculated as the highest skill normally negative: for instance, using an Entertain skill
of the characters involved, plus 1/10th of the skill of of 50 to Aid a Stealth check always adds 5 to the roll).
everyone else involved. Disadvantaged is calculated as This cannot break the restriction that only three skills
the skill rating character with the highest skill, then for can add to the roll.
every other character you modify that roll by: As well as adding to the skill check, one gets to roll the
( 100 – their skill ) divided by 10 Aiding skill during the skill check. An Aid Skill Can
Never Be The Group Roller. One also rolls even when
Note that in cases where a character’s skill is over 100, you’ve already rolled one skill roll – you get to roll
this means that there is no penalty but do not add any both! In this manner an individual might end up rolling
benefit. a group check for a task performed on his own, when it
Step Three: Make the roll is the case that they are using a skill to Aid another.
Every character then makes a roll. The success level of Example: Hjart sees guards coming and starts dancing
the opposed test is determined by the roll of the to distract them from seeing his allies breaking into the
character with the highest skill. But everyone else gets nearby house. He uses Entertain of 60 to Aid the group
to roll too, and their success level has further effects. roll. If his allies were two in number with a Stealth of
If they fail or succeed, nothing more happens. An 60 each they’d normally roll a group roll at 56.
individual failure is mitigated just as long as the roll of However, with the Entertain bonus, this increases to
the character with the highest skill makes it. If they 62. Everyone rolls at 60, with the normal effects of
succeed, they don’t really add to the project (and if the getting a special or a fumble etc.
roll of the character with the highest skill is a fail or a Example: Gerd tries to Evaluate (skill 40) an ancient
fumble, tough titty – it seems your character’s attempt First Age Sword. He has First Age Lore of 60. He uses
to aid the team endeavour just wasn’t good enough to First Age Lore to Aid his Evaluate. He doesn’t roll on
make a difference). If they succeed, they deserve an 60, he rolls on 40, plus 1/10th of his First Age Lore,
experience tick. They can get an experience tick, even which makes 46. He rolls two dice, one for the ‘group
if the team as a whole fails. check’, at 46, and the other for his First Age Lore at
If they fumble, then they screw up. This may affect the 60.
whole skill attempt, or just screw over the individual
character. For instance, if they are trying as a group to
swim a river then they screw themselves over but the
group may do okay. If the group are jointly making,
say, a sculpture then it screws over the project.
Design notes
So team rolling (‘group rolling’ as we’ve come to call
it) was introduced because otherwise the stats were
stupid. Say five people try and sneak past three guards.
If you play it so that everyone rolls, and the best roll
the guard makes is matched against the worst roll that
the sneakers make, then it’s almost always the case that
they get spotted. (My mate does stats and worked out
the probability. Except when the guards are blind, and
you are amazing at sneaking, the odds are miniscule
that you’ll succeed.)
This mechanic fixes this. It also means that there are
tasks which the whole party can engage in because one
of them has a high skill in it. In the past, unless
everyone had a decent climb, climbing was too
difficult; unless everyone had a decent swim,
swimming was too difficult etc. With group rolling you
can make your PC exceedingly useful by taking the
skill at a high level, which makes up for everyone else
having it at a low level.
The mechanic is slightly complicated, but by using it
for just about everything it meant that within a session
we all knew how it worked.
Although, yes, if you’re mathematically challenged,
and can’t add double digit numbers (which is a fair few
people), this won’t work for you.
Chance of Success Table
Skill Critical Special Normal Fail Fumble Skill Critical Special Normal Fail Fumble
01% 01 -- -- 02-95 96-00 76% 01-04 05-16 17-76 77-98 99-00
02% 01 -- 02 03-95 96-00 77% 01-04 05-16 17-77 78-98 99-00
03% 01 -- 02-03 04-95 96-00 78% 01-04 05-16 17-78 79-98 99-00
04% 01 -- 02-04 05-95 96-00 79% 01-04 05-16 17-79 80-98 99-00
05% 01 -- 02-05 06-95 96-00 80% 01-04 05-16 17-80 81-98 99-00
06% 01 02 03-06 07-95 96-00 81% 01-05 06-17 18-81 82-99 00
07% 01 02 03-07 08-95 96-00 82% 01-05 06-17 18-82 83-99 00
08% 01 02 03-08 09-95 96-00 83% 01-05 06-17 18-83 84-99 00
09% 01 02 03-09 10-95 96-00 84% 01-05 06-17 18-84 85-99 00
10% 01 02 03-10 11-95 96-00 85% 01-05 06-17 18-85 86-99 00
11% 01 02-03 04-11 12-95 96-00 86% 01-05 06-18 19-86 87-99 00
12% 01 02-03 04-12 13-95 96-00 87% 01-05 06-18 19-87 88-99 00
13% 01 02-03 04-13 14-95 96-00 88% 01-05 06-18 19-88 89-99 00
14% 01 02-03 04-14 15-95 96-00 89% 01-05 06-18 19-89 90-99 00
15% 01 02-03 04-15 16-95 96-00 90% 01-05 06-18 19-90 91-99 00
16% 01 02-04 05-16 17-95 96-00 91% 01-05 06-19 20-91 92-99 00
17% 01 02-04 05-17 18-95 96-00 92% 01-05 06-19 20-92 93-99 00
18% 01 02-04 05-18 19-95 96-00 93% 01-05 06-19 20-93 94-99 00
19% 01 02-04 05-19 20-95 96-00 94% 01-05 06-19 20-94 95-99 00
20% 01 02-04 05-20 21-95 96-00 95% 01-05 06-19 20-95 96-99 00
21% 01-02 03-05 06-21 22-96 97-00 96% 01-05 06-20 21-95 96-99 00
22% 01-02 03-05 06-22 23-96 97-00 97% 01-05 06-20 21-95 96-99 00
23% 01-02 03-05 06-23 24-96 97-00 98% 01-05 06-20 21-95 96-99 00
24% 01-02 03-05 06-24 25-96 97-00 99% 01-05 06-20 21-95 96-99 00
25% 01-02 03-05 06-25 26-96 97-00 100% 01-05 06-20 21-96 97-99 00
26% 01-02 03-06 07-26 27-96 97-00 101% 01-06 07-21 22-96 97-99 00
27% 01-02 03-06 07-27 28-96 97-00 102% 01-06 07-21 22-96 97-99 00
28% 01-02 03-06 07-28 29-96 97-00 103% 01-06 07-21 22-96 97-99 00
29% 01-02 03-06 07-29 30-96 97-00 104% 01-06 07-21 22-96 97-99 00
30% 01-02 03-06 07-30 31-96 97-00 105% 01-06 07-21 22-96 97-99 00
31% 01-02 03-07 08-31 32-96 97-00 106% 01-06 07-22 23-96 97-99 00
32% 01-02 03-07 08-32 33-96 97-00 107% 01-06 07-22 23-96 97-99 00
33% 01-02 03-07 08-33 34-96 97-00 108% 01-06 07-22 23-96 97-99 00
34% 01-02 03-07 08-34 35-96 97-00 109% 01-06 07-22 23-96 97-99 00
35% 01-02 03-07 08-35 36-96 97-00 110% 01-06 07-22 23-96 97-99 00
36% 01-02 03-08 09-36 37-96 97-00 111% 01-06 07-23 24-96 97-99 00
37% 01-02 03-08 09-37 38-96 97-00 112% 01-06 07-23 24-96 97-99 00
38% 01-02 03-08 09-38 39-96 97-00 113% 01-06 07-23 24-96 97-99 00
39% 01-02 03-08 09-39 40-96 97-00 114% 01-06 07-23 24-96 97-99 00
40% 01-02 03-08 09-40 41-96 97-00 115% 01-06 07-23 24-96 97-99 00
41% 01-03 04-09 10-41 42-97 98-00 116% 01-06 07-24 25-96 97-99 00
42% 01-03 04-09 10-42 43-97 98-00 117% 01-06 07-24 25-96 97-99 00
43% 01-03 04-09 10-43 44-97 98-00 118% 01-06 07-24 25-96 97-99 00
44% 01-03 04-09 10-44 45-97 98-00 119% 01-06 07-24 25-96 97-99 00
45% 01-03 04-09 10-45 46-97 98-00 120% 01-06 07-24 25-96 97-99 00
46% 01-03 04-10 11-46 47-97 98-00 121% 01-07 08-25 26-96 97-99 00
47% 01-03 04-10 11-47 48-97 98-00 122% 01-07 08-25 26-96 97-99 00
48% 01-03 04-10 11-48 49-97 98-00 123% 01-07 08-25 26-96 97-99 00
49% 01-03 04-10 11-49 50-97 98-00 124% 01-07 08-25 26-96 97-99 00
50% 01-03 04-10 11-50 51-97 98-00 125% 01-07 08-25 26-96 97-99 00
51% 01-03 04-11 12-51 52-97 98-00 126% 01-07 08-26 27-96 97-99 00
52% 01-03 04-11 12-52 53-97 98-00 127% 01-07 08-26 27-96 97-99 00
53% 01-03 04-11 12-53 54-97 98-00 128% 01-07 08-26 27-96 97-99 00
54% 01-03 04-11 12-54 55-97 98-00 129% 01-07 08-26 27-96 97-99 00
55% 01-03 04-11 12-55 56-97 98-00 130% 01-07 08-26 27-96 97-99 00
56% 01-03 04-12 13-56 57-97 98-00 140% 01-07 08-28 29-96 97-99 00
57% 01-03 04-12 13-57 58-97 98-00 150% 01-08 09-30 31-96 97-99 00
58% 01-03 04-12 13-58 59-97 98-00 160% 01-08 09-32 33-96 97-99 00
59% 01-03 04-12 13-59 60-97 98-00 170% 01-09 10-34 35-96 97-99 00
60% 01-03 04-12 13-60 61-97 98-00 180% 01-09 10-36 37-96 97-99 00
61% 01-04 05-13 14-61 62-98 99-00 190% 01-10 11-38 39-96 97-99 00
62% 01-04 05-13 14-62 63-98 99-00 200% 01-10 11-40 41-97 98-99 00
63% 01-04 05-13 14-63 64-98 99-00 250% 01-13 14-50 51-97 98-99 00
64% 01-04 05-13 14-64 65-98 99-00 300% 01-15 16-60 61-98 99 00
65% 01-04 05-13 14-65 66-98 99-00 350% 01-18 19-70 71-98 99 00
66% 01-04 05-14 15-66 67-98 99-00 400% 01-20 21-80 81-99 -- 00
67% 01-04 05-14 15-67 68-98 99-00 450% 01-23 24-90 91-99 -- 00
68% 01-04 05-14 15-68 69-98 99-00 500% 01-25 26-99 -- -- 00
69% 01-04 05-14 15-69 70-98 99-00 550% 01-28 29-99 -- -- 00
70% 01-04 05-14 15-70 71-98 99-00 600% 01-30 31-99 -- -- 00
71% 01-04 05-15 15-71 72-98 99-00 650% 01-33 34-99 -- -- 00
72% 01-04 05-15 15-72 73-98 99-00 700% 01-35 36-99 -- -- 00
73% 01-04 05-15 15-73 74-98 99-00 800% 01-40 41-99 -- -- 00
74% 01-04 05-15 15-74 75-98 99-00 900% 01-45 46-99 -- -- 00
75% 01-04 05-15 15-75 76-98 99-00 1000% 01-50 51-99 -- -- 00
Characteristic Rolls Honour (type): This passion applies when the character
is engaging in honourable activities specific to the type
Characteristic Rolls (Single) of honour selected. For instance, Honour Humakti
Standard RuneQuest resistance table. would kick in whenever the character tried avoid lying;
or Honour Orlanth would kick in when trying to
Characteristic Rolls (Team) avenge the death of kin.
In the Team case it again matters whether the roll is Passions rarely make any difference unless one is
advantaged or disadvantaged, although in most cases HeroQuesting or on the HeroPlane. In those cases, the
it’ll be advantaged (in most cases where you think it’s passions are added to the character’s skills in the
disadvantaged you should, unlike the skill case, make requisite situations
single rolls). In advantaged cases add ¼ of your stat to
Example: A Healer with the Passion Succor (close
the highest stat and then make the appropriate roll on
friends) 20 gains a bonus of 20% on any skill when she
the resistance rable. In disadvantaged cases, minus [ (
attempts to aid her close friends (e.g. the other PC's).
20 – your stat ) / 4 ].
This might well be in healing skills like First Aid,
Passions casting a spell or adding it to his climb roll when he
urgently needs to reach his allies.
Every (major) character has passions. These are Example: A character with the Passion Succor
determined during character generation, and can only (Family) 25 gains a bonus of 25% on all skills if
be raised by HeroQuesting. The passions come in a engaged on a HeroQuest for the benefit of his/her
variety of types. Here are some common examples: family.
Hate (group): Towards a particular group, class, Further, in those cases where a character acts against
culture or cult. For instance, you may possess Hate their passion then it is applied as a negative modifier.
Chaos, Hate Lunar or Hate Thieves. Hate can also be
had towards a particular person (such as Hate Jar-Eel). Example: Harold the Humakti has Hate Undead 10.
This passion applies whenever the character comes into Convinced to undertake a HeroQuest to return to
an aggressive situation (not necessarily violent) with vampire from non-existence, every roll on the quest is
the appropriate group. at -10.
Succor (group): This applies towards a particular Passions above 20
group, class, culture or cult. For instance, you may When a Quester has accumulated enough points in a
have Succor Clan, Succor Church, or Succor Family. Passion to raise it above 20, it becomes so powerful
Succor can be orientated towards more narrow classes, that it begins to take over their life.
such as individual people (Succor Cragspider). This
Firstly, the Passion begins having an effect on the
passion applies whenever the character is in a situation
Mundane Plane. Any Hero with a Passion greater than
to bring about some benefit for the named group, or
20 can use that Passion in normal life, exactly as they
preventing some harm from befalling them.
can on the HeroPlane. It adds to all skills, and applies
Lust (thing): Not only in the sexual sense (though this as a penalty in the appropriate circumstances as as
is a legitimate version of this passion) but of objects. A well.
character may have Lust Sex, Lust Money or Lust
Example: The Storm Bull worshipper on the Quest to
Knowledge. Lust can also be had for a specific person,
slay the Devil returns with 20 in his Hate (Chaos)
such as Lust Husband. This passion applies in any
Passion. While not HeroQuesting there is no benefit or
situation where the character is attempting to gain the
penalty. If he returned with 30 then whenever he met
appropriate substance, so a character who encounters a
chaos he would gain a bonus of 30% on all skills when
treasure room may use his Lust Money passion to
attacking chaos (and a 30% penalty when trying to
increase his skills against its guardian.
avoid confrontations with chaos).
Fear (thing): Against anything, although normally a
However, the Passion starts to limit the character’s free
group or class of people. While it may be thought of as
will. Whenever a situation appears where the character
purely negative, for instance a character would suffer
wishes to act against his Passion, for instance someone
in combat if they had to fight broo and possessed the
with a Piety (Humakt) of 40 attempts to lie, or use
Fear Chaos Passion, it can also benefit. For instance,
poison, or someone with Hate (Lunars) 35 tries to work
running away from Chaos would be aided by the
with them, or not kill them, then they must roll 1d100.
Passion Fear Chaos.
If the roll is underneath the Passion, the character acts
Abstain (thing): This passion applies when the in accordance with the Passion, so in the above
character is avoiding that named thing. For instance, examples the Humakti would tell the truth and the
abstain liquor would apply if the character was trying Lunar hater would draw his newly sharpened sword.
to avoid drink; abstain women would apply if a
Yelmalion was attempting to avoid being seduced.
The extent to which a character follows this passion Last Words
varies. For instance, a pious Humakti will stand there A character who dies from anything other than taking
and happily say "Yes officer, I am the murderer who too much damage to the head or chest has a chance of
killed the Red Emperor.", an Uroxi will leap into making some final last words. They must make a
combat with cacodemon etc. even though both these CONx3. If successful they can gasp out some last
things might result in their deaths. However, a cunning words before passing away. At this point, even magical
Arkati might be bound by his Hate (Chaos), all the healing won’t help them though so death is all they
while working alongside them as he plots their have to look forward to.
eventual death. As a guideline, think about what the
character’s cult strictures would have him do, and work Healing
from there.
A character who has suffered damage has three normal
Characteristics methods of regaining it. In some cases some creatures
may have magical regeneration. Most PC’s, however,
Species Maximum
do not have this benefit.
As per standard RuneQuest. Magical Healing
Species Minimum As per standard RuneQuest except with the following
See Book of Drastic Resolutions. major change. Magical healing can only be used on a
Incomplete Creatures character who has not yet died, and on wounds that
have been suffered ‘recently’. ‘Recent’ basically means
As per standard RuneQuest. ‘in the last battle’. Wait a few more minutes, and the
wounds cannot be magically healed – one must resort
Damage to first aid (if within a day) or natural healing. This
As per standard RuneQuest plus the following means that if someone takes you out back and gives
changes. you a hiding, you can’t stumble back in and be up and
running after a simple Heal spell.
• When a location is damaged which is already
The GM, however, can play a bit fast and loose with
at double locational hit points, the target loses
this rule. Rather than setting a specific time limit, it
one short term fatigue level from pain and one
should be chosen for dramatic effect. So whilst leaving
general hit point.
someone for a few minutes counts as exceeding this
Dying time limit, the GM should waive this if, say, a
character suffers a wound at the start of a battle that
If a character ends up taking double the hit points they happens to last many minutes – there’s no need to
can take in either their head or chest, or fall to zero make excessive bookkeeping by fixing a specific
general hit points, they are Dying. A Dying character deadline.
will die if not healed by the end of the subsequent Should it matter, the caster decides what damage gets
round that they end up in the Dying condition. healed, not the receiver. So if I want to heal your chest
If a character is healed on the very same round that but not your leg, but you'd rather walk, tough. If a
they end up Dying, then they return back the next location is healed and there are excess points, the caster
round. They will most likely be prone, but can can decide to stick them on another location or, if they
nonetheless get up. In all cases, a character who is fancy, not use them up at all (say I really want to heal
prevented from Dying loses a long term fatigue level. your chest but really don't want to heal your leg. If you
If the character is healed on the subsequent round then have 2 points of damage in the chest and I apply a Heal
whilst they don’t die, they don’t return to full activity. 3 I can stipulate, as the caster, that it heals the chest
They cannot take any actions, and must lie prone. They damage and does nothing whatsoever to the leg).
are effectively out of the combat. If they make a Divine Intervention
CONx3 they are conscious. Even then they cannot use
If used during the time period that healing magic can
any actions, not even spell casting, for the effort is too
be used, a Divine Intervention will heal one person. If
much. This ‘Back to Life’ sickness lasts for about ten
the DI is from a Healing God, it will heal multiple
minutes (longer than most combats). If helped up, they
people.
could stumble around. They can use Divine
Intervention. If used after the time period that healing magic can be
used, the GM must use their judgement. Certainly a DI
If a character is not healed by the end of that
from a healing god will heal such damage, but in the
subsequent round, then they will die. Even a Divine
case of non-healing gods it is different and depends
Intervention won’t stop such mortal wounds. However,
upon the vagaries of the god’s desires and the Great
there is a chance of a few last words.
Compromise. For instance, asking Humakt to heal a
wound from a battle six hours ago is likely to succeed;
asking him to heal damage you took falling off a wall With that result, look on this table:
is not. Asking Orlanth to heal your wounded leg from 01-50: Nothing
years ago so you can fight a chaos beast is likely to
succeed; asking Orlanth to heal you so you can run 51-70: Intermittent minor wound
away from one is another. 71-95: Minor wound
First Aid 96-139 Major wound
As per standard RuneQuest. It can be used up to a day 140+ Severe wound
after the damage has been taken. Minor Wound
Natural Healing A minor wound is a twinge. The following effects take
Totally new rules, especially as – at low levels – your place, and where a skill is affected the penalty is -20:
character might find himself having to naturally heal Leg: Roll 1d8-2 (minimum 1). This is how many skills
Healing Long Term Damage from the following are affected (if you roll the same
skill roll again and pick another one). 1: Running, 2
You get 1d3-1 on the first day after taking the damage. Acrobatics, 3 Climb, 4 Dodge, 5 Jump, 6 Swim
You get 1d3-1 on the next Downtime. You then heal
Arm: Roll 1d7-2 (minimum 1). This is how many skills
ALL the damage at the end of that Downtime but if
from the following are affected (if you roll the same
you had damage that wasn’t healed you make a roll on
skill roll again and pick another one). 1: All attack
the following charts. (Poison damage: Heals at the rate
skills using that arm 2: Acrobatics 3: Climb 4: Sleight
of 1 per day. If you fumble your resistance roll you
and Play Instrument 5: Swim 6: All parry skills using
take 1d(damage) as long term unhealable damage to
that arm
general hit points.)
Abdomen: Roll 1d2. On a 1, one random effect from
Determine the damage remaining on your location, and
the following is applied. On a 2, both are. The effects
for each location look on this chart:
are -1 to your move rate, or halving all fatigue rolls.
Damage Location’s original hit points Chest: Roll 1d3 and pick as many of those random
in that effects from the following (reroll if you pick the same
location 1 2 3 4 5 6+ one): 1: Can’t recover fatigue for the one hour of rest
per day; 2: -1 permanent fatigue level 3: all fatigue
1 +50 +25 -- -10 -20 -20 rolls are halved
2 +75 +50 +25 -- -10 -20 Head: 30% chance of 1d3 CHA loss (even if
intermittent). Terrible headaches affecting certain
3-4 +125 +75 +50 +25 -- -10 skills. Roll 1d7-2 (minimum 1). This is how many
skills from the following are affected (if you roll the
5-6 +125 +125 +75 +50 +25 --
same skill roll again and pick another one). 1:
7-8 +125 +125 +125 +75 +50 +25 Common Magic 2: Convince, Deal, Deception and
Seduction 3: Devise, Games(knowledge) 4: Lore 5:
9-10 +125 +125 +125 +125 +75 +50 Spot and Track.
11+ +125 +125 +125 +125 +125 +75 If the wound is intermittent then it’s only a problem
when they have a bad day. You have a bad day 25% of
In the case of general hit point damage, roll as many the time.
d20 as there are points of damage to be healed. This Major Wound
determines which locations take a point of unhealable
damage for the purpose of the next roll. Obviously if All kinds of bad. Do the above, plus there’s stat loss. In
you roll the same location multiple times, tot up the each case roll 1d4, and that’s how many points off of
points. This can take the location beyond the normal the random stat you lose. If you roll a 4, there’s a 30%
maximum damage, which is why there’s a +125 result chance of it exploding. It can only explode once.
on the above table. Arm: 1d8: 1-3 DEX 4-6 STR 7-8 CON
Next, roll for a war wound. Roll a1d100, plus the Leg: 1d6: 1 -1 Move level 2 -1 Move Level and DEX
modifier from that chart. Further apply these modifiers: loss 3-4 Just DEX loss 5-6 CON.
If you relaxed over the Downtime, -10. Abdomen: 1d8: 1-6 CON 7-8 DEX
If you received immediate hospital aid, such Chest: 1d8: 1-6 CON 7-8 STR
as from a Treat Patient, if you receive it over Head: 1d6: 1-2 CHA (this can be cumulative with the
downtime as well -40 loss from minor wounds) 3-4 INT 5-6 CON
If you receive hospital treatment over the These lost points cannot be restored except through the
downtime but not immediately, -25 use of the Cure Wounds spell.
These modifiers aren’t cumulative
Severe Wounds The Resurrection Ritual
You survived this serious a wound? You probably will When a Resurrection takes places, two things must be
wish you hadn’t. determined. First, does the spirit successfully migrate
Roll for the minor wound, but roll the dice twice and into the body. Second, does it do so without
choose the worst result. contracting death sickness.
Roll three times on the Major Wound table and apply The base chance of returning to the world of the living
all three results. is the deceased’s POW x5%. If the character is a
shaman, then this should include their fetch’s POW.
Curing War Wounds Then add in the deceased’s highest passion that would
Replace ‘Regrow Limb’ with ‘Cure Wounds’. This is 1 be served by the character’s return to the mundane
POW. When cast the person it is cast, the target world to a maximum bonus of 20. Generally this
(voluntarily) loses 4 POW. The wound is cured. If they includes every passion except things like Abstain and
suffer multiple wounds, such as from a Major Wound Fear passions (although even then there are exceptions
result or Severe Wound result, they will need to lose – if you’re going to Hell then Fear Hell would be very
multiple sets of POW. pertinent!). A resurrection roll always fails on 96-00.
Hit Points Over 20 Example: Halvart is a simple peasant. He has POW 10
and his highest passion is Love Wife +5. He has a (10
If a character has (regular, non ablative) hit points over x 5 ) + 5 = 55% chance of returning to life when a
20, all healing is doubled (whether it’s from first aid, resurrection spell is cast upon him, or a Divine
magical healing or natural healing). Similarly, if it is Intervention is used to return him to life.
over 40, it triples etc.
Match the roll as a normal uncontested solo roll and
Design notes check the following table:
I hated easy access to Healing. It meant that magic Success Resurrection Result
points basically translated into a reservoir of extra hit Level
points. At least with this system, that you have to Fumble The spirit is lost in the
receive the healing at the round you go down, it means netherworld along the way, and
that at initiate level this definitely isn’t the case (unless almost certainly becomes a
someone opts to be the party healer, constantly ghost.
hovering in the background ready to unleash a heal Fail The character is not resurrected.
spell.) No further attempts at
I also hated the fact that everything could be healed. resurrection can be attempted.
Why did people have scars or war wounds (or a First Only a HeroQuest could restore
Aid skill!) if you could just pump a Heal 1 into the character to life.
someone until they were better, even if that happened Normal The character is resurrected and
ages after the wound? Well, now that’s fixed. must roll for death sickness.
Special The character is resurrected and
Finally, I hated that a single Div Int healed the whole need not roll for death sickeness
party. It made beating rune lords nigh on impossible
and as the enemy did it as well, it dragged combat out The chance of the deceased returning with death
forever. Cults chapter has more on Div Int. sickness is 30% if the character is an initiate (or
equivalent); 10% if the character is an acolyte (or
The many charts for recovering from long term damage equivalent); and 5% if the character is a rune level (or
aren’t a bind as you roll for them in Downtime and one equivalent).
of my precepts is that this isn’t a problem.
Death Sickness
Resurrection Sometimes those who come back are… wrong. Instead
of coming back whole, they come back with a part of
The Deceased
them left behind. Such people are said to have ‘death
If a character dies they can be brought back by a sickness’, becoming listless, and generally lacking their
HeroQuest, a Resurrect spell or some forms of Divine previous motivations. Lovers, hobbies etc. hold
Intervention (deities which can Resurrect will have that increasingly less interest for those with Death Sickness.
effect explicitly listed in their description). However, The character is deflated, less passionate and generally
for every day the character has spent dead after the first not all there. It is not a form of insanity, but more as if
the character permanently loses 1d3 points from STR, the character is constantly lacking some previous
CON, DEX and APP. If any of these characteristics quality they once had.
reaches species minimum, they cannot be brought back Characters with death sickness are still playable, but
from the dead. the player should bear in mind the above chances to the
persona of their character.
Mechanically, there are only two changes. First, the • If you spend 8 hours (or large part thereof)
character’s passions are capped at 10 unless they are engaging in light activity (reading books,
passions from a God of Death (Humakt, Ty Kora Tek, making pottery, riding a horse) you lose no
Bijiif etc.). With this in mind, many of those with death fatigue.
sickness find their emotional solace by joining such
• If you spend 8 hours (or large part thereof)
death cults. Second, the character cannot be
engaging in moderate activity (tilling fields,
resurrected again. The next time they die, they are
walking, earning a dishonest wage on the
reunited with the lost part of themselves (and their
streets as a pickpocket, forced riding)
passions restored to normal, should it matter). This
you have to make a CONx3 roll or lose a long
does make them harder to turn into undead as well –
term fatigue level (LTFL).
giving them their maximum POW as a resistance rather
than their current POW should anyone try. • If you spend 8 hours (or large part thereof)
engaging in heavy activity (forced march,
Design notes working in the mines, working in the fields in
Engaging in spirit combat to get resurrected was dumb the pouring rain whilst pulling the damn plow
idea. How can dying with a higher POW be a bad yourself) is one LTFL immediately lost, plus a
thing? And there was always a bind of ‘I try and find a CONx3 or lose another.
Healer with a better POW’ so their chance was better. • The next level is insane activity. You lose 2
This puts the chance of coming back solely on the LFTL and must make a CONx3 or lose
person’s own character sheet, where it should frankly another. (There can be higher levels of insane
stay. activity, each of which increases the LFTL
lost by one.)
Fatigue This 8 hours or part thereof is fairly loose e.g. if you
Fatigue is a central part of RuneQuest. A character can get nabbed at lunchtime it is at the GMs discretion
lose fatigue levels in a variety of ways. Firstly, from whether you have, or have not, lost a LFTL.
Encumbrance (as detailed above). Second, by magic. If you engage in multiple such activities without rest,
Third, by exertion. increase it by a level of severity. So if you engage in
There are two types of fatigue loss, short term and long light activity for 16 hours (say, most of your
term. Long term fatigue is lost by marching, travelling, adventures) you have to make a CONx3 or lose LTFL.
not eating right, and certain magic spells. It can only be If you forced march twice in a row, that’s 3 LFTL lost
recovered by relatively extensive periods of rest. Short and two CONx3 to not lose more. Ditto for forced
term fatigue is lost during combat, and other periods of riding through the night. If you do three in a row, the
exertion, but can be recovered quite quickly. Both short third is increased by another level etc. So forced
and long term loss cause loses to fatigue points, there marching for 32 hours straight is basically impossible
aren’t two separate fatigue tracks. for all but the mightiest hero (and, even then, they’d
lose 10 LFTL. Maybe not even the mightiest hero can
Fatigue Levels attempt such a feat.) By sleeping, you stop this
As detailed in Character Generation every character incremental build up.
has Rested Levels to measure their ability to withstand Recovering Long Term Fatigue
fatigue. How these fatigue levels work is given in
Game Systems. To calculate the number of Rested You can do this by sleeping. Because, in my game,
levels a character has, look at the following chart. watches are so important there’s a mechanic for taking
watches.
CON Rested Levels
1 0 Tot up how many hours you slept that night. Roll 1d8,
2-5 1 and apply the following modifiers:
6-8 2 -1 attacked during the night, or repeatedly
9-12 3 woken up.
13-16 4
-1 sleeping rough in bad conditions (like it
17-20 5
rains, or it’s very cold)
21-30 6
31-50 7 -2 sleeping in awful conditions (thunderstorm)
51-80 8 -4 sleeping in intolerable conditions
81-120 9 (earthquake)
Long Term Losses -2 sleeping in light armour
Particularly strenuous activity causes the loss of fatigue -4 sleeping in medium armour
levels which is a long term loss, and can only be -4 sleeping in heavy armour (must also make
recovered by long term rest. a CONx3 or lose a LTFL)
If you make the roll, you recover 1 LFTL. If you fail, one or two other things) 3
you do not. Further, if you sleep for four hours or less Backpack with lots in it (tent, winter blanket etc.) 6
you must make a CONx1 or lose a fatigue level. If you Large items (10 foot poles, that kind of thing) 3
do not sleep at all, not only must you make a CONx1,
Note that ENC can be relative to the creature. What is
but your next 8 hours of activity is (as described above)
light armour for a 40ft giant will not be light armour
going to be a level higher than it otherwise would’ve
for a 6ft man!
been.
Encumbrance Effects
Short Term Losses
Encumbrance has two effects: first, it gives a penalty to
Short term losses are lost when one undertakes
a variety of skills; second, it affects the current fatigue
particularly strenuous activity (flat out sprinting,
level of the character.
climbing ropes at excessively high speed, swimming a
torrential river). Usually, the loss can be averted by The penalty to skills depends solely upon the ENC the
making a Fatigue Roll (usually CONx5). character is carrying. It only applies to certain skills,
such as Acrobatics; Climb; Dodge; Jump; Running;
Other ways to lose fatigue levels short term is if one is
Skate/Ski; Stealth; Tumble. It also applies to the Swim
fatigued. A character is fatigued when they have no
skill, but the penalty is three times what is listed here.
rested levels. When fatigued, even less strenuous
ENC Penalty
activity (such as partaking in a combat, or going for a
hefty jog) can trigger the loss of a level of fatigue. This 0-5 None
loss can be averted by making a Fatigue Roll, which is 6-8 -10%
a CONx5. 9-11 -20%
Recovering Short Term Fatigue 12-14 -30%
15-17 -50%
Outside of combat and strenuous circumstances, it’s
irrelevant. Inside combat and strenuous circumstances 18-20 -70%
if they do nothing they recover 2 short term levels. If Per three points thereafter -20% extra
they do nothing and defend themselves, they recover 1. Secondly, the character loses a number of fatigue
Effects of Fatigue Loss levels dependent upon the character’s STR.
STR ENC
If a character has any rested levels, there is no effect. 1-2 3- 6- 9-11 12- 15- 18- etc.
If a character has no rested levels, but has not lost 5 8 14 17 20
1 2 4 6 10 14 18 24 +6
anymore levels, they can no longer engage in strenuous 2-5 1 2 4 6 8 10 14 +4
activity (such as flat out sprinting) and even more mild 6-8 1 2 3 4 6 8 12 +4
activity will cause the loss of another level (a short 9-12 0 1 2 3 4 6 8 +4
term loss) if a Fatigue Roll is failed. 13-16 0 1 2 3 4 5 6 +2
17-20 0 0 1 2 3 4 5 +2
If a character goes below the rested levels they start 21-30 0 0 0 1 2 3 4 +1
gaining exhaustion levels. For every exhaustion level 31-50 0 0 0 1 1 2 2 +1
51-80 0 0 0 0 1 2 3 +1
that a character has, they suffer a cumulative -10% 81- 0 0 0 0 0 1 2 +1
penalty to all actions and rolls. 120

Encumbrance Shedding Encumbrance


The encumbrance (ENC) of a character is measured in If a character sheds encumbrance then they
the number of medium weight dry goods the character immediately regain the fatigue levels they lost for
is carrying. ENC doesn’t just represent the amount of carrying it. Similarly, as soon as the character’s ENC
weight the character is carrying, but how unwieldy it is increases they instantly lose the appropriate number of
to carry it, levels.
Example ENC Examples of Encumbrance Levels
Normal weapon (sword, axe, shield) 1
To give you an idea of what encumbrance levels
Small weapons (such as daggers) per five 1 translate to for various characters, here are some
Tiny weapons (such as arrows) per ten 1 examples.
Arrows (per ten) 1
Example: Bob the peasant farmer has STR and CON
Large weapon (Greatsword, heavy crossbow) 2 of 9 each. Carrying only his spear, and his backpack,
Light armour 4 he incurs no penalties. When dressed in scale armour
Medium armour 7 and carrying his sword his ENC is 8, incurring 10%
Heavy Armour penalty on appropriate skills and 2 fatigue levels, using
12 up all but one of his rested levels. He could fight
Backpack with little in it 1 normally, and incur no fatigue effects, but if he lost
Backpack with a fair bit in it (say, some rope and another fatigue level (say by having walked all day, or
being reduced to zero hit points) he will fall in the Bleeding: Whenever a character falls, there is a chance
realm of losing fatigue points. If dressed in plate and of bleeding at the rate of one hit point per round. That
carrying a greatsword, his ENC is 14, putting him at chance is a percentage chance equal to three times the
one level of Fatigued already. Bob, when dressed up in number of dice rolled for damage. It is listed in the
plate, isn’t going far, and won’t be able to fight for chart above.
very long at all.
Example: Billy the skilled warrior has 14 STR and Asphyxiation
CON. In scale and with a sword, he takes two levels of As per standard RuneQuest except the damage is
fatigue, leaving him with two more. Even after a day of always 1d4 dmg to general hit points. It cannot be
making his way through the wilderness, Billy can fight healed until you stop being asphyxiated.
on unabated. But perhaps not if he stayed up all
night… Whereas, in plate and with a greatsword, he Fire and Heat
has used up all his levels of fatigue and, without the
benefit of magic, with have to start making fatigue rolls As per standard RuneQuest.
whenever he fought.
Poison
Example: Sharon the professional knight has 17 in
CON and 16 in STR. In scale and a sword, she has The principles of all poisons are the same. Each poison
three levels of fatigue – she could take quite has a type, a vector, a strength, a potency and a time
hammering before taking the effects of fatigue. Even in rating.
plate and with a greatsword she still has a level of The type of poison tells you what category it falls in,
fatigue left and can fight unabated as long as she which is important when seeking an antidote. There are
hasn’t been travelling all day or suffered serious a large variety of poisons. Here are some examples:
damage. With magic, even that will cease to be a major
Biological poisons: Basilisk, Giant Ant, Ghoul Venom,
impediment.
Grampus Gas, Insect Poison, Manticore Poison,
Time and Movement Octopus venom, Scorpion venom, Snake venom,
Stoorworm gas, Walktapus gas, Wyvern venom.
As per RuneQuest. Mineral poisons: Lead, iron, copper, aluminium,
nickel, arsenic.
Falling
The vector says how the poison affects the target.
A jump roll while falling allows a character to specify There are four main vectors: injection (entering via a
which location is injured upon impact. wound, used by most creatures and bladevenoms);
Height: The height fallen determines the base damage: inhalation (used by poisonous gases); ingestion; and
contact (vectored via the skin).
Height Dmg Bleeding
Chance The form is the form the poison is applied. See
1 storey (Wall etc.) 1d4* 3% Alchemy for a list of forms.
2 stories (House) 2d6 6% The time delay says how long it takes for the poison to
3-4 stories (Tower’s 3d6 9% take effect. In most cases of combat administered
midpoint) poisons (from creatures etc.) this is three melee rounds.
5-7 stories (Top of a tower) 4d6 12% Poison always takes effect on the initiative rating that it
Mountainside 4d6 12% was administered on. Some poisons are instant, others
Treacherous Mountainside 7d6 21% may take effect minutes or even hours after
* Damage taken for falling off of a wall cannot exceed the locational application.
hit points.
The strength of the poison is matched against the
When falling off of a mountain, this only represents the victim’s CON. If it overcomes it then the target takes
distance fallen until you hit something that stops you. the damage of the poison. If it doesn’t overcome they
Obviously to literally fall from a mountaintop and not take half the damage. Some poisons paralysis,
stop until you hit the floor would be terminal. debilitate or inflict no damage if resisted. Poison
The damage a character takes is inflicted to a random damage cannot be healed using normal magic, but only
hit location unless a Jump roll is made, in which case by special magics, antidotes, natural healing or the use
the character can pick the location. Armour (magical or of First Aid.
non-magical) protects to a maximum of two points. Some example strengths and damages are:
The damage that a character takes can exceed double Poison Level Strength Damage
the hit location’s hit points. The excess damage is Hurtful 8 1
inflicted to the general hit points. It is not applied to the Harmful 10 4
location, which can only ever go to minus the normal Deadly 14 8
positive value. Lethal 16 14
Sometimes strength and damage will vary with one Poison Antidotes
another – so you might have a very deadly poison Almost all poisons have antidotes. All antidotes have a
that’s easy to resist (and indeed, causes no damage if POT rating just like poisons. If an adventurer takes a
overcome). Details are given for every poison poisons antidote no more than half an hour before
separately. being poisoned the POT of the antidote is subtracted
Poisons often inflict fatigue damage as well. from the poison before damage is inflicted.
An antidote of one poison may give a lessened effect
when used with the wrong poison. Compare on the
following chart.
Antidote
Basilisk

Giant Ant

Ghoul

Grampus Gas

Insect Poison

Manticore

Octopus

Scorpion

Snake

Storrworm

Walktapus

Wyvern

Lead

Iron

Copper

Aluminium

Nickel

Arsenic
Basilisk F -- -- -- -- -- -- H -- -- -- -- -- -- -- -- H --
Giant Ant -- F -- F H -- -- -- -- -- -- H -- -- -- -- -- --
Ghoul -- -- F -- -- H H -- -- -- -- -- -- -- H -- -- --
Grampus Gas -- F -- F H -- -- -- -- -- -- -- -- -- -- -- -- --
Insect Poison -- H -- H F H -- -- -- -- -- -- -- -- -- -- -- --
Poison

Manticore -- -- H -- H F -- H -- -- -- H -- -- -- -- -- --
Octopus -- -- H -- -- -- F -- -- -- H -- -- -- -- -- -- --
Scorpion H -- -- -- -- H -- F -- H -- -- -- -- -- -- -- --
Snake -- -- -- -- -- -- -- -- F -- -- F -- -- -- -- -- --
Stoorworm -- -- -- -- -- -- -- H -- F -- H -- -- -- -- -- --
Walktapus -- -- -- -- -- -- H -- -- -- F -- -- -- -- -- -- --
Wyvern -- H -- -- -- H -- -- F H -- F -- -- -- -- -- --
Lead -- -- -- -- -- -- -- -- -- -- -- -- F -- -- -- -- --
Iron -- -- -- -- -- -- -- -- -- -- -- -- -- F -- -- -- --
Copper -- -- H -- -- -- -- -- -- -- -- -- -- -- F -- -- --
Aluminium -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- F -- --
Nickel H -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- F --
Arsenic -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- F
An ‘F’ denotes the antidote is fully effective. A ‘H’ denotes it has half effect.
Maximum Dosage Acid burns for a number of rounds as indicated in its
Once you've taken the Strength in damage of any given description, inflicting the full damage every round. With
poison, any further dose does a 3 points of damage even if that in mind, some characters may wish to remove their
fail to resist, and 1 if you do. So if I stab you with a armour whilst it is being attacked by acid, or attempt to
bladevenomed weapon that does 8 points of damage and wipe it off. The length of time it takes to remove armour is
you fail to resist, you take the full 8. Any further blows with indicated in the Combat chapter. Trying to do it faster, say
that type of poison will only ever inflict 3 points if you fail by cutting straps, requires a DEXx2 and if successful leaves
to resist and 1 if you don't. If you resist the first does, that piece of armour useless until fixed. Trying to wipe acid
though, thus only taking 4 points of damage, then the next off requires something to wipe it with, or else just roll
dose will take you up to the full 8 if you resist. If you fail to around on the ground. If you are rolling then obviously you
resist the next dose rather than taking 8 points you take 4 cannot defend yourself. Either ways, it takes a full action.
points, that takes you up to the dosage limit, and then a The chance of succeeding is DEXx3 if you have
mere 3 points after, for a total of 7. something to wipe it off with, or DEXx1 if you’re just
Notice 'the same poison'. If I whack you with Wyvern rolling around in the bushes.
posion and the round after whack you with Basilisk poison Alkali
and the round after I wahck you with a Copper based
Alkalis act in a similar way to acids except that they do not
bladevenom, you're going to take full effect from each of
attack metal. It is up to the GM to decide whether metal
them, including three loses of fatigue. This will, armour actually protects against alkali attacks. Leather or
presumably, rarely happen. linen will be eaten away as normal as will armour straps
unless a Luck Roll is made. Alkalis have the same effect on
Acids flesh as do acids.
In Glorantha acids may be naturally occurring, or magical, Acids and alkalis counter each others effects. If an alkali or
or creature created (such as in the case of lesser hydrae, or acid is applied to the location struck in the same round that
krarshtkids). Acids can be exceedingly dangerous to people the opposing agent struck, the POT of the larger is reduced
affected by them. by the POT of the smaller, leaving the residue to eat away
Acids have two ratings: their potency and the number of as normal. Thus, if a character is hit by POT 16 acid, he
rounds they remain in effect. Here are some sample ratings: may pour POT 10 alkali onto he location to end up with
POT 6 acid. Of course, this involves some preparation and a
Acid Level POT Rounds
Weak Acid 1 2 little risk - is the broo spitting acid or alkali at me?
Medium Acid 2 3
Strong Acid 4 3
Drugs
Gorp 8 1 Alcohol and Drinking
Some acids last longer, but only rarely do they exceed 4 Choose whether your character is a tee-total or a light
points of POT. The Gorp is the exception, but they only drinker; a medium to heavy drinker; or a very heavy
inflict damage for a single round. The POT of the acid is drinker. When a character drinks there are three types of
applied as damage to whatever it strikes. For instance, if it session: tipple, normal, booze-up. A tipple has no
hits an unarmoured location it inflicts its POT in damage to deleterious effects in the game mechanics. A normal drink
that location. If a character is wearing armour, then the acid has no effect unless you’re tee-total/light, in which case you
inflicts its damage to the armour first, and then to the have to make a drinking roll. A booze-up comes in levels
location underneath. Obviously armour that is destroyed by (so an evening of heavy drinking is level I, an evening of
Acid does not recover, unless a Repair spell is used. For a drinking contests a la Raiders of the Lost Ark is level II, an
Repair spell to be used, at least one point of armour must evening of drinking troll drinks III, a two day bender level
remain. Damage can be healed magically, but not by the IV etc.). For every level, make a drinking roll.
First Aid spell.
A drinking roll is calculated as CONx5. If successful, no
Acid does burn away magical armour such as Protection effect. If it fails, roll again and keep rolling until it’s made.
spells, Shield spells and the like! It burns away the magical Every failure is a -10% to all skills from being drunk and
armour first. If it burns away magical armour, it burns away the loss of one long term fatigue level. Light drinks and tee-
the magic cast on that location only. Recasting the spell totallers roll CONx3, and heavy drinkers roll CONx7
restores the armour. Taken internally, they inflict their POT
Every Downtime round, if a heavy drinker has at least one
in damage directly to Chest hit points, with any excess
action they must make a POWx3 or spend an action
damage being taken to the abdomen. Usually this causes
drinking.
immense scarring. Healing of a magical form is effective,
whereas First Aid is not.

186
It takes a downtime action to change from being tee-total to very high indeed - through invoking St. Josselyne and St.
medium, from medium to heavy and vice versa. No roll is Malkion to enhance their magic it is not inconceivable to
required, and I leave it up to you to roleplay being a reach intensity 50 Fly, or higher! This can be achieve even
recovering alcoholic etc. Similarly, one might be a ‘Medium more height than normal Rune Magic.
Drinker’ and never touch a drop because you’re a The Rune Magic spell Flight will allow one to travel to
recovering alcoholic. 4000m above the ground, which is stunningly enough, high
enough for most purposes. Under certain conditions, and in
Flying certain places, this ceiling can be increased. On Orlanth's
Magical flight High Holy Day is increases threefold to 12,000m which is
high enough to reach the peak of Kerofinela. The same
At heart the Fly sorcery spell and the rune magic spell effect occurs near Stormwalk Mountain, the area itself
Flight are all variants on magic allowing one to travel enchances the magic. However, if you want to travel higher
through various elements, it is really a Travel through Air and break the ceiling, travelling far above into Middle Air
spell. Firstly, this means it can only allow one to travel in then you will have to use the Vanganth spell ‘Into Middle
Middle Air, in the area that Umath made by tearing a space Air’.
between the Sky and the Earth. It is useless for travel in
water (you can't propel yourself through a lake with it), the The rare shamanic gift that allows one to fly allows one to
underworld (should you go there) or the Sky (should you go reach a height of 100m for the first level, and then 200m for
there as well). This applies on practice run HeroQuests as every level thereafter.
well, so if you follow the path of Orlanth on the Most other creatures can fly to a height of 2000m, including
Lightbringer's Quest then when you get to the part of the wind children.
ritual that involves travelling through the Underworld, all
Flying and Weather Conditions
forms of flight are ineffective.
If one wishes to use the magical flying to escape a different Weather conditions can affect one's performance whilst
element, such as being trapped in a lake or the ocean, then flying. Strong winds, rain, hail etc... can all be deadly,
at least half of one's body has to be out of the element, like specifically at high heights such as on mountain tops.
the abdomen, both arms the head. Of course there is nothing Non-divine powered flight has certain problems with winds
to stop a powerful, high intensity Fly being cast on a small over a light win (wind STR 18). Once the wind exceeds this
object, like a dagger, which is held out of the water and level, beings powered by such magical flight get whipped
used to drag the character out - although few sorcerors have around, caught on the wind gusts and dragged off wherever
the foresight for such things. the winds blow them. Once a wind exceeds STR 18 there is
Secondly, there are analogous spells for travelling through a chance of this occuring, depending upon the intensity of
the other elements. They are rare, but are effectively the the spell used (for the purposes of the shamanic gift, the
same as Fly and Flight. So there is an equivalent for intensity is the square of the level of the gift, so a level 5
travelling through water, allowing fast propulsion gift counts as intensity 25 for these purposes). If the
underwater, one for travelling through the underworld, character is using a spell with an intensity less than half the
allowing "flight" in the underworld, and the same for the wind STR, then they cannot move safely. If the character
Sky. There is the even rarer spell that allows travel through does have a spell with an intensity higher than half the wind
the earth, where one can literally sink in and walk around. STR then they can move safely. Characters who attempt to
None of these spells bestow any ability to survive the move unsafely must, every round, match the intensity of
conditions there, however, so you'd still suffocate travelling their spell against the wind STR. If they fail, they are
through earth or water (no-one has to breath in the whipped off into the wind streams. Sometimes this is just a
Underworld or the Sky Realm for Time and all natural laws pain, blown off course. Sometimes it can be hazardous,
do not hold there). being blown into buildings and such. In some places it is
almost fatal, on mountain tops where the wind blows hard
Height on can easily be blown off into the upper reaches of Middle
There is a maximum height to which magic can take you. A Air, buffetted about to pieces.
simple small intensity Fly spell doesn't give you the ability Divine Magic flight can safely travel though any non-storm
to fly wherever you want. Generally, though, this will not environment, although they will still suffer the usualy
be an issue, as the height from all the spells will not be too penalties for exposure and visibility. In storms they stand
important. the normal chances of damage, unless they use the
The sorcerous version of Fly allows one to reach a height of Vanganthi spell ‘Avoid Storms’.
50m per level of intensity of the spell. This means that
limited sorcerors won't be able to fly to mountain tops
unaided. Powerful sorcerors, however, will be able to fly

186
Flying inside sylphs nature. If you go insane, you’ll be possessed by an insanity
Sylphs are, of course, immune to weather conditions. But spirit – but that too is just part of natural law. If you get a
even they have limits to their power. Sylphs are only minor disease, you’ll be possessed by a disease spirit – that too is
elementals, capable of travelling about 2000m into the air. part of natural law. None of these are handled with any
The more powerful air elementals can do better, Kolati can special mechanic – just refer to the rules for dying from
go 12,000m high and Umbroli can travel anywhere in chronic drinking, going insane and getting diseases.
Middle Air (good luck trying to summon and command one Magical possession is rarer, and something only some
though!). spirits can do. A good example would be ghosts. When a
Sylphs, and other air elementals, can be used as a mode of spirit tries to magically possess you, it takes an action for it
transport. However, for long periods of travelling the effect to do so. It takes place on the spirit’s initiative, which is
is rather the same as travelling in a tumble dryer. It isn't calculated as INT + 1d12. It costs a spirit a variable number
pleasant, and whilst the sylph may not tire of taking it's of magic points to possess someone, with the standard being
passengers they quickly will. A sylph can travel 100km in a three. It resists its magic points against the victims. If
normal eight hour day, and those who wish to travel via successful it possesses them. If not, it fails. It cannot try
sylph can normally stomach eight hours as long as they again for a good period of time, usually at least a day. It can
have the odd break here and there. This costs two levels of move on and try again with someone else.
long term fatigue. Of course, the sylph never needs to stop, When possessed, the effects vary depending upon what has
and so can travel 300km in a single day if it just travels with possessed you. Passion spirits do one thing, ghosts do
no breaks. So, travelling across Dragon Pass via Sylph another etc.
could be achieved in little over a day. However, those who
use this method are unable to sleep, and find it even more Design notes
upsetting, losing 4 levels of long term fatigue. So I did away with spirit combat. With no intellect spirits,
power spirits, spell spirits etc. I didn’t need it. And ghosts
Flying and concentration
are far more frightening when you don’t actually tell players
The sorcerous version of Fly is pretty powerful. It can be on how they work anymore.
continuously, and allows almost limitless mobility. There
are drawbacks. Firstly, it is an active spell, which means Insanity
that whilst flying the character is unable to cast any other
magic. However, there is also the question of concentration. Gloranthan insanity is caused by insanity spirits. Insanity
For instance, if a trap opens up beneath a character's feet spirits can also be brought into being by horrific and
how long does it take them to activate the fly spell to stop harrowing experiences. When driven insane a character
themselves from falling? I recommend that a concentration becomes random, suffering from delusions, often gibbering,
roll is called for in these circumstances no matter what and difficult to talk to. (In Glorantha there aren’t different
magical flight method is used. For non-magically flying ‘brands’ of mental ailment – you’re either normal or utterly
characters I'd recommend using the Fly skill. It should be bonkers). The level of disconnection depends upon the
slightly more than a mere whim of the magic user that they POW of the insanity spirit.
fly, there has to be more effort than that. Spirit POW Level of Insanity
Shamanic Flying 1-5 Character develops ticks and
minor delusions; compulsive
Some shamans, rare shamans, have the ability to fly behaviours, that kind of thing.
magically. The following is a gift for Sandy Petersen's Effectively, very eccentric.
Shamanic rules that certain spirits grant. For each level of 6-10 Character develops major
the gift the shaman can fly at a move rate of 1. He can only delusions, extremely compulsive
take his fetch's POW in ENC with him (and cannot fly at all behaviour, and only rarely
should he try and take more!). manages to have enough self
[move to appropriate section, and rewrite ENC bit] control to act in a rational
manner.
Possession 11-15 The character’s totally nuts,
unable to act rationally, but still
No more spirit combat (at least, not standardly)
capable of saying things (which
There are two types of possession, standard and magical. make little sense) and doing basic
Standard possession is just part of nature. If you are activities like eating good and
possessed by a Death spirit that sits on your back and bits avoiding obvious sources of
into your body because you’ve been a chronic alcoholic that danger (open fires, the guy with a
finally attracted one, that’s just symptomatic of the laws of sword who just struck you)

186
16-25 The character is so totally nuts changes. First, there’s no maximum loss from disease.
that they are unable to do Second, you can recover afterwards.
anything. Their actions are Recovery From Disease
random and make no sense
whatsoever. Characteristics and skills reduced by infectious diseases
26+ The character is driven so mad he may start to return to normal. Recovery requires rest and
acts in ways detrimental to limited activity. Recovery is delayed or prevented if the
himself and those around him e.g. victim overexerts himself.
attacking comrades, trying to A character gets a number of Recovery Rolls equal to the
commit suicide etc. number of successful attacks. They receive them at a rate of
Creating Insanity Spirits one per day, plus one more for every level in Immunity to
Disease. The character gets a CONx4 as a Recovery Roll
A character who undergoes a particularly traumatic chance, modified by their advantages and disadvantages. A
experience has a chance of creating an insanity spirit. successful Recovery Roll recovers an amount equal to the
During the experience, resist the character’s POW against amount lost in one attack. A failed roll means that that
the number listed in the column. If successful, they’re fine. particular loss is permanent.
If not, they lose 1d3 POW. For each point of POW the
character loses, the spirit has 1d6 POW. The Rune Spell Restore (Health) can be used to restore
various characteristics. This spell can be cast on individuals
Trauma Rating even years after the loss.
Entire family murdered in front of 8
you Contraction Rolls
Murdering your entire family 12 Third, the rolls for seeing whether the disease progresses or
Tortured for a short time (days) 6 gets better are:
Tortured for a long time (weeks) 12
CONx5 for being in bed like a parcel,
Tortured for years 18
CONx4 is moderate activity (shuffling around, cooking) or
Inanimate Objects being wrapped up in bed in a slum (so in a slum you may as
well shuffle around),
As per standard RuneQuest
CONx3 is training and travelling,
Wind CONx2 is most adventuring (climbing, fighting etc.) and
living in uncomfortable circumstances like being in a cell or
As per standard RuneQuest.
forced to do heavy labour whilst ill.
Disease CONx1 for something like living in a prison where the
guards specifically pick you out for mean treatment and
No more infection spirits, but no more specific disease make you sleep naked in the rain.
spirits. The CONx5 rolls used to determine whether you get
infected just is what it is to fend off or be attacked by a Weeks
disease spirit. Finally, change any mention of weeks to ‘Downtime’ when
Other than that, the rules are exactly the same as detailed in applying the standard disease rules.
RuneQuest and Lords of Terror. With the following

186
Downtime and Experience
Downtime is the phrase for all activity taking place outside Further by making it 1% increase for a fail it means it’s
of adventures. At the end of every adventure, the game always worth getting a tick. And means you inexorably rise
enters downtime. Downtime comes in Downtime Rounds.. towards rune lorddom within a sensible time frame.
Each is about two weeks, but the GM should feel free to
have some flexibility about this. Experience
During downtime the characters may work, train, research
Experience is one way of increasing your skill levels. There
and reflect on their experience. Characters can also reap
are others, described below. All skills that are capable of
metagame awards.
increasing via experience are listed on the character sheet
with boxes next to them – they are tickable skills and can
Session Awards increase without research or training. Only skills like
POW Awards Mythology and Lores cannot be increased by experience.
At the end of every session, every character receives 1 Every time a skill is used in a stressful situation, so a sword
POW. This is added to their own personal POW if your used in a fight for life or death, not a fighter with 110%
POW is 15 or below. It cannot be spent immediately on going out and slaying a peasant, then the GM can award a
rune magic nor can it be spent on raising the POW of one’s ‘tick’. After every adventure any skill with a tick has a
allied spirit/familiar. If a character has 16 POW or more chance of increasing.
then they receive a POW tick. Put the tick on the sheet. If During downtime, for every tick the player should roll
you have a POW of 16 or 17 then when you have two ticks, 1d100 (and add any relevant skill affinity bonuses). If the
you get a point of POW. When you have a POW of 18, 19 result is above then it increases by 4%. If the result is equal
or 20 then three ticks are required to get a point of POW. If to or below then it increases by 1%. It always goes up if the
you have a POW of 21 or more and a member of a species roll is 96-00.
that permits higher POW then you require four ticks to
increase your POW. Skills over 100%

Session Tick Awards Things work differently if the skill is over 100%. If the
character’s skill is over 100+the category modifier of the
At the end of every session a secret vote is held on which skill, then the skill goes up 4% only if the roll is a 96-00.
player was the most useful, which player had the most Otherwise, it goes up by only 1%.
heroic character, and which player was the best role-player.
Whoever wins the vote receives a tick. This tick can be Downtime
placed in any skill that was not ticked this session already.
It can be placed in a skill which cannot normally be ticked After the end of an adventure, the game generally enters
such as Lore (it excludes heroic skills). The tick is made downtime. At the end of most adventures the character will
immediately and works just like a normal experience tick get a single Downtime Round to do various things with
(see below). outside of the game such as training etc.
The Gamesmaster reserves the right to award the session The character, during downtime, must also fund themselves
tick with no vote. to live which may well involve them working for a living.
The rules for that are covered here.
Epic Rewards
Downtime Round
At the climax of a particularly important scenario, extra
POW may be awarded (1-3 points). Every Downtime consists of a Downtime Round. This
represents an ambiguous amount of time from a few days to
Design notes months.
By having two random elements to experience rolls, trying The Round consists of the following stages:
to make it and then rolling a d6 to see how much you get,
• Calculate time lost to cults: Self explanatory.
you make the process ever the more random, whereby
unlucky characters (who rarely make the roll, and when • Permanent Jobs: If the character is employed,
they do roll low) are far behind their luckier brethren. By they lose an amount of time as laid out below, and
making it a solid 4% for a success, this removes that then receive their wage.
random element. • Illegal Jobs: If the character wishes they can do an
illegal job. An illegal job takes 1d3x10% of your

186
time. A character can do more than one illegal job, wage. If a character wants to join a profession they must
but the roll is then 1d6x10% for how much time is firstly find an employer and then make the associated skill
spent. If that roll takes them over 100% then they roll to gain permanent employment. From that point forth
do not have time to complete the second job. they are employed.
Resolve the job as laid out below. Note that not all professions are available everywhere. Few
• Self-Employed Jobs: Self-employed characters cultures are civilised enough to have fishing businesses for
have to first find a job. They declare which job instance.
they want and spend 10% of their time looking for Characters who reach 60% in the associated skill can get
it. They make a roll to see if that job is available, promoted. If promotion is available, then triple their wage
and if it is they decide how much time to spend on from that point forth. Another promotion comes at 90%,
it. The 10% they spent looking for it counts which yields five times the wage listed below.
towards that time. They can repeat this process as
often as they wish, until they run out of time.
• Player declares how much time will be spent Common Employed Professions
praying and sacrificing for magic: This is 10% Profession Wage Ass. Skill
per point for sacrificing. For repraying every 10% Acolyte Standard --
counts as a day of prayer. In cases where the Caravneer 90 Drive Vehicle
character has completed a cult mission they are Courier 110 Ride
usually permitted to count this repraying time as Entertainer 50 Sing, Dance or
part of their time devoted to the cult. Play
Fisherman 90 Boat
• Player pays living costs: Depending upon where Guildsman 130 Craft
they live and what house they have. Hunter 90 Track
• Player rolls for Downtime Actions: To determine Jeweller 160 Evaluate
how many Downtime Actions a character has, look Mistress 200 Courtesan (must
at the amount of spare time they have left over. If a have APP 16+)
character has 0% spare time, having committed Priest Good --
themselves elsewhere (say, a profession plus two Royal Taster 150 Scent/Taste
initiations totals a 100% time commitment) then If the roll is a fumble
there’s a 5% chance of
they have no Downtime Actions. A character with death
1-50% spare time should double that number, and Solider/Guard 100 Weapon Attack
roll 1d100. If it is under the figure, then they get Trader 130 Bargain
one Downtime Action. A character with 51-100%
spare time gets one action automatically, and Illegal Activities
another one if they roll under the amount of spare
time they have available (not doubled). This A character engaged in illegal activities is trying to earn
represents the vagaries of their time commitments, money by nefarious means. They tend to give slightly
how many hours they manage to save for higher rewards when it comes to earning money, but can
themselves, whether they can get off work early, also have lower returns. Moreover, there’s a chance of
the random chance of a cult ceremony running getting caught! But the best thing about doing things
short or long etc. A character can Cram in order to illegally is that the time commitment is lower (as laid out
get a better change of getting Downtime Actions. above).
• Pay retainers: For every instructor that has been The mechanic works as with self employed professions (see
retained, pay the retainer. Scratch off those who below). The character picks a job, and rolls to see if they
have not been retained. have a chance of that job coming up. They lose 1d3x10% of
their time if this is their first attempt that round and
Permanent Employed Work 1d6x10% of their time if it’s their second. If this takes them
to more than 100% time commitment then they cannot roll.
Slaying dragons and stealing hoards isn’t the only, nor even
the best, way to earn money. They can also work. If If the job is unavailable, then nothing happens. If a job is
working in a permanent employed position, the character available they roll the associated skill, compare the success
must dedicate 80% of their time to it every Downtime level with the multiplier and multiply that against the base
Round or lose that job. Sometimes this time will vary, for value. They then get that amount (unaltered from the
instance if the employer wants to allow them the chance to amount of time spent doing the job, unlike self employed
repray for spells. On the upside, they normally have a set professions).

186
If the roll is 96-00 then there is a chance that they have been hauled off to jail. The effects of this depend upon the
caught by the authorities. An area will either be Lawful or campaign and the laws of the society the character finds
Unlawful. A Lawful area if one with low crime and themselves in but probably aren’t great.
corruption and the means to prevent crimes (say a city like
Not in a city?
Syran). An Unlawful area is one where this isn’t the case
(such as a rural village or a city like Azilos). If you are in a All of this assumes the character is in a city. If they are not
Lawful city then you have a chance of being caught on a 96- in a city it’s harder to do illegal things. The GM should
00, whereas if you are in an Unlawful city you have to modify the chance of the job coming up by ½ (burgling in
Fumble. villages can be tricky!) and, if the area they are in isn’t as
affluent, cut the base value by ½ or more.
To see whether you are caught, roll the skill again with a -
20 modifier if the character is in a Lawful area. If they Similarly, in a richer city, there might be a modifier to the
succeed, they escape. If not, they have been caught and is base value – say 120% of it.
Base Wage Multiplier Based on Skill Roll
Profession Chance of Ass. Skill Base Fumble Fail Normal Special Critical
Getting a
Job
Wage
Assassin 10 Assassinate/Garrotte 2d4x100 0 0 1 1 1
Burglar 60 Stealth 5d6x10 0 0 1 2 4
Charlatan 60 Deception 4d6x10 0 0 1 2 4
Femme Fatale 70 Seduction 3d12x10 0 0 1 2 2
Fence 50 Deal 1d6x50 0 0 1 2 3
Hired Thug 20 Any weapon attack 1d3x100 0 0 1 1 1
Horse Rustler 15 Ride 1d3x100 0 0 1 2 4
Lock pick 10 Devise 5d6x10 0 0 1 1 1
Opportunist 20 Acrobatics/Jump/Climb 6d6x10 0 0 1 2 3
burglar
Pickpocket 60 Sleight 5d6x10 0 0 1 2 3
Poisoner 40 Alchemy 1d3x100 0 0 1 1 1
(must have appropriate
secrets)
Self-Run 75 Any weapon attack or 3d6x100 0 0 1 1 1
Protection Racket Deception
(Might well run into other
protection rackets)
Underworld 20 Disguise 6d6x10 0 0 1 1 1
Disguise
Artist

Not in a city?
Self Employed Professions
All of this assumes the character is in a city. If they are not
Self-employed characters first have to find work. In some in a city it’s harder to find certain work. The GM should
cases this is easy – anyone can fish or hunt. In other cases alter the chance of getting a job in that case. Similarly, in
this isn’t the case. To simulate this, the character spends certain areas the chances of certain jobs may increase (for
10% of their time looking for the job. They select the job, instance, in the Camp of Bards one can always get a job as a
make the roll, and if successful they get it. They then bard!).
choose how much time to devote to that job (where the 10%
they spent looking for it can count towards that amount). If
they fail then they can go looking for another job, costing
another 10% of time, if they wish.
They must then make a roll on the skill appropriate to that
profession, roll the base value and match that against the
multiplier of their success level. They then get, of that
value, a percentage equal to the time they spent on that job.
A character can spend multiple times seeking out the same
job. So they can spend 10% trying to be a guard, fail, and
spend another 10% trying to be a guard etc.

186
Self Employed Profession Table
Base Wage Multiplier Based on Skill Roll
Profession Chance of Ass. Skill Base Wage Fumble Fail Normal Special Critical
Getting a
Job
Alchemist 30 Alchemy 4d6x10 0 2/3 1 2 3
Bar fly 10 Seduction 2d10x10 0 0 1 2 3
Caravaner 70 Drive 3d6x10 0 2/3 1 2 3
Courier: Foot 60 Running 3d6x7 0 1/3 1 2 4
Courier: Horse 60 Ride 3d6x15 0 1/3 1 2 4
(owns a
horse); 3d6x5
(if not)
Crafter 50 Craft 3d6x10 0 1/5 1 2 4
Docker 50 STRx5 5d6x10 0 1/3 1 1 1
Engineer 20 Devise 5d6x10 0 0 1 2 3
Entertainer: 60 Acrobatics 2d8x10 0 0 1 3 4
Acrobat
Entertainer: Bard, 70 Entertain 2d8x10 0 0 1 3 4
Dancer, Singer
Entertainer: 65 Sleight 2d8x10 0 0 1 3 4
Magician
Fisherman 100 Boat 5d4x10 0 2/3 1 2 2.5
Guard 60 Spot 2d8x12 0 2/3 1 2 3
Healer 80 First Aid 3d6x10 0 1/5 1 2 3
Healer 50 Refine Medicine 6d6x10 0 0 1 2 2
Hunter 100 Track 3d6x10 0 2/3 1 1.5 2
Oyster Catcher 100 Swim 3d6x7 0 2/3 1 1.5 2
Prostitute 50 Courtesan 3d6xAPP 0 2/3 1 1 2
Rain Dancer 40 Rain Dancing 5d6x10 0 0 1 2 3
Rare goods 30 Evaluate 5d6x10 0 1/3 1 3 6
dealer
Sailor 50 Boat 3d6x10 0 2/3 1 2 3
Scholar 50 Lore 7d6x10 0 0 1 2 3
Scribe 40 Language 5d6x10 0 1/3 1 2 3
Shaman 40 Spirit Dance 3d8x10 0 1/3 1 2 3
Ship’s Captain 100 Boat (must own ship 6d6x10 0 2/3 1 2 3
and have appropriate
feat)
Solider/Guard 50 Weapon Attack 3d20x2 0 2/3 1 2 3
Trader 100 Deal 3d6x12 0 2/3 1 2 3
Translator 25 Language 7d6x10 0 1/5 1 2 3
Working Co-operatively they do will be poor quality, so half any money earned.
Moreover, they start the next adventure with 1d3 levels of
For both self-employed characters and those working
long term fatigue loss that can only be recovered after a
illegally, characters can work together. In that case, the
Downtime Round of Standard living or better. This is
money earned is multiplied by the characters engaging in
cumulative, so numerous Downtime rounds of living off
the activity. The characters also get to engage in a group roll
nothing will reduce in a lower and lower fatigue. They are
when it comes to rolling under the skill.
also exposed to disease in the same way that Minimal living
Living Costs characters are.
Minimal: Character lives on the street, eating the worst
Living costs money. The player should decide what food, drinking rainwater and watching their clothes turn to
standard their character lives at, and then has to pay the rags. The character lives on handouts. This is the living
associated cost: standard of beggars. Cost: 10 pennies. Penalty: No
Nothing: The character does nothing. Cost: Nothing. character who lives on Minimal living costs can engage in
Penalty: No character who lives on nothing can research or any kind of physical research or training. Any work they
train – how could they on an empty stomach! Any work engage in that requires physical exertion will be of poor

186
quality, and they will earn only half the money. They must reduce the amount they have to pay by the value listed with
make a CONx5 or start the next adventure with a level of the house of that level. In both cases where a character tries
long term fatigue loss. This will be recovered if they either to live at a different level, do bear in mind that their
spend one Downtime Round living at at least Standard property is, one way or another, out of kilter with that
level, or if they live at Minimal level and make the CONx5 lifestyle.
roll that time around. As above, it’s otherwise cumulative. A property can support a certain number of people, granting
They are also exposed to disease. If living in a city, they them the benefits attached to that property. The number of
must make a POWx3 or face a random disease. If living in a people this can be done for is given in the ‘Fits’ column. If
village or town, they must make a POWx4 or face a random less people than that number live there, there is no
disease. If living in the middle of nowhere, they must make additional benefit.
a POWx5.
These values are only examples. Obviously prices vary
Standard: Character lives in shared accommodation, eating depending upon where you are.
acceptable food, drinking fresh water on a regular basis and
consuming adequate amounts of alcohol. Cost: 40 pennies.
Good: Character is the head of the household of a shared Property Costs
accommodation, or lives in a small place of their own. They Level Description Cost to Value Fits
eat acceptable food, supplement able by good food every buy
now and again. They have free access to fresh water. Cost: Minimal Leaky 250 3 1
180 pennies. basement of a
shit house
Excellent: The character has plush accommodation, and
Standard Normal house 3,000 20 4
lives on excellent food all of the time. Water is a drink for
Good Posh house 11,000 80 4
the daytime, as they indulge in wine and fine meads every
Excellent Small mansion 150,000 400 8
evening. Cost: 1000 pennies.
Extravagant Extensive 1,000,000 1600 15
Extravagant: The character isn’t just paying to live, they’re (Duke) estate
paying to let everyone know how they’re living. To live at Extravagant Small palace 6,000,000 6000 25
the level of a Duke, High Priest or Magi costs 3,000 (Satrap)
pennies; at the level of an Archduke or Satrap it costs Extravagant Palace 10,000,000 18000 40
10,000 pennies; at the level of a King it costs 30,000 (King)
pennies; at the level of an Emperor it costs 100,000 pennies.
The only reason to pay this would be to maintain a social Downtime Actions
standing.
A character will end up with some spare time during
Design notes downtime i.e. time not devoted to either their cult duties or
This mechanism was great. In the Felster campaign they position. What they choose to spend their spare time on may
lived in the Slums and during Downtime had to make rolls vary, and will depend upon how many Downtime Actions a
for whether their belongings got stolen, whether they caught character has available to him.
a disease, how much fatigue they started the next adventure To determine how many Downtime Actions a character has,
with because they were lugging around water barrels so look at the amount of spare time they have left over. If a
they had water etc. character has 0% spare time, having committed themselves
elsewhere (say, a profession plus two initiations totals a
Extra mouths to feed 100% time commitment) then they have no Downtime
The above only covers trying to care after oneself. If one Actions. A character with 1-50% spare time should double
has a wife or dependent, then multiple the cost that number, and roll 1d100. If it is under the figure, then
appropriately. In the case of children, they count as half a they get one Downtime Action. A character with 51-100%
person each. spare time gets one action automatically, and another one if
they roll under the amount of spare time they have available
Purchasing Property
(not doubled). This represents the vagaries of their time
If a character buys a property to live in, it reduces the living commitments, how many hours they manage to save for
costs. The cost of a house depends on how nice it is. The themselves, whether they can get off work early, the
amount it reduces the character’s living costs by depends. random chance of a cult ceremony running short or long etc.
Each level of house is listed with a value. If the character Even at 100% commitment a character still has a chance to
tries to live at a level higher or equal to their level, they eat, sleep and attend to various personal functions (such as
reduce the amount to live at that standard by that value. If copulation with one’s partner, cleaning etc.).
the character tries to live at a level lower than that value,

186
Downtime Actions he becomes well built or fat), training in speed and agility
Instruction: The character seeks instruction in a given skill. (for DEX), training in critical thinking and research (INT)
See below for details. and general beauty treatments and training in grace and
dress sense (for APP).
Research: The character heads off to self-instruct
themselves in a given skill. See below for details. A character pays the amount listed based upon their current
level and it increases by one point. Each statistic can be
Business: The character attends to their business, either to increased by up to three points past the base value to the
generate BPs or attend to it. See business and commerce species maximum. A character can increase the statistic
rules below. further than three points, but this is pretty extraordinary. A
Woo: The character attempts to take a lover. They can character can increase a stat by up to two points higher than
either use their innate, natural sex appeal to find a lover, or their ordinary maximum (again, never higher than the
try and attract one through reputation and money. In the species maximum). However, to ensure that the statistic
former, make a roll based on Seduction; in the latter, make a remains at the extraordinary level they must devote a single
roll based on Deal. If successful, the character has taken a Downtime Action every Downtime Round to simply
lover. If they succeed in five Woo actions with the same maintaining their increased statistic. They don’t have to pay
lover, they can get married to them. If they ever fumble a any money, just spend the time maintaining it. If they fail to
Woo action, their lover leaves them. Note that Wooing is do so, it has a 50% chance of decreasing by one point.
not the only way to get a lover! But I don’t see any reason Instruction (Skills)
for a character to be limited by the story arc in finding a
lover – not every relationship in Glorantha is with a long Instruction involves learning skills by seeking out a source
lost princess, or magical prince, or is a marriage based on in of instruction. This source might be a person (in the case of
game political considerations etc. Sometimes a character practical skills like climbing or weapon skills) or a book (in
might just want to get married and have kids – the the case of lores and magical skills).
Seduction action allows them to do that. First, the character must determine whether instruction is
Relaxing: The character spends their time relaxing and available. One way is to seek out instruction in their locale.
socialising. This allows them to reroll natural healing rolls, Unless a character has retained a trainer (q.v) or has
as well as regain lost LTFL from cramming. institutional access (q.v.) then roll on the table below, which
indicates the chance of such Instruction being available by
Recuperation: This allows a character who has been chance. At the GM’s discretion, the character can, if they
resurrected to regain their fatigue levels. Otherwise they use Instruction regularly for the same skill, not have to re-
regain only 1d10 by the next adventure. roll each time and instead stay with the same Instructor.
Travelling: The character goes travelling to a nearby city or Cult skills are always available if the character has access to
town, or maybe goes camping in the countryside. It is one their cult. The cost of instruction depends upon the level of
action for anywhere in the region, and two actions for a skill the character has (where, if they are getting a skill they
region nearby. currently have at 00% is always five times the listed cost for
Indulge Addiction: Everyone likes a drink now and again. training it in the 01-25 range). Finally, a character can
With this action, a character enjoys many drinks. Over a provide their own instruction, say by getting a PC or NPC
short period of time. If the character has an addiction, then to instruct them, or finding a tome to provide instruction. In
they must spend their time on this action. the latter case, any character who Instructs must themselves
have 90%+ in the skill, and must spend their Downtime
Instruction (Characteristics) Action Instructing the character.
To increase characteristics requires two Downtime Actions Each Instruction action adds an amount to the character’s
devoted to instruction. Also, the character must determine skill depending upon what skill they have in it. If they have
whether instruction is available. One way is to seek out no skill they gain it at 5% plus their category modifier. If
instruction in their locale. Unless a character has retained a they have 25% or less they add 4%. If they have 50% or less
trainer (q.v) or has institutional access (q.v.) then roll on the they add 3%. If they have more than 50% they add 2%.
table below, which indicates the chance of such Instruction
being available by chance. The Retainer of Trainers

Unlike skills (q.v.) another character cannot teach them, nor Once you’ve found someone to instruct you on a particular
can tomes be used as a substitute for a person doing the skill or characteristic, you can pay to retain them. That way,
instruction. you don’t have to roll every time. To retain an instructor,.
Every downtime you have to pay 15% of the training cost it
Instruction takes the form of weightlifting, exercise and would cost for someone of your skill level. If you pay it,
bodybuilding (for STR, CON and SIZ), consuming large they will be available for the next Downtime with no roll
quantities of food (for SIZ – it’s the players choice whether

186
required. As soon as you stop paying them, they cease to be If this is done then, for every 10 downtime actions spent
available. researching (which need not be consecutively performed,
Institutional Access although the Maintenance slot must always be used up for
research), the character has a chance of finally creating the
Cults and certain other institutions (such as universities or spell. This chance is calculated as follows:
the city guard) may make available instruction freely for all Base chance= Character's magical bonus -10.
members. In such cases, no roll is required to see if
+5% for every minor art the character has access to.
instruction is available. As a rule of thumb, your cult will
+1% for every 20% the character has in Mythology of a sorcerous culture.
always provide institutional access to cult skills. This is not
to say that they teach them free of charge! Although certain +1% for every 10% over 50 the character has in a related spell
cults may well do so, this is listed in their cult description. +1% for every 500 pennies the character devotes to additional materials
etc... (max. +6%). Bonus only lasts for a single roll, and the money must be
Certain skill are only available from your cult. They are spent again for the next roll.
listed as CO (‘Cult Only’) on the Instruction table. +1% for having another sorceror help (a sorceror can only have up to
Research INT/3 sorcerors helping: "Too many cooks spoil the broth..")
+1-5% for having an object to help (for example, a lightning spell would
There is another way to learn skills (but not characteristics). be aided by an Orlanthi artifact)
Rather than seeking an instructor, the character can try and -1% for being interrupted (going on an adventure etc...)
research it themselves. In the case of weapons they spend
time hacking at things; in the case of climbing they climb For every roll, the player adds 1% to their chance of
things; in the case of lores they go out and look at things successful research. When the roll is successfully made, the
until they figure out how they work etc. character gains the spell at 1d6+their magical bonus.
However, whilst research is cheaper, it is also slower. Once a spell has been researched it must be perfected by
Worse, sometimes a character can heard down the wrong increasing it to 90%. If a spell is not perfected then
track, thus making themselves worse at what they do. If a whenever it is cast and the roll fails, there is 10% chance of
character has 01-50% in a skill, they gain 1d3-1% in it; if something malign and horrible going wrong. The GM
the character has 51-75% then they gain 1d4-2% in it; if the should create a table of random results, not letting the
character has 76-100% then they gain 1d3-2% in it. If the player know what is on it. For example, in the Evoke Acid
level is a negative, then their skill goes down. context, failure may cause all water within 10m to turn to
acid, cause the caster to evoke urine, create a soaking acid
No character can research a skill that they have no rain, or even cause the spell to cover the caster in acid!!
percentage in. The exception is entirely new sorcery spells.
A sorceror can raise a spell to 90% through either normal
Researching New Sorcery Spells research, or experience. They need no longer devote
One of the listed requirements for Magushood is making presence to it. A sorceror cannot teach the spell until he has
spells. Making spells i.e. new, as yet unknown, sorcerous mastered, nor make a spell matrix out of it. Attempts to do
rotes, is a complicated process. Firstly, the sorceror must so are, at best unsuccessful and, at worst, explosive.
purchase a laboratory of area 100 square metres minimum,
and outfit it with the necessary oils, balms, magical and
non-magical salves, blessed equipment, statuettes of
Malkion etc... Normally this costs, all in all, 8-10,000
pennies. For every action spent in researching the spell to be
created, the sorceror must spend 1,000 pennies to replace
used materials, as well as covering the cost of newer, more
up-to-date texts.
Secondly, the spell must (obviously) be acceptable to the
GM. A spell which duplicates another spell, or combination
of spells, is not acceptable. Ditto for spells that are too
powerful. "Advanced" or "improved" versions of spells are
disallowed. A sorceror with Venom 50% cannot create an
Improved Venom spell to cut down the casting cost.
Instead, it's called Venom 100%.
Thirdly, while researching, a sorceror must devote a
Maintenance slot to the process of the spell. They cannot
use this slot, just as if a spell was "up". If the character
drops this slot to cast another spell then the research is lost
and the whole process must be started anew.

186
Instruction Table (Skills)
Skill Chance of Instruction Cost
Village Town Small City Medium/Large Metropolis 01-50% 51-75% 76-00%
City
Acrobatics 04 15 30 70 90 100 200 400
Alchemy 01 10 40 80 99 200 350 600
[Art] CO CO CO CO CO 100 300 650
Assassinate 1 2 4 8 12 200 300 500
Avoid Dragon’s Best N/A N/A N/A N/A N/A N/A N/A N/A
Attack
Battle 01 02 15 35 50 150 300 700
Bat Mastery CO CO CO CO CO Free Free Free
Binding 5 20 40 60 95 100 200 300
Boat 40 60 97 99 99 70 200 400
Camouflage 20 40 65 98 99 110 300 650
Climb 30 50 80 99 99 70 250 600
Common Magic 10 40 80 99 99 80 160 250
Control Fear CO CO CO CO CO 200 400 650
Convince 2 10 40 80 99 80 200 650
Craft 25 65 99 99 99 100 200 400
Darksense 4 10 60 50 99 100 400 800
Deal 1 10 60 60 90 110 550 900
Deception 1 2 5 10 30 150 400 700
Devise 1 3 10 20 40 150 600 1000
Disguise 1 1 2 4 8 150 600 1000
Dodge 4 10 60 60 98 150 450 800
Don Armour CO CO CO CO CO N/A N/A N/A
Drive 3 7 30 70 98 100 300 650
Earthsense 4 10 60 50 99 100 400 800
Elfsense 50 99 99 99 99 100 200 300
Endure N/A N/A N/A N/A N/A N/A N/A N/A
Entertain 5 25 70 99 99 80 200 700
Evaluate 1 5 20 50 98 100 350 600
Feign Death 0.1 0.1 1 1 3 250 500 1000
First Aid 4 10 30 70 98 80 300 600
Games (agility) 20 50 98 98 99 80 150 350
Games (knowledge) 20 50 98 98 98 80 150 350
Garrotte 1 1 2 3 4 120 400 800
Grisly Portions N/A N/A N/A N/A N/A N/A N/A N/A
Jump 10 30 60 95 99 80 200 550
Language (common) 15 40 95 99 99 80 200 600
Language (uncommon) 01 10 20 40 75 150 350 700
Language (rare) 01 01 05 10 15 250 500 900
Lore 5 20 80 99 99 100 300 700
Martial Arts 01 10 30 70 99 150 300 750
Mythology CO CO CO CO CO 70 150 300
Rain Dancing CO CO CO CO CO N/A N/A N/A
Ride 10 40 98 99 99 80 200 650
Running 10 35 75 99 99 80 200 600
Seduction 3 10 25 50 75 110 300 700
Sense CO CO CO CO CO 100 300 700
Shapechange CO CO CO CO CO 75 150 350
Sleight 1 5 10 20 35 110 400 800
Sorcery Spell CO CO CO CO CO 100 300 650
Spirit Dance 1 2 2 2 2 120 450 800
Spot 5 10 40 80 99 100 250 600
Stealth 7 35 65 75 85 80 250 550
Stellar Lore N/A N/A N/A N/A N/A 120 300 650
Swim 30 80 25 25 35 80 200 450
Torture 1 2 5 20 30 175 350 800
Track 20 35 50 50 70 80 200 450
Treat Patient 1 1 1 2 4 120 400 1000
Weapon (cultural) 5 25 75 99 99 100 400 650
Weapon (non-cultural) 1 2 5 15 25 125 500 780
[Weapon]smithing CO CO CO CO CO 200 500 750
Wisdom N/A N/A N/A N/A N/A 400 800 1500

186
Instruction Table (Characteristics)
Stat Chance of Instruction Cost given current level of characteristic
Village Town Small Medium/Large Metropolis 1-3 4-8 9-12 13-16 17 18 19-22 23-30 31+
City City
STR 1 10 30 55 98 1500 800 1000 2000 3000 4250 5000 6000 6500
CON 1 10 30 55 98 1600 800 1000 2000 3000 4250 5000 6000 6500
SIZ 1 7 25 55 80 300 750 1000 2400 3000 4300 5000 6000 6500
INT 1 5 20 55 95 3000 1500 1000 2000 3000 5000 7000 8000 8000
DEX 1 10 30 55 98 1200 1000 1000 2200 3000 4500 5000 6000 6500
APP 1 3 10 25 50 3500 1500 1000 1400 1600 1800 2500 3500 4500

Making a New Business


Business and Commerce
You must build up the required non-liquid assets (given on
You can also make businesses during downtime! the chart below) which varies depending upon whether you
Business Points set up a risky business, a normal business or a safe business.
A risky business would be a hedge fund or something
BP’s are used to set up a business and to move your
blackmarket, a normal business would be a merchant
business to another level. To get BP’s, you must devote an
caravan or a warehouse, whilst a safe business would be
action to it during a Downtime Round. You can make a
something like making money off of land ownership. You
Deal roll to get 1 BP (spcl for 2, critical for 3; fumble loses
then need 4 BPs and you’re away. Spend them, and you
1d6).
become a level 1 business.

Business Size Table


Example of a business at that level Non-Liquid assets required
Profit
Level

Land Merchant Blackmarket Risky Normal Safe


BP’s

Base
level
next

Based Based
to

1 Rented room Stall Pick pocket 4 50 400 500 750


racket
2 Rented House Shop Protection Racket 5 100 1200 1500 2000
3 Small estate Successful Successful fence 6 200 3500 4000 6000
shop
4 Large estate Multiple Crime Boss 7 400 8000 10000 15000
shops
5 Numerous Mercantile Very successful 8 1000 15000 18000 30000
large estates House crime boss
6 Major noble National King of thieves 9 2000 25000 30000 50000
Mercantile
House
7 County wide Region Wide 10 3000 40000 50000 80000
estates and tax Mercantile
revenue House
8 Large county Secretly, you 11 5000 125000 150000 250000
own most
things
9 Lunar Satrap Basically, 12 12000 350000 400000 600000
you own
every
business in
the country
10 King 20
35000 750000 1,000,000 1,500,000
11 Emperor --
110000 3000000 5,000,000 8,000,000
Spending BPs Moving levels might involve an in game element to be
fulfilled. If you’re moving to a level 4 blackmarket
To get from the level of business you are at to the next level
business, you can’t just do it – you first need to displace the
costs BPs. That’s given on the following chart. You also, in
crime boss. If you’re moving to a level 6 mercantile
addition to BPs, need an amount of money to invest as a
business, you need to watch out for the competition getting
non-liquid asset. Further,

186
pissed off with you, if you move to a level 7 land based business of that level per Downtime action. You can also
business, expect the Emperor to take an interest in your take a Deal feat which gives even more time, in a similar
affairs. fashion.
Attending to your business Profit Rolls
A business needs to be tended to. This takes a Downtime Every Downtime Round, at the end, make a Deal roll which
Action. It is a different action to generate more BPs. If you affects the Profit Roll. If it succeeds, the Profit Roll gets no
don’t devote a DA to it, then your profit roll is at -25%. modifier, if it fails it gets -10%, if it fumbles it gets -25%, it
This means that to grow a business you either have to stop if specials it gets +10%, if it criticals it gets +25%, if it
paying attention to it or spend 2 DA. supercriticals it gets +40%, if it hypercrits it gets +80%. The
You can buy management in. This gives an extra 25% of character can also ‘gamble’ before making the Deal roll. If
time, as long as one of your DA is spent on the business. they so gamble, the results of the Deal roll are doubled,
This costs 1/20th of the non-liquid assets required for a good or bad. Now roll on the Profit Table. Take the number
Business Profit Table
Profit Modifier Modified 1d100 roll
Risky Business Normal Business Safe Business
-10 plus exploding 2d10 01 Less than 01 Less than 01

-6 plus an exploding d6 02 01 01 (roll 1d6, on a 1 apply


this result, on a 2+ apply
the next row)
-5 03-04 02 --
-4 05-07 03 02
-3 08-14 04-08 03-04
-2 15-20 09-14 05-07
-1 21-26 15-18 08-11
-0.5 27-35 19-24 12-15
0 36-43 25-35 16-24
0.5 44-48 36-39 25-35
0.8 49-53 40-44 36-50
1 54-60 45-75 51-80
1.2 61-64 76-81 81-90
1.5 65-68 82-87 91-95
2 69 88-91 96-98
2.5 70-76 92-94 --
3 77-82 95-96 99-00
4 83-86 97-98 More than 00
5 87-90 99 --
5 plus an exploding d6 91-00 00 --

186
that results and multiply it by the Profit Base. That’s back, those non-liquid assets don’t come back – they’re
how much Liquid Assets the character receives or must gone.
lose. Liquid Assets
If a company loses money from the profit roll and there
Liquid assets are just, in pennies, the cash in the
aren’t enough liquid assets to pay it off (i.e. the
owner’s pocket. The owner can record this on their
character just don’t have the cash) triple the amount
character sheet – it really is just theirs to do with what
remaining and remove it from the Non-Liquid Assets.
they will. When someone says ‘liquid assets’ they just
If this causes the company to fall a level, note that.
mean ‘what dosh you have’. One can convert liquid
Then make a Deal roll, at -30 if the company moved a
assets into non-liquid assets on a 1:1 basis.
level. If successful, the company stays afloat (although
lose all BPs you currently have). If not, then not – it Non-Liquid Assets
collapses and everything is lost. If a company scores a Non-liquid assets cannot be used just like money, nor
collapse result then a Convince roll at -20 can put this can money lost from Profit Rolls be taken from Non-
off. In the next adventure the character has to raise the liquid assets – it is, after all, unsold inventory and
funds. Otherwise, during the next Downtime, at the buildings, stocks and long term investments. The only
very start before making profit rolls or downtime way to concert Non-liquid assets into liquid assets is to
actions for more business, the business goes bust (lose spend time and effort doing so. The owner makes the
everything in that business). The amount that must be decision to sell, and how long it’ll take to receive the
paid back is equal to double the amount owing in the money. The results of a Deal roll adjusts the ratio they
first place, not simply the amount owing and not the get:
triple cost that the non-liquid assets took. If it is paid
Liquidising Assets Table
Result Sell this round Sell next Sell in 2 rounds Sell in 3 rounds Sell in 4 rounds
round
Fumble 1:0.1 1:0.2 1:.4 1:.5 1:.5
Fail 1:0.2 1:.0.5 1:.6 1:.75 1:.8
Normal 1:0.5 1:0.8 1:0.9 1:1 1:1
Special 1:0.8 1:1 1:1 1:1 1:1
Critical 1:1 1:1.2 1:1.2 1:1.25 1:1.4
Supercrit+ 1:1.5 1:1.75 1:2 1:2 1:2.2
The owner can decline the result if they so wish, not sell, and keep it as non-liquid assets. They can only attempt to sell
once every downtime round. If sold, the non-liquid assets vanish immediately. If this causes your business to lose a
level, the character must make a Deal roll at -20 or their next profit roll is at -25. Further, whether or not the Deal roll is
made, all BPs are lost as well.

186
Skills
List of Common Skills
Acrobatics (00) Dodge (05) Ride [animal] (05)
Assassinate (00) Drive (10) Running (25)
Binding (05) Entertain (00) Seduction (10)
Boat (05) Evaluate (05) Sleight (05)
Camouflage (05) First Aid (10) Spirit Dance (10)
Climb (40) Games (Agility) (10) Spot (25)
Common Magic (40) Games (Knowledge) (10) Stealth (15)
Convince (05) Garrotte (05) Swim (15)
Craft (10) Jump (25) Torture (10)
Deal (05) Language (30) Track (25)
Deception (20) Lore (05) Weapon skills (varies)
Devise (05) Martial Arts (00)
Disguise (05) Mythology (20)

List of Restricted Skills


Alchemy (00) Earthsense (00) Shapechange (00)
[Arts] (00) Elfsense (00) [sorcery spell] (00)
Avoid Dragon’s Best Attack (00) Endure [Element] (00) Stellar Lore (00)
Bat Mastery (00) Feign Death (00) Swordsmithing (00)
Control Fear (00) Grisly Portions (00) Treat Patient (00)
Darksense (00) Rain Dancing (00) Wisdom (00)
Don Armour (00) Sense (00)

Ooops! I forgot to add…


Something I forgot to add here was what a ‘Feat’ was. When your skill reaches the feat breakpoint you get a feat, and
then get one for every full 30 percentiles you get after it. The feat break points are all 30, 60 or 90, except languages,
which are 45 (to make literacy hard, but not that hard, to get.)

186
Acrobatics
Base: 00 • Parkour: The character can free run. Amongst
Skill Category: Agility other things, such as being able to carry out
the feats of acrobatic wonder that you see in
Restricted Skill?: No. Assassin's Creed, whenever they generate an
ENC Penalty?: Yes (see main text). attack of opportunity they can make an
Acrobatics check to not generate that attack.
Chance of Finding A Teacher
• Gymnastics: The character can add their
Village Town Small City Medium/ Metropolis
Acrobatics skill whenever a Balance roll is
Large City
called for.
04 15 30 70 90
• Juggling/Tight rope walking/Trapeze etc.:
Cost to Increase Skill These are all seperate abilities. When selected
01-50% 51-75% 76-100% the character can just do them. If they are
uninjured, no roll is required. If they are
100 200 400
injured, they can make a skill roll to do them,
Description: Acrobatics covers a wide variety of where that skill roll is +20.
activities, such as free running, contorting, gymnastics
• Tumbling: The character can tumble. They
etc. It is a ‘feat driven’ skill, in that what you can do
can substitute Acrobatics for Dodge, and
with it is necessarily determined by the feats that you
when they do their attackers do not get any
select. In all cases, acrobatics can only be used when a
bonuses for having multiple attackers.
character has 5 points of ENC or less. Any higher and
the skill cannot be used. Example Modifiers:
Feat Breakpoint: 00 Example Reroll Periods and Tests:
Feats: Design notes
• Contortion: The character can contort out of This was the skill where the feat system began, and a
bindings. This takes one round per binding, good example of it in action. The empty bits for
but only one roll is required in total. A special example modifiers and example reroll periods I give
does it one round faster; a critical does it in below.
one round. Normally a simple success is all
that is required. If a character was bound by a
character who used the Binding skill, their
chance to contort out of the bindings is
reduced by the amount of percentiles that the
Binding roll succeeded with.

Alchemy
Base: 00 01-50% 51-75% 76-100%
Skill Category: Knowledge 200 350 600
Restricted Skill?: Yes Description: This skill is used to create Alchemical
ENC Penalty?: No secrets. Refer to the Alchemy section for more
information.
Chance of Finding A Teacher
Feat Breakpoint: N/A
Village Town Small City Medium/ Metropolis
Large City Feats: There are no feats.
01 10 40 80 99 Example Modifiers:
Cost to Increase Skill Example Reroll Periods and Tests:

186
[Art]
Description: Arts are used to manipulate sorcerous
Base: 00 spells. See Sorcery for more information. There are
Skill Category: Magical. major and minor Arts.
Restricted Skill?: Yes. Feat Breakpoint: 120.
ENC Penalty?: No Feats:
• Art Mastery: Once the character has attained
this feat three times, either in the same Art or
(more likely) across several, the character can
Chance of Finding A Teacher take a new Art in addition to the five minor
Arts they are normally allotted. However, as
Village Town Small City Medium/ Metropolis
no college teaches more than five arts, they’ll
Large City have to go somewhere else to learn it.
CO CO CO CO CO Example Modifiers:
Cost to Increase Skill Example Reroll Periods and Tests:
01-50% 51-75% 76-100%
100 300 650

Assassinate
the character has taken. In all cases (within reason), the
Base: 00 attack is carried out silently.
Skill Category: Clandestine Feat Breakpoint: 00.
Restricted Skill?: Yes Feats:
ENC Penalty?: No • Archery: The character can use assassination
with missile weapons.
Chance of Finding A Teacher • Assassin’s Aim: The character can choose
Village Town Small City Medium/ Metropolis which hit location they strike.
Large City
• Assassin’s Blow: The character adds 1d6 to
1 2 4 8 12 their damage.
Cost to Increase Skill • Assassin’s Guile: The blow penetrates all non-
01-50% 51-75% 76-100% magical armour.
200 300 500 • Assassin’s Speed: The character can use
Description: This skill can be used whenever the target assassinate to help in surprise attacks. When
is unaware of the incoming attack, which is invariably making a surprise roll they add their skill/10
counted as having failed a surprise roll by more than 10 (rounded up) to the surprise roll.
points. Sleeping and unconscious targets also count, • Fighter’s Assassination: The character can
although usually one would perform a coup de grace negate the penalties for using this skill with
action rather than a regular attack combined with the medium- and large-sized weapons. When
assassinate skill. Even though it is called Assassinate, using this feat, the attack is not silent.
this skill is sometimes learnt by more law abiding folk, Example Modifiers: Using small weapons makes
such as soldiers, for use in combat and ambushes. assassinations easier (+20%), using medium sized
Without the appropriate feat they cannot use this skill weapons makes it harder (-10) and using large weapons
with missile weapons. makes it very hard (-30).
If the attack roll the character makes is underneath both Example Reroll Periods and Tests: N/A
their weapon attack and their assassinate skill, various
special effects take place depending upon which feats

186
Avoid Dragon’s Best Attack

Base: 00 Chance of Finding A Teacher


Skill Category: Agility Village Town Small City Medium/ Metropolis
Restricted Skill?: Yes Large City
ENC Penalty?: Yes N/A N/A N/A N/A N/A
Cost to Increase Skill
01-50% 51-75% 76-100%
N/A N/A N/A
Description: This skill is a rare cult skill, taught by the
likes of Alakoring Dragonbreaker. It cannot, normally,
be trained and must be learnt in combat itself. It gives
the character one additional dodge action against a
draconic foe.
Feat Breakpoint: None.
Feats: None.
Example Modifiers: N/A
Example Reroll Periods and Tests: N/A

186
Battle
• Mass Combat Expert: This can only be
Base: 00 selected if the character has already taken
Mass Combat. They can, if they wish, reroll
Skill Category: Knowledge their Battle roll when engaging in Mass
Chance of Finding A Teacher Combat.
Village Town Small City Medium/ Metropolis • Mass Combat Mastery: This can only be
Large City selected if the character has already taken
Mass Combat Expert. They can roll twice, and
01 02 15 35 50
select the best roll, when using Battle in Mass
Cost to Increase Skill Combat. They cannot then use the ability to
01-50% 51-75% 76-100% reroll gained from being a Mass Combat
Expert.
150 300 700
• Army Movement: This allows a character to
Description: Battle skill covers all variety of battle
guide an army at faster than normal speed.
tactics for small units, larger platoons and even an
They advance an extra 20% that day.
entire army. It is a feat driven skill, and can be taken
multiple times if someone wanted (so you could take Example Modifiers:
Battle once, and build up small unit feats, and then take • Your side outnumbers your foe’s: +10
it again, but attach army feats to that one).
• Your side vastly outnumbers your foe’s: +20
Feat Breakpoint: 00.
• Outnumbered by your foes: -10
Feats:
• Vastly outnumbered by your foes: -20
• Ambush: Allows the character to find the best
location for an ambush. If successful, add 3 to • You know the terrain: +15
any ambush roll (6 on a special, 9 a critical • The terrain is complex, and you don’t know it:
etc.) -15
• Small unit tactics: Allows a character to fight Example Reroll Periods and Tests:
with a small unit. At the start of a battle that
• Organise small unit for a battle / Arrange a
they could plan for (so not when surprised or
small ambush: One roll only. One round (-
you just leap into a fight) the character can
40); two minutes (-20); ten minutes (--); an
make a Battle roll. If successful, his side get
hour (+10); a day (+20); a week (+30).
one reroll. When someone wants to, they can
use that reroll (they don’t need the permission
of the player who made the Battle roll). On a
Design notes
critical, two rerolls are gained.
So I decided battle skill had to be useful for something
• [unit power]: Different cults teach different other than mass warfare. Otherwise it’s a skill that’d
feats that allow a unit to gain some special get used once or twice at the climax of the campaign,
power. For instance, Phalanxes learn how to and who wants to build up a skill just for that? Further,
fight back to back; thunder slingers learn how as it’s a cult skill for certain cults, I wanted it to do
to create clouds of sling bullets etc. stuff.
• Mass Combat: This is the skill a character
uses when fighting a pitched battle. It’s an
opposed roll, or a series of opposed rolls.

186
Binding
Base: 05. Feat Breakpoint: 90.
Skill Category: Clandestine. Feats:
Restricted Skill?: No. • Ropeless Binding: The character can bind
ENC Penalty?: No. someone without rope by using their own
clothes against them (or tearing off straps of
Chance of Finding A Teacher their armour and using that etc.). They can
Village Town Small City Medium/ Metropolis also make very simple bindings out of reeds
Large City and vines and other such things.
5 20 40 60 95 • Ungrappled Binding: The character can make
an unarmed attack. If successful they generate
Cost to Increase Skill a random location (or pick one if the unarmed
01-50% 51-75% 76-100% attack was an aimed blow). That location now
100 200 300 has rope bound around it (and presumably the
character has hold of the other end). To break
Description: To bind someone the target either has to free takes an action of either breaking the rope
be unconscious or grappled (the feats below are (for which appropriate damage must be rolled)
exceptions to this). They’ll also need rope. Unless the or, if a hand is still free (and not holding a
bound person has Contortion as an Acrobatics or weapon!) a DEXx3 (plus Acrobatics or
Binding feat, they can't escape the bindings. Don't even Binding if the Contortion feat is selected). If a
ask me. It'll just piss me off. limb is not hit, the binding has no effect. The
When attempting to bind someone held down by attacker can keep binding attempts going, and
someone else make a Binding roll. If successful, it if both arms are bound there’s very little the
takes one round only and for every percentile the roll is defender can do about it!
beaten by any Contortion attempt receives a 1 point
• Contortion: As per the Acrobatics feat, but
penalty. If it fails, the target is bound but it takes 1d3
using Binding.
minutes. If it fumbles then they’re not bound but the
binders think they are. • Crazy bondage: As per various websites
we’ve probably all seen at one point or
It is also possible to bind someone on your own. This
another.
requires a successful Binding roll, and every attempt
gives the grappled target another STR vs STR roll to Example Modifiers:
see whether they escape. So if you've grappled Example Reroll Periods and Tests:
someone they can't do anything, but if you then try to
Bind them they get a STR vs STR to escape. If they
escape they've... well, escaped. If they don't, then and
only then can you have a chance at binding them.

186
Boat
Description: The boating skill applies to using all
Base: 15 forms of water-borne craft.
Skill Category: Agility. Feat Breakpoint: 60.
Restricted Skill?: No Feats:
ENC Penalty?: No. • Emergency Repairs: The character can do
basic repairs on a ship. Make a roll. If it
Chance of Finding A Teacher succeeds the ship’s Seaworthiness is increased
Village Town Small City Medium/ Metropolis by one, two for a special, three for a critical
Large City etc. This can only be done once between each
time the ship/boat gets into a dock.
40 60 97 99 99
• Navigate: The character is skilled in
Cost to Increase Skill navigation and can cross the ocean. Without
01-50% 51-75% 76-100% this feat, things will otherwise end badly.
70 200 400 • Rolling Decks are NOTHING: The character
ignores any penalties for fighting on board a
ship during a storm, or other such penalties.
• Survivalism: The character can survive more
easily on small rations and their own urine.
For any roll determining the deleterious
effects of such things, roll twice and pick the
best effect.
• Build boat: The character can construct rafts
and simple boats out of basic supplies such as
wood etc.
• Outrun Pirates: The character is particularly
skilled at speeding their vessel fast. They get
10% bonus to such rolls.
Example Modifiers:
Example Reroll Periods and Tests:

186
Camouflage
Base: 05 It can also be used to hide weapons, objects and taboo
Skill Category: Clandestine. goods. The same rules apply, except where one makes
a Sleight roll to hide objects on one’s person, or [???]
Restricted Skill?: No.
Feat Breakpoint: --
ENC Penalty?: No.
Feats:
Chance of Finding A Teacher • None
Village Town Small City Medium/ Metropolis
Example Modifiers:
Large City
• Using mud (-15)
20 40 65 98 99
• Using leaves and tree branches (no mod)
Cost to Increase Skill
01-50% 51-75% 76-100% • Access to houses and buildings to ambush
from (+20)
110 300 650
Example Reroll Periods and Tests:
Description: This skill allows one to camouflage
others, create ambush zones and that kind of thing. • Camouflage ambushers: 10 minutes (-10); 1
Using this skill requires the character to have access to hour (no mod); one day (+15); one week
some sort of camouflaging material, such as leaves or (+30).
tree branches in rural areas, curtains and canvass in a • Co-ordinate an ambush from houses and
room, or keys to the houses if using the street. They buildings: one minute (-10); five minutes (no
also require a good amount of time to be able to mod); an hour (+15); a day (+25); a week
prepare their ambush. (+40).
The skill is used in combination with the Stealth skill. Design notes
Make the camouflage roll. If successful the group
Stealth roll is simply made as a positive roll rather than So the idea is that when you fail a roll you can roll
a negative roll. If it fumbles, any attempt at hiding again if you fancy, after the appropriate amount of
fails. time. These are examples for that, and they come with
a modifier which means it gets easier over time.

186
Climb
group rolls, only the person who fumbles falls, not the
Base: 30. entire group.
Skill Category: Athletic. If the group is climbing treacherous terrain and fail
then everyone must make another, individual and non-
Restricted Skill?: No. group, Climb roll. A fail on that means they fall.
ENC Penalty?: No. Climbing Gear: If the group is using climbing gear,
Chance of Finding A Teacher roping themselves to one another etc. (which takes a
while to set up – merely having climbing gear isn’t
Village Town Small City Medium/ Metropolis
enough, you can’t just start using it on the hop) then
Large City this has an effect if someone falls. To resolve this,
30 50 80 99 99 decide who wants to try and help them. More than one
Cost to Increase Skill person can help each person who falls (making it a
group roll) but anyone who helps someone can’t then
01-50% 51-75% 76-100% help someone else who fell on the same roll. To save
70 250 600 someone another climb roll has to be made. If that
Description: Covers the ability to climb things, both succeeds, no-one falls. If it fails then everyone who
short term (scrabbling up a mountainside to escape a tried to help falls as well (doesn’t this rule out trying to
broo, or pulling oneself fast up a rope) and long term, save someone, failing and not yourself falling? No –
(mountain climbing). Exactly what needs to be done that is already factored into the original, negatively
affected, climb roll. This roll represents the last ditch
depends upon the task at hand:
desperate attempt to save them). Those people cannot
Short Term: Climbing up something like a rocky wall then be saved by someone else.
or a piece of rope, over the course of a melee round,
requires a Climb roll. If the roll is short term it’s Feat Breakpoint: 90
because the character is advancing at pace. Each roll Feats:
causes the loss of a short term fatigue level. A success • Grappling hook: The character is particularly
means they move up, a fail means they don’t, and a skilled in the use of a grappling hook, and can
fumble means that they fall. A special or better means throw it both far and into difficult to reach
they move faster or further than a success would places. This allows the character to climb into
demand. Multiple rolls might be called for if the thing some pretty odd places.
being climbed is quite big. Climb group rolls are
always negative. • Shelter: The character can find safe shelter on
a mountainside, digging holes for themselves
If the character is climbing treacherous terrain, such as to sleep in etc. Requires a roll at -20.
a steep mountainside, then a fail means they must roll
again. If they fail that, they fall. Things like ropes and • Spiderman Wedge: The character can, with a
ladders are not treacherous and one only falls from that roll at -20, wedge themselves into the corners
on a fumble. of walls, or between door frames and the roof.
Can be used for ambushes.
Long Term: Climbing up something, but not at pace,
requires a long term roll. A success or better means the Example Modifiers:
object is climbed, a fail means that the character loses a • Using rope and a grappling hook (+5)
Long Term fatigue level – they can roll again if they
want (and keep rolling, and keep losing levels, until •
they score a success). If the roll is a fumble, they fall or Example Reroll Periods and Tests:
fail to make any progress whatsoever. Generally, in

186
Common Magic
unless one wants to start a new Common
Base: 40. magic skill – like Lores etc. you can have
multiple examples of this skill). The main
Skill Category: Magic. cultures are:
Restricted Skill: Varies. Orlanthi Malkioni
ENC Penalty?: No. Praxian Eastern
Chance of Finding A Teacher Dara Happan Pentan
Village Town Small City Medium/ Metropolis Lunar Merman
Large City Chaos Uz
10 40 80 99 99 Aldryami Mostali
Cost to Increase Skill Pamaltelan Hsunchen
01-50% 51-75% 76-100% Draconic Teshnan
80 160 250 There are others (Grotaton, Jelmre etc.) but
Description: This skill is used to cast common magic there’s no need to list them all.
spells, including charms and those stored in matrices. If Example Modifiers: None.
one is casting a spell from a culture for which they do
not have the corresponding feat, their chance is 10% Example Reroll Periods and Tests:
plus magic modifier. Consult General magic for • Cast spell: One round (--).
information on the result of fumbles, specials etc.
Feat Breakpoint: 30.
Design notes
Feats:
So this replaces the POWx5 for casting spirit magic.
• [Culture]: There are different magical Now you just get better and better until you reach rune
cultures. To use common spells from that lordhood and never have to make a roll. I’ll likely rule
culture, either those taught from its cult or it so that once you get to 100. I also removed the ENC
those contained in matrices, requires you to Penalty as, heh, why should my Humakti rune lord
have the appropriate feat. Without the feat have a hard time casting bladesharp?
they must roll at 10% plus their magic
modifier (a chance which does not increase

186
Convince
Base: 05. It can be used with small groups only, and requires a
Skill Category: Communication. feat to be used on large numbers of people.
Restricted Skill?: No. If combined with a lie, the GM must decide whether a
Deception roll is mandatory to even be able to make
ENC Penalty?: No. the Convince roll (e.g. trying to get entrance to the
Chance of Finding A Teacher prison by pretending to be the Prince’s lover will
require a Deception roll and then, as the Prince’s lover
Village Town Small City Medium/ Metropolis
would have to make a Convince roll in any case,
Large City making a Convince roll) or whether Deception can be
2 10 40 80 99 used to Aid the Convince roll (e.g. trying to Convince
Cost to Increase Skill Bhidlr the Mighty to join your army over a course of
months, by subtly working in lies about the leader of
01-50% 51-75% 76-100% the enemy forces having slept with his sister).
80 200 650 Feat Breakpoint: 60.
Description: Convince is the skill that is used to get Feats:
someone to do something – either something they want
to do, or something they don’t want to do. For instance, • Orate: The character can now use this skill to
it can be used to get the Uroxi to lend you their convince large crowds of people to spur into
weapons to fight chaos with; or to convince someone action.
that the shit-covered dead body of a young boy dressed • Innocence: The character is particularly good
in women’s clothing is, by an odd turn of events, your of convincing people of his innocence. His
brother you’re trying to take to be resurrected rather piety and honesty shines through. When being
than some poor urchin you’ve abused. It is separate honest, and trying to convince someone of
from Seduction, and if you are trying to woo someone their innocence, the character can re-roll their
or get them into bed, you can’t use Convince (although Convince roll.
trying to get the Count to let you marry his daughter in

an arranged marriage might well be possible with this
skill). Example Modifiers:
Example Reroll Periods and Tests:

186
Craft
Base: 10 (winemaker); Wax Chandler (wax candles) ; Weapon smith;
Weaver; Wireworker (fish hooks, cages etc.).
Skill Category: Knowledge.
Characters who do not have a craft cannot ‘substitute’.
Restricted Skill?: No. Also, note that not all crafts are available.
ENC Penalty?: No. If a character has 30% in a craft, then they can carry
Chance of Finding A Teacher out relatively straightforward tasks without making a
roll. So a character with Craft/Basketweaver 30 need
Village Town Small City Medium/ Metropolis
not roll to make a basket. To make better items
Large City generally requires a roll.
25 65 99 99 99 Feat Breakpoint: 60.
Cost to Increase Skill Feats:
01-50% 51-75% 76-100% • Expert: The character can reroll their Craft
100 200 400 skill, and choose the best result.
Description: Craft gives the character knowledge of a • Master: Instead of using Expert, they can flip
specific craft. The crafts should be selected from the their dice roll once rolled. The decision of
following list: which to use can be made after the roll has
Armourer; Baker; Basketweaver; Blacksmith; Bookbinder; taken place.
Bowyer; Brewer; Broderer (embroidery); Butcher; Card Maker;
Carpenter; Cartwright; Clockmaker; Cobbler; Constructor (of
Example Modifiers:
buildings); Cook; Cooper (barrel maker); Cordwainer • Working with substandard materials: -20
(leatherworking); Cutler (making bladed tools); Distiller; Dyer;
Fans; Fletcher; Fuller (making cloth from wool); Gemcutter; • Workings with superb materials: +20
Girdler (belts and girdles); Glassblower; Glazier; Goldsmith
(jewellery); Hatmaker; Horner (bottles from horn and leather); • Working without any workshop when one is
Illuminator (of books); Joiner (of wood furniture); Mason; required: -30
Miller ; Musical instruments; Needlemaker; Oculoust (glasses,
prisms, crystal balls); Paper & Ink; Perfumes; Pewterer; Potter; • Working with assistants at your beck and call:
Rope and Netmaker; Saddler; Salter (making spices etc.); +10.
Shipwright; Skinner; Spinner; Tailor; Talow Chandler (tallows
and soap); Tanner; Thatcher; Tiler and Bricklayer; Tinker; Example Reroll Periods and Tests: Varies wildly.
Tobacconist; Upholder (of furniture and mattresses); Vintner

Darksense
through things, or round corners, nor is it markedly
Base: 00; 25 for Uz. better than normal vision in most regards.
Skill Category: Perception A character with Darksense can substitute it for Spot
rolls. In daylight they can also use their eyes, and can
Restricted Skill?: Yes. Aid their Darksense roll with their Spot if they wish
ENC Penalty?: No. (and vice versa). Note that there’s no obligation to do
so. Most Mistress Race, for instance, have such bad
Chance of Finding A Teacher eyesight they ignore any visual information and would
Village Town Small City Medium/ Metropolis not Aid their roll in that fashion.
Large City Feat Breakpoint: 90.
4 10 30 50 99 Feats:
Cost to Increase Skill • Just round the corner: The character can
01-50% 51-75% 76-100% spend a round and see just around the corner
100 400 800 by bouncing their sonar off of the walls. This
requires a roll.
Only taught in Uz lands
• Enhanced Darksense: The character gains the
Description: This is the sonar sense that trolls and Enhanced Darksense edge.
other darkness dwelling creatures use. In most cases it
just allows the character to see in the dark, although Example Modifiers:
they are particularly susceptible to noticing textures Example Reroll Periods and Tests:
and incapable to recognising colours. It can’t see

186
Deal
Base: 05 25 pennies = Bribe for semi inconsequential information
100 pennies = Leaving the door of your employer open so
Skill Category: Communication
someone can get in; getting obviously secret information;
Restricted Skill?: No. doing something pretty illegal (such as not arresting you
for theft)
ENC Penalty?: No.
300 pennies = Doing something obviously illegal (such as
not arresting you for murder)
Chance of Finding A Teacher
500 pennies = Doing something seriously illegal (such as
Village Town Small City Medium/ Metropolis
aiding you in murder)
Large City
1000 pennies = Doing something lethally dangerous (such
1 10 30 60 90 as murdering your employer with a chance of being
caught and executed)
Cost to Increase Skill
Modifiers are given below for Bribing. At no time will
01-50% 51-75% 76-100% any character do anything stupid because of a Deal. No
110 550 900 character would accept a bribe knowing they will be
caught, no character will knowingly bargain
Description: This is the skill of buying something for a
lower price than asked, as well as covering the ability themselves into a bad position.
to bribe. It also covers determining which situations are Feat Breakpoint: 60.
ones where a bargain can be struck, or whether a bribe Feats:
would be accepted. It can even be used for brokering
political deals. • Draw up contracts: The character is versed in
the legal codes and conduct of commerce.
With regards to selling items, normally items can be They may also use this roll instead of Law
sold for 50% of their list price (if good as new) or 20% when relating to commercial matters.
(if damaged and battered e.g. armour taken from dead
opponents). A successful Deal roll gets an extra 20% • Blackmarket Contacts: The character can buy
on that, 30% if a special, 40% if a critical, 45% if a all kinds of things they shouldn’t be able to
supercritical and 49% if a hypercritical. buy. If they move to a new city/area, it takes a
while to build up these feat again but they can
With regards to buying items, if the character makes a do so without having to buy a whole new feat.
Deal roll they get 10% off of the list price (15% on a
special, 20% on a critical, 30% on a supercritical and • Run a business: The character can choose to
50% on a hypercritical). take a 20% bonus on their time during
Downtime. If they get any actions, at least one
Deal is separate from Convince. Deception can, in
must be spent on the business.
appropriate circumstances, be used to Aid Deal rolls.
However in some circumstances (for instance, trying to Example Modifiers:
sell a lemon) the Deception isn’t used to Aid the roll • Bribing the corrupt (+40)
but is used as a precursor to making the roll in the first
place. • Bribing the honest e.g. most guard (-20)
If the character fumbles, the attempt to buy an item • Bribing the fanatically honest (-60)
fails. Either the person or people they are dealing with • Bribing with only half the money (-30)
are outraged, or the whole market place becomes
• Bribing with twice the money (+20)
shocked by the dodgy dealing habits of the individual.
In some cases, the guard are called, others the item will • Bribing with five times the money (+40)
not be sold at all, and on other occasions the item will • Bribing with fifteen times the money (+60)
only be sold at 150% price.
Example Reroll Periods and Tests: Virtually all Deal
When it comes to bribing, there are modifiers rolls and Bribe rolls take a few minutes, and there’s
depending upon the amount offered and the person just one chance.
dealt with. As a guideline:

186
Deception
Feat Breakpoint: 60.
Base: 20. Feats:
Skill Category: Communication. • Cheat: The character can cheat at Games.
Restricted Skill?: No. This is the same feat as that for Games.
ENC Penalty?: No. • Wheedle booze/food: The character has
excellent sob story powers, and can always be
Chance of Finding A Teacher assured of food and drink given a chance to
Village Town Small City Medium/ Metropolis practices his trade.
Large City • Ladies man: The character’s tall stories are
1 2 5 10 30 particularly adept at pulling people. If they
pass, they get a +20 bonus to any Seduction
Cost to Increase Skill attempt (+40 for special, +60 for critical etc.).
01-50% 51-75% 76-100%
• Persona: The character can create a persona
150 400 700 which they can instantly adopt whenever they
Description: Deception is used to successfully lie in like. The persona takes some time to develop,
stressful moments. It can also be used to confuse as they have to spend time building up
people, and cause them to agree with the deceiver on contacts and people who foolishly mistake
whatever point they are making. Generally, a them for this alter ego. That persona can be
Deception roll is made at modifiers depending upon adopted at any time with no roll required. A
how plausible/implausible that lie is. Note that whilst character can change persona, especially if it’s
usually this means the person will believe you, at times blown, which takes only a Downtime Action
it just means the person does not note any obvious lie to do.
on your part. So they might still think you’re lying, it’s Example Modifiers:
just that they think you were particularly convincing on
Example Reroll Periods and Tests:
that occasion.

186
Devise
• Construct a trap with access to some useful
Base: 05. things, such as some rope, cutting tools and a
ball and chain (--)
Skill Category: Knowledge.
• Construct a trap with access to superb
Restricted Skill?: No. equipment (+20)
ENC Penalty?: No.
• Construct a trap with access to Mostali
Chance of Finding A Teacher devices (+40)
Village Town Small City Medium/ Metropolis • Disarm a trap (--)
Large City • Disarm a particularly complex trap (-20)
1 3 10 20 40 • Disarm a particularly simple trap made by a
Cost to Increase Skill primitive tribesman (+20)
01-50% 51-75% 76-100% • Pick a lock with nothing but a knife (-20)
150 600 1000 • Pick a lock with lock picks (--)
Description: This is the skill of both assembling and Example Reroll Periods and Tests:
disassembling mechanisms such as traps and locks, as
• Pick a Lock: One round (-40); three rounds (-
well as designing large scale devices such as
waterwheels and mills. Usually failure results in no 20); one minute (--); thirty minutes (+20); a
problems. In the cases of some traps, failure results in day (+40).
the trap being set off. With that in mind, someone may • Create a simple trap: One minute (-40); five
wish to forego the earlier rolling periods to take their minuets (-20); twenty minutes (--); one hour
time and get the bonuses. (+20); a day (+40).
Feat Breakpoint: N/A • Create an elaborate Grimtooth-style trap: A
Feats: None day (-60); a week (-20); two weeks (--); a
month (+20); a year (+40).
Example Modifiers:
• Disarm a trap: One round (-40); five minutes
• Construct a large scale, complex trap (-40) (--); a day (+20).
• Construct a trap with access to only the most
basic of things (vines etc.) (-20)

186
Disguise
Disguise is a common skill, and may be available from
Base: 05 other cults or organisations. Combined with
shapechanging, it allows the spell caster to more easily
Skill Category: Clandestine. replicate particular individuals without having to halve
Restricted Skill?: No. the Disguise skill.
ENC Penalty?: No. Feat Breakpoint: 30.

Chance of Finding A Teacher Feats:


Village Town Small City Medium/ Metropolis • No Kit: The character takes no penalty for
Large City disguising with what’s at hand. Obviously
there’s still a limit. If you’re in a jail cell with
1 1 2 4 8 nothing to hand, you’ve no chance!
Cost to Increase Skill • Quick fit: The character can select one
01-50% 51-75% 76-100% disguise and one person (quite possibly
15- 600 1000 themselves). They can quickly apply that
disguise and need make no roll to do so.
Description: This skill allows the user to disguise
himself or someone else. If the person is to be • Change race: The character can disguise
disguised as a particular individual, the chance of people as another race. Choose the race when
success is halved. If the person is to be disguised as a the feat is selected. This feat can be taken
member of another race or species, the chance is 1/4 to multiple times.
1/10 depending upon the disparity between species. It Example Modifiers:
is impossible to disguise a human as a dark troll, or
merman (for example), but it might be possible to • Only got a change of clothes to hand (--)
disguise one as an elf or a trollkin. • Got access to a disguise kit of make up and
On a successful roll the disguise will fool most such (+20)
viewers. Use Scan vs. Disguise roll only if someone is • Got access to nothing (-20)
specifically looking for something. On a critical roll,
• Trying to look like a specific person (-20)
only disguises of a specific person or another race can
be detected, and only by someone familiar with that • Trying to look like someone very different
person or race. On a failed roll, anyone may see from you (-20)
through the disguise with a successful scan. However, • Trying to look like a specific person very
a disguise of a specific person of race might even different from the disguised person (-40)
succeed with a failed roll, if the viewer has never seen
that person or race before. On a fumbled roll the Example Reroll Periods and Tests:
disguise is instantly seen for what it is, even by people • Putting on a disguise: One minute (-40); Ten
who would have no reason to suspect a disguise was minutes (-20); An hour (--); A Day (+20)
being used, or who are unfamiliar with the person or
race imitated.

186
Dodge
Description: A skillful dodger is seldom where the
Base: 05. blow falls. Dodge is more fully described in the
Combat section.
Skill Category: Agility.
Feat Breakpoint: 90.
Restricted Skill?: No.
Feats:
ENC Penalty?: Yes.
• Fighting with clothes on is for wimps: If a
Chance of Finding A Teacher character fights totally naked, carrying only a
Village Town Small City Medium/ Metropolis weapon, then they get +20%.
Large City • Dodge [type of] Attack: Restricted feat. Only
4 10 30 60 98 taught by certain cults. For instance, **
teaches Dodge Chaos Attack. The character
Cost to Increase Skill gets to reroll their dodge roll. They must stick
01-50% 51-75% 76-100% with the result they end up with.
150 450 800 • Dodge in armour: The character’s ENC
penalty is two categories less when
calculating their penalty to Dodge.
Example Modifiers:
Example Reroll Periods and Tests:

Drive
Feats:
Base: 10 • Forced Drive: The character can Forced Drive
Skill Category: Agility and drive twice the normal distance if they
make a successful Drive roll. Every day they
Restricted Skill?: No. take a -20 modifier to that roll until they rest
ENC Penalty?: No. properly. Take the requisite fatigue loss.
Chance of Finding A Teacher • Vehicle Maintenance: Can carry out basic
vehicular maintenance and use this skill to
Village Town Small City Medium/ Metropolis
make repairs.
Large City
• Dukes of Hazard: The character ignores the
3 7 30 70 98
first 20 points of penalty for any crazy
Cost to Increase Skill manoeuvre.
01-50% 51-75% 76-100% • Vehicular Brutality: The character can ignore
100 300 650 penalties from fighting on a vehicle, including
fighting one handed whilst holding the reins.
Description: With this skill a character can control a
vehicle, such as a chariot or wagon. It can even include Example Modifiers: Driving an unfamiliar vehicle (-
vehicles such as Mostali boats and sleds. In many ways 20); the Voyager effect and you’re trying to drive a
it functions as the equivalent of the Ride skill, and is vehicle you should have no idea how to drive (-40);
used for chases as well as avoiding obstacles. drive with one hand (-20);
Feat Breakpoint: 60. Example Reroll Periods and Tests:

186
Earthsense
Base: 00; 25 for a Mostali. wish. They may also, in addition, have their Spot
Skill Category: Perception aiding that roll.
Restricted Skill?: Yes. Feat Breakpoint: 90.
ENC Penalty?: No. Feats:
• Heat Acumen: The character is particularly
Chance of Finding A Teacher skilled at detecting heat, and can even detect
Village Town Small City Medium/ Metropolis living creatures behind relatively thin
Large City coverings (such as a door) with a successful
4 10 30 50 99 roll.
Cost to Increase Skill • Breezes don’t bother me: The Mostali can
ignore Wind STR if it is 6 or below.
01-50% 51-75% 76-100%
• Down the tunnel: The Mostali can see around
100 400 800
corners. For every corner he attempts to see
Only taught in Mostali lands around, he is at -30.
Description: This is an ability possessed only by • There… that’s it, there: The Mostali is
Mostali, and is the ability to sense changes in air particularly good at determining the
currents. There is some element of heat detection as architectural suitability of rock and such. Can
well. This ability is reduced by three times the Winds use Earthsense to Aid architectural rolls.
STR and so on a windy day is virtually useless. The
character can use Earthsense whenever a Spot roll is Example Modifiers:
called for, substituting their Earthsense skill if they Example Reroll Periods and Tests:

Elfsense
Base: 25 (if Elf); 00 otherwise. Description: Possessed by Aldryami and other plant
Skill Category: Perception. species. Sentient plants often have this. It allows the
character, by touch, to detect the emotions of a
Restricted Skill?: Yes. creature, sentient or otherwise. It also allows
ENC Penalty?: No. communication with the trees within an Aldryami
Forest. If a message wishes to be sent an entire MR
Chance of Finding A Teacher must be spent trying to commune with the plant life
Village Town Small City Medium/ Metropolis around, if the skill roll is successful then the message is
Large City implanted and spreads throughout the entire forest
50 99 99 99 99 quickly and soon reaches its intended destination. The
Great Trees of the Elf Forests are the epicentre of such
Cost to Increase Skill information flows.
01-50% 51-75% 76-100% Feat Breakpoint:
100 200 300 Feats:
Only taught in Aldryami lands. Example Modifiers:
Example Reroll Periods and Tests:

186
Endure [environment]
Description: This skill protects against one element,
Base: 00 which is named in the skill (so there are actually
multiple skill,s such as Endure Heat, Endure Cold,
Skill Category: Athletic. Endure Pressure etc.). It cannot be trained or
Restricted Skill?: Yes. researched. When gained it always begins at the
ENC Penalty?: No. character’s CON as a percentage.
When the character suffers damage from that source,
Chance of Finding A Teacher make a roll. If successful, the damage is halved. If a
Village Town Small City Medium/ Metropolis special is rolled, ignore the first 6 points of damage,
Large City then halve it. If a critical or better is rolled, ignore all
N/A N/A N/A N/A N/A damage. It can also be used to ignore the fatigue loss
from such elements over an extended period of time
Cost to Increase Skill (roll once per day).
01-50% 51-75% 76-100% This skill cannot be taught or researched.
N/A N/A N/A Feat Breakpoint: None
Cannot be taught or researched Feats: None
Example Modifiers:
Example Reroll Periods and Tests:

Entertain
Feat Breakpoint: 00.
Base: 05. Feats:
Skill Category: Communication. • Sing: The character can entertain through the
Restricted Skill?: No medium of singing. Each style of singing
demands a different feat, so Pentan Throat
ENC Penalty?: No Singing is a different feat from Opera Singing.
Chance of Finding A Teacher • Poetry: The character can make up poems,
Village Town Small City Medium/ Metropolis say lyrical verse, haikus or such. It doesn’t
Large City cover epic poetry, which is a form of
storytelling.
5 25 70 99 99
• Storytelling: The character can tell
Cost to Increase Skill
entertaining stories, including epic poems.
01-50% 51-75% 76-100%
• Dance: The character can Dance. A specific
80 200 700 cultural style must be selected, be it war
Description: Entertain covers all forms of dancing, Lunar ballroom or what have you.
entertainment and such things. It is the skill of dancers • Play instrument: The character can play an
and musicians, bards and poets. The exact expertise of instrument of their choice.
the character depends upon the feat selected. Once a
character has over 30% in Entertain they can make a • Jack of all trades: The character selects three
passable attempt at entertaining in their area without of the feats from above, and can do all of them
making a roll. If a roll is called for in an area the at -20.
character does not have a feat in, they roll at 5% plus Example Modifiers:
communication bonus. As with Lores one can take Example Reroll Periods and Tests:
multiple Entertain skills if they desire.
Entertain can be used to Aid skill attempts such as
Deception, Seduction and Stealth.

186
Evaluate
doesn't know the worth of the item. A fumble with the
Base: 05. roll provides erroneous information, higher or lower,
whichever is more detrimental to the adventurer. A
Skill Category: Knowledge. special or higher means they also know just who to sell
Restricted Skill?: No. it to, Aiding in any Deal roll made in selling the item.
ENC Penalty?: No. Feat Breakpoint: 90

Chance of Finding A Teacher Feats:


Village Town Small City Medium/ Metropolis • World Trade: The character can now use their
Large City Evaluate skill to know about the trade patterns
of other areas, using their Evaluate skill in
1 5 20 50 98 place of a Lore when it concerns commerce.
Cost to Increase Skill • I Speak Lingo?: The character can use their
01-50% 51-75% 76-100% Evaluate skill instead of Tradetalk.
100 350 600 • Determine Magic: The character can
Description: With this skill you can evaluate the worth determine the magical abilities of an item.
of artifacts and goods (cloth, jewellery, art objects, This takes one full day and is a single roll
etc.), and valuable natural materials (gems, land, exotic made at -50.
animals, slaves). If the adventurer has the appropriate Example Modifiers:
craft, or a Lore that is appropriate (so Second Age Lore
Example Reroll Periods and Tests:
for Second Age artifacts), then they can attempt to Aid
the roll. Failure to Evaluate means that the character

186
Feign Death
Feats:
Base: 00. • Feign Ailment: The character can feign having
Skill Category: Clandestine. a disease of their choice (chosen every time
the skill is attempted), afflicted by poison etc.
Restricted Skill?: Yes. This will fool a healer, unless their Treat
ENC Penalty?: No. Patient roll is one level better than the Feign
Death roll (so a special beats a normal Feign
Chance of Finding A Teacher Death, a special Feign Death needs a critical
Village Town Small City Medium/ Metropolis etc.). This overrules normal resisted roll rules.
Large City If used appropriately, this can Aid a Disguise
0.1 0.1 1 1 3 or Deception roll.
Cost to Increase Skill • Others Can ‘Die’ Too: The character can
supervise others in such a way that they, too,
01-50% 51-75% 76-100% can Feign Death. They are ‘put under’ by the
250 500 1000 character applying touching certain pressure
Description: This skill allows one to feign death. A points and that kind of thing, and must also be
success causes the character to appear to be dead, ‘brought out’ by the character.
including to magical vision. They are barely aware of • Avoid Curse: The character can enter a deep
their surroundings of during this time. When they wish trance such that magic, such as curses, attack
to come out of the trance it takes ten minutes, 1d6 magics (Disrupt, Smother etc.) and the Sever
rounds if it was a special, and no time at all if a critical Spirit from an Oath, avoid them. The
(allowing them to get up and act). A character can character can stay in the trance for as long as
Feign Death for as long as they want, losing one long they want, losing one long term fatigue level
term Fatigue Level for every three days that they are for every three days they are under. This does
under. not allow one to avoid a curse that’s taken
Feat Breakpoint: 90 effect, or even when it’s incoming. It doesn’t
allow one to avoid Divination attempts. This
is a particularly deep trance, and anyone who
enters it immediately loses one long term
fatigue level.
• Unaging Trance: The character can enter a
trance so deep they do not age. When they
come out of the trance they have lost 10 long
term fatigue levels. They do not need food or
air to live, but will die if exposed to adverse
environments like fire.
Example Modifiers:
• Feign Death whilst being tortured (-20)
Example Reroll Periods and Tests:
• Feign Death: One round (-50); one minute (-
20); five minutes (--); an hour (+20); a day
(+40)

186
First Aid
Base: 10. This, obviously, does not apply to attempts to staunch
Skill Category: Knowledge. bleeding!
Restricted Skill?: No. Feat Breakpoint: 90.
ENC Penalty?: No. Feats:
• Medical Kit Creation: The character can
Chance of Finding A Teacher forage in the wild for medical kits. The roll is:
Village Town Small City Medium/ Metropolis ten minutes (-50); one hour (-20); six hours (--
Large City ); one day (+20). They get 1d3 ‘kits’ per roll.
4 10 30 70 98 • Identify poison/antidotes: The character can
Cost to Increase Skill identify poisons and antidotes. If the
substance is in the vial, the roll is unmodified.
01-50% 51-75% 76-100% If the poison is in the character (i.e. they’ve
80 300 600 been wounded by it) it’s a roll at -40. The roll
Description: This skill imparts a basic knowledge of is: one round (--); ten minutes (+20).
what to do with an injury, and how to use the materials • Diagnose Disease: The character can
at hand for that purpose. A character can use first aid to diagnose when someone is diseased and with
stop bleeding – this takes only an action and requires what disease. The roll is: one minute (-40);
only a successful roll. If the character does not spend five minutes (--); one day (+20).
five full rounds attending to the bleeding, it will begin
Example Modifiers:
again.
• Attempting first aid with no equipment, and
A character can also apply first aid to heal damage.
only torn rags and bits of string and wood (-
This takes ten minutes. A success heals 1d3 damage, a
special heals 2d3, 1d3+3 hit points on a critical, 6 hit 20)
points on a supercritical and a hypercritical heals all • Attempting first aid with a medical kit (--)
damage possible. A fumble inflicts 1d3 damage to the • Attempting first aid with the highest quality
victim. alchemicals and the highest quality tools
First aid can only be applied once per wound and once (+20)
per day. So a character who takes multiple wounds can Example Reroll Periods and Tests:
only have one attended to on any given day, and once a
wound is tended to it must be left to heal naturally. • Applying First Aid: Ten minutes (--)

186
Games (Agility)
• [Game]: There is a specific feat for each
Base: 10. game. So one can have a darts feat, or a
snooker feat, etc. Having that feat allows one
Skill Category: Agility. to re-roll their Game skill when playing that
Restricted Skill?: No. game. The new results stands even if worse
ENC Penalty?: Yes. than the old result, and the decision to re-roll
should be made before finding out the result
Chance of Finding A Teacher of one’s opponent.
Village Town Small City Medium/ Metropolis • [Game Master]: There is a specific mastery
Large City feat for each game, which can only be selected
20 50 98 98 98 if you already selected the appropriate Game
feat (so you can’t be a Darts Master without
Cost to Increase Skill first learning the Darts feat). Before rolling
01-50% 51-75% 76-100% the character can announce their decision to
80 150 350 forego the chance to reroll their roll, and
instead ‘flip’ the dice. That is, they can choose
Description: This skill covers the playing of athletic – after having rolled – to swap the ‘tens’ and
and dexterity based games such as darts, pool, snooker, the ‘units’ on the dice if they so choose. If two
pitch and toss, and all varieties thereof. As ability in masters play against one another and both so
one game can transfer to another, this skill can be used announce, they lose the ability to flip and nor
for all such games, particularly as one skilled in one can they reroll.
game has probably spent too much time at the pub and
played a few of the others… Example Modifiers:
Feat Breakpoint: 60 Example Reroll Periods and Tests:
Feats:
Games (Knowledge)
Base: 10. • [Game]: There is a specific feat for each
Skill Category: Knowledge. game. So one can have a poker feat, or a
Callstandi feat, etc. Having that feat allows
Restricted Skill?: No. one to re-roll their Game skill when playing
ENC Penalty?: Yes. that game. The new results stands even if
worse than the old result, and the decision to
Chance of Finding A Teacher re-roll should be made before finding out the
Village Town Small City Medium/ Metropolis result of one’s opponent.
Large City
• [Game Master]: There is a specific mastery
20 50 98 98 98 feat for each game, which can only be selected
Cost to Increase Skill if you already selected the appropriate Game
feat (so you can’t be an Ouranekki Master
01-50% 51-75% 76-100% without first learning the Ouranekki feat).
80 150 350 Before rolling the character can announce
Description: This skill covers the playing of cerebral their decision to forego the chance to reroll
games, such as cards, ouranekki, chess and Callstandi. their roll, and instead ‘flip’ the dice. That is,
As ability in one game can transfer to another, this skill they can choose – after having rolled – to
can be used for all such games, particularly as one swap the ‘tens’ and the ‘units’ on the dice if
skilled in one game has probably spent too much time they so choose. If two masters play against
in the company of rich, elitist nobles who pursue such one another and both so announce, they lose
decadent pleasures… the ability to flip and nor can they reroll.
Feat Breakpoint: 60 Example Modifiers:
Feats: Example Reroll Periods and Tests:

186
Garrotte
user's head mobility. He cannot speak whilst so
Base: 05 strangled. If he overcomes the attacker’s STR with his
own he can do one of the following actions:
Skill Category: Clandestine
• Move
Restricted Skill?: No.
• Attack behind. If natural weapons or medium
ENC Penalty?: No. sized weapons are used, the attack is at -30. If
Chance of Finding A Teacher a small weapon such as a dagger is used, the
attack is at -10. Large weapons cannot be so
Village Town Small City Medium/ Metropolis
used. The garrotter has no chance to dodge. If
Large City
the result of chest is rolled, the attack has
1 1 2 3 4 missed (as, clearly, one cannot get to the
Cost to Increase Skill garrotter’s chest in such a position).
01-50% 51-75% 76-100% The garrotter cannot normally engage in any other
actions whilst strangling someone.
120 400 800
Feat Breakpoint: 90.
Description: This skill is used for strangling people
with a garrote. It is rare for people to learn this skill, it Feats:
is impossible to research or be trained in it without • Perfect Positioning: The character can use
proper access to teaching methods. Such methods are their Stealth skill to aid their first Garrotte roll
available from assassin cults, and Thanatar. in circumstances where they are sneaking up
It is not a combat weapon, and must be used from on someone. This represents their perfect
behind. A successful skill roll enables the user to place positioning for attack.
the garrotte correctly around an unsuspecting target's • Shuffling Assailant: The attacker can dodge
neck. Normally Stealth rolls are needed to get into a attacks upon him from the garrotted target and
position to use the garrotte. A victim being garrotted others who attack him.
takes 1d6 to his total hit points per round until dead.
Normal armour does not count - specially made neck Example Modifiers:
armour might work, though such would also limit the Example Reroll Periods and Tests:

186
Grisly Portions
The skill is usually a secret, but is known to many
Base: 00. cults. With sufficient leverage one can convince the
high priest to teach it to you.
Skill Category: Magical.
Feat Breakpoint: N/A
Restricted Skill?: Yes.
Feats: N/A
ENC Penalty?: No.
Example Modifiers:
Chance of Finding A Teacher • Doing the ritual in ten minutes with nothing to
Village Town Small City Medium/ Metropolis hand but a sword (-40)
Large City
• Doing the ritual in ten minutes (-20)
N/A N/A N/A N/A N/A
• Doing the ritual with the wrong equipment (-
Cost to Increase Skill 20)
01-50% 51-75% 76-100% • Doing the ritual in an hour, with the properly
N/A N/A N/A blessed equipment (--)
Description: It takes half an hour to use this skill, • Doing the ritual over the course of a week
during which a weapon is used to cut a being into (+20)
portions. The being must be totally restrained or • Doing the ritual in a holy place with tools
incapacitated (i.e. unconscious or very tightly bound, blessed of the gods (+20)
and wearing no armour whatsoever). If used
successfully, the being cannot be healed, either by • Cut a god into portions (-20)
others or by their own regenerative magics. To be Example Reroll Periods and Tests:
brought back to life the pieces of the being must be
• Grisly Portions: One roll, either ten minutes
reassembled and a Heroquest used to fuse the pieces
or an hour.
back together. Both Gbaji and the Red Goddess are
among those who were cut into Grisly Portions.

186
Jump
percentiles they jump an extra metre, by 30
Base: 25. percentiles another, by 60 another and by 100
another (and by 150 another, by 210 another
Skill Category: Athletic. etc.).
Restricted Skill?: No. • High Jump: The character can high jump.
ENC Penalty?: Yes. With a success they can jump their body
height plus one foot for every full 30
Chance of Finding A Teacher percentiles they beat their roll by.
Village Town Small City Medium/ Metropolis
• Pole Jumping: The character can use a pole to
Large City
jump. Obviously they jump as high at the
10 30 60 95 99 pole. If using a two metre pole the roll is
Cost to Increase Skill unmodified; if using a 4m pole it’s -20; if
using a 6m pole it’s -40 and if using an 8m
01-50% 51-75% 76-100% pole it’s -60. With 6m and 8m poles, a failure
80 200 550 needs another roll – a fail on that causes them
Description: The ability to leap for distance or height, to fall and take damage from the pole height.
or over obstacles like walls and hedges • Rooftop Jump: The character is adept at
If a character is falling, Jump can be also be used. If running around rooftops and need not make
the fall is from one storey, the roll is at +20. If it’s from rolls for doing so.
two, it’s at no penalty. Success at those levels means • Breakfall: Breakfall allows one to fall up to
no damage is taken. If it’s from three stories the roll is four stories and make an unmodified Jump
at -20, and success means that one less die is rolled roll to take no damage.
when calculating damage, and all 6’s are re-rolled.
• Monk Breakfall: Can only be selected if
Feat Breakpoint: 60. Breakfall is selected. This feat is only taught
Feats: by certain cults. Allows one to fall any
distance and take no damage with a successful
• Long Jump: The character can jump
roll.
extraordinarily long. Should the specific
distance matter, they can jump an extra one Example Modifiers:
metre. Plus, if they beat their skill roll by 10 Example Reroll Periods and Tests:

186
Language
Description: This skill covers the ability to speak a
Base: 30 (own), 00 (others) language. It is also used in eavesdropping and trying to
listen in on conversations, etymology and attempts to
Skill Category: Communication. sound native (without a roll, the character will sound
Restricted Skill?: Varies. foreign). As a guide:
ENC Penalty?: No. 01-15% The character knows only a few phrases.
Common Language 16-29% Forest Gump.

Chance of Finding A Teacher 30-49% Competent speaker of the language


Village Town Small City Medium/ Metropolis 50-79% Particularly eloquent speaker
Large City 80%+ Very skilled speaker, ridiculous vocabulary,
15 40 95 99 99 good knowledge of etymology
Cost to Increase Skill Feat Breakpoint: 45
01-50% 51-75% 76-100% Feats:
80 200 600 • Lip Read: The character can read lips in the
appropriate light. This requires a roll, where a
Uncommon Language fumble means they get it totally wrong.
Chance of Finding A Teacher • Ventriloquism: The character can throw their
Village Town Small City Medium/ Metropolis voice with a successful roll.
Large City • Literacy: The character can read and write in
01 10 20 40 75 that language.
Cost to Increase Skill • Calligraphy: The character has mastered the
01-50% 51-75% 76-100% art of writing beautiful symbols and letters.
Common in the Kralorela. Requires Literacy
150 350 700 as a feat.
Rare Language • Family Languages: The character can speak
Chance of Finding A Teacher all languages that are in the language family.
Village Town Small City Medium/ Metropolis • Forgery: The character can forge documents
Large City at no penalty.
01 01 05 10 15 Example Modifiers:
Cost to Increase Skill • Trying to forge: -30
01-50% 51-75% 76-100% Example Reroll Periods and Tests:
250 500 900

186
Lore
Base: 05 Caladraland lore if they live in Pamaltela without a
Skill Category: Knowledge good explanation, such as being taught by someone
from Caladraland. Using a decent library is usually
Chance of Finding A Teacher justification for choosing whatever area you’d like.
Village Town Small City Medium/ Metropolis There are no racial lores or lores concerning culture.
Large City These are covered either via Mythology or the relevant
5 20 80 99 99 area skill. The areas fall into distinct categories:
Cost to Increase Skill Creature Lores: Includes: Animal/Monster;
Undead; Spirit/Demon.
01-50% 51-75% 76-100%
Area Lores: Always covers a relatively large
100 300 700 area, such as the Safelster area, or Guhan, or
Description: Lore is used when a character needs to Sartar. If an area lore roll is required for an
know some obscure item of knowledge. Lore is area from the same portion of the continent
peculiar in that the character can have many instances (so Salfester and Guhan are both part of
of the Lore skill – so they might have Lore three or Ralios) then that roll can be made at -30.
four times over, each trained up to a different level. A Mastered Area Lores: If you have already
character can have as many different Lore skills, each selected an Area lore feat, you can take an
with a different set of feats, as they wish. Mastered Area Lore for it. From then on any
When a Lore skill is called for it will always be a roll made for a nearby area no longer takes the
particular type of Lore, like Elf Lore, Plant Lore or -30 penalty. For instance, if Hilm has Lore 25
Mineral Lore. If the character doesn’t have a Lore skill and takes the Safelster Area feat he can take
with the corresponding feat they roll at 5% plus their the Mastered feat for that area when he
knowledge bonus. If they do have a Lore skill with the reaches 60. From then on any roll for an area
corresponding feat, they roll on that Lore skill (and if, in Ralios is made at 60.
for some bizarre reason, they have multiple such skills, Elder Race Lores: If you have already
they roll the highest). So if a character has to make a selected an Area lore feat, and that Area is
Plant Lore roll, and has a Lore skill of 65 with the feats an Elder Race dominated area (not just an area
of Plant and Mineral Lore then they roll at 65. If they they appear in) one can take an Elder Race
have to make a Troll Lore roll, they roll at 5% plus lore for that corresponding Elder Race. From
their knowledge bonus. Sometimes Lores will overlap. then on, any roll required for any area that
So if you need to know about Maidstone Archers then Elder Race comes from can be made on that
Maidstone Mountain Lore or Grotaron lore will be as Lore skill.
good as one another. As a Lore only gets a feat at 30,
this means that a character with a Lore skill at 25 is not Natural Lores: Mineral; Plant
going to be able to make use of it at that rating. History: First Age; Second Age; Silver Age;
Starting characters have a single Lore at 30, Green Age; Darkness. Where appropriate one
corresponding to the area they come from. can substitute a History Lore for an Area
Lore. For instance, if one wanted to know
Feat Breakpoint: 30 about a second age event from Kethaela,
Feats: There are various feats, each corresponding to a either Second Age Lore or Kethaela Lore
different area of knowledge. When a character would be appropriate.
increases past a feat breakpoint they can only choose a Example Modifiers:
feat if they have justification for choosing that area.
For instance, a character cannot simply choose Example Reroll Periods and Tests:

186
Martial Arts
Base: 00 150 300 750
Skill Category: Knowledge Description: This is a separate skill for each martial
Restricted Skill?: No. art. If you unarmed attack roll is under both your attack
ENC Penalty?: No. skill and your martial arts skill, you get the benefits of
(i) a full damage bonus and (ii) a different special
Chance of Finding A Teacher effects die, depending upon what martial art has been
Village Town Small City Medium/ Metropolis learnt. See Combat for more information.
Large City Feat Breakpoint: N/A
01 10 30 70 99 Feats: None
Cost to Increase Skill Example Modifiers:
01-50% 51-75% 76-100% Example Reroll Periods and Tests:
Mythology
Lunar Merman
Base: 25. Chaos Uz
Skill Category: Magic. Aldryami Mostali
Restricted Skill: No. Pamaltelan Hsunchen
ENC Penalty?: No. Draconic Teshnan
Chance of Finding A Teacher In addition there is Henotheistic and Aeolian
Mythology (which usually allows one to roll on both
Village Town Small City Medium/ Metropolis
Malkioni and some other culture, such as Orlanthi or
Large City Uz, where applicable).
CO CO CO CO CO The skill roll is made when some item of Mythology
Cost to Increase Skill needs to be known, or some cultural detail. The skill is
01-50% 51-75% 76-100% also used on HeroQuests, and in conjunction with
certain spells.
70 150 300
Feat Breakpoint: 60..
Description: This skill covers a specific culture’s
mythology that must be selected when the skill is first Feats:
selected. The allowed cultures more or less correspond • Myth: The character has pieced together some
to Common Magic areas: cult secrets. They learn a Myth.
Orlanthi Malkioni Example Modifiers:
Praxian Eastern Example Reroll Periods and Tests:
Dara Happan Pentan

Rain Dancing
Base: 00. Description: Rain dancing is a ceremonial skill that
Skill Category: Magical. tries to attract rain spirits into entering the area. If
Restricted Skill?: Yes. successful any rain spirit within the worshippers POW
in key miles will hear the call. Whilst this often brings
ENC Penalty?: No. them to the area, the dancer may well have to make
Chance of Finding A Teacher deals with them (use normal spirit friendship rules).
Obviously in times of drought, when drought spirits
Village Town Small City Medium/ Metropolis
force away rain spirits, this ritual is far from useful.
Large City
Feat Breakpoint: N/A
CO CO CO CO CO
Feats: N/A
Cost to Increase Skill
Example Modifiers: N/A
01-50% 51-75% 76-100%
Example Reroll Periods and Tests:
N/A N/A N/A

186
Ride [animal]
Base: 05 Feat Breakpoint: 60.
Skill Category: Agility Feats:
Restricted Skill?: No. • Ride [animal]: The character can select
ENC Penalty?: No. another animal to be proficient in riding.
• Horse Archery: The character does not have
Chance of Finding A Teacher their missile weapon attack capped nor take
Village Town Small City Medium/ Metropolis penalties for being in motion.
Large City
• Forced Ride: The character can force ride
10 40 98 99 99 their animal (no roll required either). For a
Cost to Increase Skill horse that’s 50 km a day.
01-50% 51-75% 76-100% • Horsemanship: The character does not have
their melee attack capped by their Ride skill.
80 200 650
Description: This skill covers riding an animal, such as • Show Jumping: The character is skilled at
a horse, insect or griffin. Riding a different animal showing off and demonstrating their animal.
incurs a -30 penalty. To make good time on your • Animal Husbandry: This allows the character
animal requires you to either be competent (have 30%) to use their skill to breed, buy, sell and
or make a Ride roll (good time on a horse is ** km a generally look after large numbers of the
day). It is also used in riding contests, and getting the animal.
horse to jump over obstacles or go into dangerous Example Modifiers:
situations like battles or fire.
• Saddle (+5)
One’s skill with melee weapons is capped by their Ride
skill. The same applies to missile weapons, plus any •
penalties for riding. Unless the animal is a war animal, Example Reroll Periods and Tests:
such as a warhorse, every round it is in melee combat a
Ride roll must be made to keep it there.

186
Running
Base: 25 Feats:
Skill Category: Athletic • Forced march: The character need no longer
Restricted Skill?: No. roll to cover long distances, and covers **km
a day.
ENC Penalty?: Yes.
• Sprint: When involved in running contests, as
Chance of Finding A Teacher long as the character is unencumbered they
Village Town Small City Medium/ Metropolis can flip their dice roll i.e. exchange the ‘tens’
Large City units with the other result.
10 35 75 99 99 • Run through crowds: The character can run
effectively, and at speed, through large
Cost to Increase Skill
crowds and crowded areas.
01-50% 51-75% 76-100%
• Skate: The character knows how to Skate. Ice
80 200 600 skates are sometimes used by cultures living
Description: This skill covers both the ability to sprint in cold areas, such as the Barbarian Belt
and move at pace over long distances. If used by a highlands. The Lunar Empire also supports
character to sprint they lose one short term fatigue skating in its Kalikor Icebreaker
level every round. This skill is also used to make good Championships. Blades are normally made of
time when marching **km instead of the normal bone. When skates are worn, and used on the
**km). appropriate surface, the character’s move rate
is increased one level. If they have multiple
Feat Breakpoint: 60.
feats, they can use them all with the skates.
• Ski: The character can use cross country skis.
The skis are different from modern skis,
instead they consist of a left ski, long and
narrow, and a shorter right ski with a strip of
animal skin glued to the bottom so that the fur
bristled to the back of the ski. You balance on
the left leg and push with the right. Poles are
not used for motion, but sometimes for
balance. With skis a character can move
across snowy ground as if they were walking
on normal good ground.
Example Modifiers:
Example Reroll Periods and Tests:

186
Seduction
Base: 10. media are human bodies. Where Seduction is
Skill Category: Communication. the skill of getting someone into bed, this is
the skill of pleasing them once they arrive
Restricted Skill?: No. there. It goes beyond the simple necessities of
ENC Penalty?: No. sex, and is one part entertainment, one part
manipulation, and one part basic know-how in
Chance of Finding A Teacher what feels good. Highly skilled courtesans are
Village Town Small City Medium/ Metropolis never found wandering back alleys and dimly
Large City lit street corners; they are almost always
3 10 25 50 75 either House or Temple based, or make their
livings as professional mistresses to men in
Cost to Increase Skill positions of power and influence.
01-50% 51-75% 76-100% • Brothel/Seraglio Master: The character is
110 300 700 skilled at running a brothel, and when running
Description: Seduction is used to seduce characters. It such a business gets an extra 25% of time in
is, like most communication skills, a resisted contest Downtime when at least one Downtime
with modifiers chosen by the GM (sluts, of the male or Action will be used on running the business.
female variety, may give the character a +40, whereas • Pillow Interrogation: The character is skilled
trying to seduce virgins sworn to celibacy may give a - at using pillow talk to get information out of
75). someone. A modified roll allows them to
A success indicates that the victim has succumbed to successfully wile such information out of
the character's wiles. A failure does not always mean someone.
failure, since if the victim was inclined to bed the • Hooker: The character gets an extra 20% cash
adventurer anyway, they might simply smile at his from being a prostitute.
clumsy attempt and do so anyway.
• Gaydar: The character can use this skill to
A fumbled Seduction roll always indicates that the pick on the fine signs and rumours that one is
character has offended his target, and he/she might homosexual. Only applicable in societies
well relate the failed attempt to their siblings, parents, where such matters are kept hidden.
spouses, etc., with varying (usually painful) results.
Example Modifiers:
Feat Breakpoint: 60.
Example Reroll Periods and Tests:
Feats:
• Courtesan: Courtesans are skilled and
professional craftspeople whose tools and

186
Sense [thing]
Base: 00. • Lie: Senses when someone nearby has
Skill Category: Perception. recently told a lie. Taught by certain cults of
Humakt where Detect Truth is not taught.
Restricted Skill?: Yes.
• Order: Senses the presence of people who
ENC Penalty?: No. serve the forces of Order, or powerfully
Chance of Finding A Teacher Order-aligned objects. Taught by Krarsht.
Village Town Small City Medium/ Metropolis • Rapist: Senses rapists. Taught by Babeester
Large City Gor.
N/A N/A N/A N/A N/A • Sorceror: Senses the presence of someone
who has at least one Vow. Taught by Renvald
Cost to Increase Skill
Meldekbane.
01-50% 51-75% 76-100%
• Thief: Detects those who have stolen from the
100 300 700 cult. Taught by rare subcults of Issaries.
Description: This is a supernatural skill, gained by • Witch: Senses priestess of Jakaleel. Taught by
joining certain cults. Each cult teaches a different skill. Jakaleel.
When used the named entity, if within the vicinity, is
detected. Without feats, a success does not allow the Feat Breakpoint: 90.
character to sense exactly who or what is being Feats:
detected, only the presence of the entity is detected. It
• ‘A presence I’ve not sensed since…’: The
manifests itself differently, for instance Sense Chaos
character can distinguish between the sources
manifests itself as the itching or pain of a wound
setting off the sense skill, and will recognise it
caused by a chaotic entity, Sense Assassin is a sharp
again when sensed again. For instance, if
presence of danger in the user’s consciousness.
Bramble the Broo sets off Gildhr’s Sense
The various senses are: Chaos then, should Bramble escape, Gildhr
• Assassin: Senses the intent of someone nearby will be able to tell when he sense’s Bramble’s
to assassinate an individual the character is presence again.
currently closely attached to, or bears fealty • Exact Source: If the source is both within 10m
to. Taught by Humakt. and line of sight, the user knows exactly
• Chaos: Senses chaos of both creatures and where it is.
inanimate objects. Taught by Urox. Example Modifiers:
• Criminal: Senses those who are currently Example Reroll Periods and Tests:
wanted by the authorities. Taught by Danfive • Sense Chaos: One round (--)
Xaron.
• Realise your next door neighbour is an ogre
• Disease: Senses the presence of disease, without explicitly sensing chaos: One day (-
diseased people and diseased objects. Taught 60); one week (-40); one month (-20).
by Pranjala.
• Falsehood: Senses the presence of fallen
Illuminates. Taught by Eudaimon.

186
Shapechange
Base: 00. Base 20 for Hsunchen.. character takes an additional 1d6 general hit point
Skill Category: Magical. damage. If only a few pieces of armour are worn, the
damage is halved.
Restricted Skill?: Yes.
Feat Breakpoint: 90.
ENC Penalty?: No.
Feats:
Chance of Finding A Teacher • Change location: The character has such
Village Town Small City Medium/ Metropolis control that they can change only parts of
Large City themselves.
N/A N/A N/A N/A N/A • Change often: The character suffers only a -10
Cost to Increase Skill decrease when they change.
01-50% 51-75% 76-100% • Control form: The character can determine
various features about the form they change
75 150 350
into. For instance, they can change their fur
Description: This skill is only known by Hsunchen. colour, their eye colour etc.
For Hsunchen, it begins at a base of 20%. When used,
Example Modifiers:
the Hsunchen changes into the appropriate animal. This
lasts as long as they desire, and a Hsunchen could Example Reroll Periods and Tests:
spend years in animal form if they so wished. After
every use, their skill decreases by a cumulative 20%. If
reduced below zero, they cannot use the skill until it
restores. After a good night’s rest, the skill is restored. Design notes
Shapechanging in armour is a particularly bad idea. It Originally I planned to do a Hsunchen campaign
causes 1d6 dmg to general hit points. In the case of soft alongside my Felster smuggler’s campaign. After some
armour there is a 45% chance of destroying the armour, facebook status updates, Jane Williams said she used a
in the case of hard there is a 15% chance of ruining it. skill for Shapechanging rather than 6 points of rune
If the armour is not destroyed during the process, the magic. This will, I am sure, work far better.

186
Sleight
Base: 05 • Specific Sleight: The character can select a
Skill Category: Clandestine. specific Sleight, such as picking rings off
fingers, cutting purses or card tricks. When
Restricted Skill?: No. engaging in that task they are at +15.
ENC Penalty?: No. • Distract Mark: The character is particularly
Chance of Finding A Teacher good at distracting other people when
engaging in an act of Sleight. They can use
Village Town Small City Medium/ Metropolis
Convince or Deception to Aid their Sleight
Large City
rolls.
1 5 10 20 35
• No-one searches under the penis: The
Cost to Increase Skill character is adept at concealing small
01-50% 51-75% 76-100% weapons on their person, such as knives,
darts, shuriken etc. For every 30 percent, or
110 400 800
part thereof, the character has in Sleight they
Description: This is the skill of quick hands and may conceal one such weapon at no ENC
misdirection. It covers both con tricks using sleight of cost. Moreover, the character will always be
hand, magic tricks, picking pockets, drawing weapons assumed to have made some effort to hide
(small) without being seen and concealing items on them and will get a Sleight roll.
one’s person. Often resisted against a Spot roll.
Example Modifiers:
Feat Breakpoint: 60.
Example Reroll Periods and Tests:
Feats:
[Sorcery Spell]
Base: 00 01-50% 51-75% 76-100%
Skill Category: magical. 100 300 650
Restricted Skill?: Yes. Description: This skill is used for casting sorcery
ENC Penalty?: No. spells. They take up no Free INT. They are taught only
by sorcerous cults and magical universities.
Feat Breakpoint: N/A.
Chance of Finding A Teacher
Feats: None.
Village Town Small City Medium/ Metropolis
Large City Example Modifiers:
CO CO CO CO CO Example Reroll Periods and Tests:
Cost to Increase Skill
Spirit Dance
Base: 05. 120 450 800
Skill Category: Magic. Normally taught by your local shaman.
Restricted Skill?: No. Description: This skill is used to navigate the spirit
ENC Penalty?: No. plane, safely enter spirit pools and other associated
shamanic activity.
Chance of Finding A Teacher
Feat Breakpoint: NA
Village Town Small City Medium/ Metropolis
Large City Feats: None.
1 2 2 2 2 Example Modifiers:
Cost to Increase Skill Example Reroll Periods and Tests:
01-50% 51-75% 76-100%

186
Spot
Base: 25. • Lip read: The character can lip read with a
Skill Category: Perception. successful skill check.
Restricted Skill?: No. • Determine best ambush spot: When setting up
an ambush Spot can be used. For every full 20
ENC Penalty?: No. percent the roll is made by the character gets
Chance of Finding A Teacher +1 on his surprise check.
Village Town Small City Medium/ Metropolis • Stand Watch: The character can make a
Large City CONx5 roll to avoid any fatigue penalties to
do with standing watch. For instance if they
5 10 40 80 99
watch all night they won’t lose an extra level,
Cost to Increase Skill and if they only take a short watch of a few
01-50% 51-75% 76-100% hours they count as having slept all night.
100 250 600 • Hunter: The character is skilled at spotting
small changes in the environment of forests
Description: This skill is the ability to generally notice
and jungles. With a Spot/2 roll they can avoid
things, mainly by visual means. It also covers the
being surprised.
ability to hear things. Other races can substitute their
DarkSense and Earthsense skills for Spot (and, Example Modifiers:
likewise, their Darksense and Earthsense skills count Example Reroll Periods and Tests:
for listening for things, trying to smell things etc.).
Design notes
Feat Breakpoint: 90.
Having separate skills for search and scan was dumb.
Feats:
What was that ever about?
• Taster: The character can use their Spot skill
to successfully taste for poisons.

Stealth
Base: 15. someone to not even know what he looks like,
Skill Category: Clandestine. unless they’ve sat and paid careful attention.
Restricted Skill?: No. • Hide in awkward place: The character takes
no penalties for hiding in an awkward place,
ENC Penalty?: Yes. as they are adept at worming their way into
Chance of Finding A Teacher such areas.
Village Town Small City Medium/ Metropolis • Swim Quietly: The character can ignore the
Large City penalties for using Stealth in water.
7 35 65 75 85 Example Modifiers:
Cost to Increase Skill • Dead of a moonless night (+30)
01-50% 51-75% 76-100% • Dead of night (+20)
80 250 550 • Middle of day (-20)
Description: This is the skill used for avoiding • In a wide open space (-20)
detection, either by sneaking along undetected or
• In foliage (--)
hiding as best one can. Usually, it involves a resisted
roll against someone else’s Spot. • In an urban street (--)
Feat Breakpoint: 60. • In dense foliage (+20)
Feats: • Wearing appropriate clothing (+5)
• Blend into crowds: The character can use • Swimming (-30)
Stealth by just entering a crowded area. Example Reroll Periods and Tests:
• Forgettable face: The character has mastered
the ability of being forgettable. The character
can make a Stealth roll at -20 in order for

186
Swim
until they surface. They surface by making a Short Term swimming
roll, at which point they can get back to whatever roll (short term
Base: 25. swimming or long term swimming) that they were previously
engaged in. Note that they do not start making CON rolls to avoid
Skill Category: Athletic. damage – that’s already been factored in (if they could do that, that’s
Restricted Skill?: No. what a successful roll represents).

ENC Penalty?: Yes Feat Breakpoint: 60.


Feats:
Chance of Finding A Teacher
Village Town Small City Medium/ Metropolis
• Swim Quietly: The character can swim
quietly, and use this skill as his stealth skill
Large City
when swimming, with no penalty.
30 80 25 25 35
• Dive: The character can dive and stay longer
Cost to Increase Skill under water than normal people. When given
01-50% 51-75% 76-100% a chance to hold their breath they need not
start making rolls to asphyxiate for the first
80 200 450
two minutes when engaged in regular activity.
Description: This skill is used to swim. It can be used In more strenuous activity, they get five extra
to determine the results of a long term swim or a short rounds without having to roll.
term swim, and the differences depend upon whether
the character is encumbered or not. Short term • Swim fast: The character can swim
swimming is anything that involves knowing the round particularly fast. When involved in swimming
by round success of someone swimming. Long term contests of speed they can roll twice and pick
swimming is everything else. the best one.
Long Term Swimming (unencumbered): A character is • Swim Encumbered: They do not count as
unencumbered if they have a -10% ENC penalty or no ENC penalty. being encumbered unless they have 15 ENC
For very easy swims, no roll is needed at all (swimming across a or more.
placid stream). For tougher swims, a roll is needed (swimming across
a placid lake, or swimming across a fairly rapid stream). Multiple • Find pearls: The character is adept at oyster
rolls may be required in certain circumstances (swimming across the catching and finding pearls. Use this skill to
Felster Lake!). If it fumbles, the character loses a Long Term fatigue
level and starts to drown (see below). If it fails, they lose a Long
find the odd pearl, and during Downtime if
Term fatigue level but nevertheless succeed (at the GM’s option they they make their living from this they make an
don’t succeed, if for instance they had to make the swim in a certain extra 20% income.
time frame). If they succeed they do it with no fatigue loss.
• Underwater fighting: When attacking with
Long Term Swimming (encumbered): As above, but even simple
swimming requires a roll. The roll is made with the ENC Penalty at spears and daggers they can ignore the three
three times what it normally is. If they fumble they lose a Long points of armour from fighting underwater.
Term fatigue level and start to drown. If they fail they lose a Long
Term fatigue level and must roll again – if they succeed they’re fine, • Dodge under water: The character can dodge
if they fail they start to drown. If they succeed, they lose a Long underwater.
Term fatigue level but get across. If they special or better, they
simply get across. Example Modifiers:
Short Term Swimming (unencumbered): Expend a short term fatigue Example Reroll Periods and Tests:
level and make a Swim roll where the ENC Penalty is tripled. On a
fumble, they start to drown. On a fail, they go nowhere. On a normal
they advance. On a special or better they don’t even lose fatigue.
Design notes
Short Term Swimming (encumbered): Expend a short term fatigue
level and make a Swim roll where the ENC Penalty is tripled. On a The original rules made swimming far too hard as the
fumble, they start to drown. On a fail, they must roll their Swim downside for failing a roll was to start drowning.
again, again with the penalty. If they fail that roll, they start to People died going for a swim in the Lake. Very bad.
drown. Otherwise they simply nowhere. On a normal or better, they
advance.
By linking it to the new fatigue rules, there’s a penalty
for not making the roll, but you hardly ever drown
Drowning: If a character starts to drown they immediately take 1d4
hit points to their general hit points. They keep taking that damage when you get in the kid’s paddling pool.

186
Torture
Base: 10 Extracting Information: If the victim spills the beans, they get a
chance to make a Convince roll to convince their captors that they’re
Skill Category: Knowledge telling the truth. For every point that the Torture roll succeeded by,
Restricted Skill?: No they get a 1% bonus on their Convince roll (if it failed, they get no
bonus, but get no penalty either). This might be modified depending
ENC Penalty?: No upon other factors (such as whether they’ve lied before, and whether
the information is so important that absolutely no chances can be
Chance of Finding A Teacher taken).
Village Town Small City Medium/ Metropolis If the victim tries not to spill the beans they must make a resisted roll
Large City of their POWx3 versus the character’s torture skill (with the 20 point
bonus if they went medieval). If the torturer wins, the character talks.
01 02 05 20 30 They must make a Convince roll, again to see if they convince the
torturer they’re telling the truth (and, again, modified). If the torturer
Cost to Increase Skill fails, the victim can say nothing or try and tell lies. Make a
01-50% 51-75% 76-100% Deception roll if they try and feed their torturer lies.
Exactly how much the character spills is up to the GM. It may take
175 350 800 numerous torture sessions if you want large amounts of information
Description: This skill is used to extract information on a variety of topics.
through torturous means. When being tortured, the Feat Breakpoint: 60.
torturer needs to make two rolls: one to determine the Feats:
state of the victim after their efforts and one to
determine whether they get any information out of • Psychological Torture: The character can
them. torture the victim psychologically. This has no
State of the victim: There are two ways to torture someone: normally,
chance of death, but the roll is: one week (--);
and going medieval on their ass. four weeks (+10); one year (+20); three years
On a normal torture, roll on this table:
(+30). After three years, no more
psychological torture can be applied.
Normal Torture Survival Table
Success Level Result • Leave No Scars: Self explanatory. They inflict
Fumble Victim dies. damage, but leave no scars.
Fail Takes an exploding 1d6 damage. To determine
where it is taken, roll a random hit location and • Vivisection: The character can torture
an exploding d4. The damage is inflicted if the someone to death. The victim definitely dies,
current damage to be inflicted is bigger than but the character gets to extract information at
that number. The remaining damage is inflicted +40.
if it’s smaller. Repeat until no damage remains.
Normal Takes 1d6 damage. Distribute it to a random • ‘Five minutes with me, and this pencil’: The
location point-by-point until no damage character takes no penalty for torturing in five
remains.
Special Takes 1d3 damage. Distribute it point-by-point minutes.
to a random location until no damage remains. Example Modifiers:
Critical Takes 1d3 general hit point damage.
If you go medieval on their ass, your chance of getting information • Victim is a fanatic (-30 to get out information)
out of them is increased by 20. Roll on this table instead: • No equipment (-20)
Going Medieval On Their Ass Survival Table Example Reroll Periods and Tests:
Success Level Result
Fumble Victim dies before information can be A character can torture as long as they want, and as
extracted. long as the victim is alive. If the roll is made in five
Fail Victim dies. minutes, it’s at -30. If it’s made in an hour, -10. In a
Normal Takes an exploding 1d6 damage. To determine
where it is taken, roll a random hit location and day, no modifier. If they’re tortured over a week, it’s
an exploding d4. The damage is inflicted if the made at +15.
current damage to be inflicted is bigger than
that number. The remaining damage is inflicted
if it’s smaller. Repeat until no damage remains.
Special Takes 1d6 damage. Distribute it to a random Design notes
location point-by-point until no damage These rules were important as they ensured that the
remains.
Takes 1d3 general hit point damage.
player couldn’t just say ‘My PC says nothing.’ It’s
Critical
torture! You don’t get to say nothing!

186
Track
Base: 05 • Know every water hole in the desert: The
Skill Category: Perception character has an extensive knowledge of the
surrounding region, such as oases or (in a city)
Restricted Skill?: No the location of boltholes.
ENC Penalty?: No • Track [animal]: The character gets +20 bonus
Chance of Finding A Teacher when tracking that animal. It can be a sentient
species.
Village Town Small City Medium/ Metropolis
Large City • Urban Tracker: The character can ignore the
penalties for tracking in an urban
20 35 50 50 70
environment.
Cost to Increase Skill
• Cover up tracks: The character is particularly
01-50% 51-75% 76-100% skilled at covering up their tracks. Only
80 200 450 someone with a Track skill higher than theirs
can make a roll to track them.
Description: With this skill a living being can be
trailed through the wilderness and rural farming areas. Example Modifiers:
The skill includes such knowledge of how certain • Tracking in an urban environment (-40)
animals behave when trying to elude pursuers, and the
tricks used to cover trails. • Trails gone cold (-20)
Feat Breakpoint: 60. Example Reroll Periods and Tests:
Feats: • Tracking Animals: As quick as it takes to
follow the trail (-20); an hour plus the time it
• Stay Awake: Whilst tracking the character can takes to follow the trail (--); plus a day (+20);
make a CONx3 to ignore fatigue loss. plus a week (+40)

Treat Patient
Base: 00. healing by 1+(1d2-1) points. If used on someone who
Skill Category: Knowledge. is ill, it both detects the illness and adds 6 points to
their next roll to determine both the extent, and the
Restricted Skill?: Yes. recovery from, the disease.
ENC Penalty?: No. However, it can also be used for more immediate aid.
Chance of Finding A Teacher If it can be used to purge someone’s body of poison if
the skill is used before the poison takes effect. It
Village Town Small City Medium/ Metropolis
requires both the healer and the target to spend a round
Large City doing nothing else but attending to the wound. If the
1 1 1 2 4 roll succeeds, it purges the poison and reduces the
Cost to Increase Skill damage roll by 2d6 (4d6 on a special, everything on a
critical; for non-wounding poisons, the GM should
01-50% 51-75% 76-100% make their own call on what it does). If the roll fails or
120 400 1000 damage remains, First Aid can be used to heal that
Description: This skill is used by healers to deal with damage.
long term healing, illness and poisons, as well as Treat Patient can also be used to safely amputate limbs
surgery and the preparation of certain poultices and (takes ten minutes, reduces the limb to zero hit points).
herbs for aid in all of the above. In all cases, Treat Feat Breakpoint: NA
Patient can be used to Aid First Aid rolls.
Feats: None
In the long term, when it is used on someone who is
healing, it boosts their healing roll by one point. If the Example Modifiers:
roll succeeds by more than 50 percentiles, it boosts the Example Reroll Periods and Tests:

186
Weapon Attack (Melee)
Base: Varies. See Combat. • Two Handed Fighting (attack part): The
Skill Category: Attack (melee). character must select the Two Handed
Fighting (parry part) feat to make use of this
Restricted Skill?: Varies. feat. Every round, the character gets two
ENC Penalty?: No. attacks, one with each weapon from each
Cultural Weapon hand.
• Two Handed Spear With Shield Style (attack
Chance of Finding A Teacher part): A restricted feat only taught by certain
Village Town Small City Medium/ Metropolis cults, such as Phalanx spirits and Yelmalio.
Large City This is a two part feat that only works if the
5 25 75 99 99 character also has the corresponding parry
part. The character can fight two-handed spear
Cost to Increase Skill with shield style. In this combat style, the
01-50% 51-75% 76-100% shield is fastened to the left arm of the spear
100 400 650 user and hung from his shoulder. The
supporting strap, and having to hold the spear
Non-Cultural Weapon with both hands, restrains the spearman so
Chance of Finding A Teacher that he cannot manoeuvre the shield. It sits in
one place, and can only be moved with the
Village Town Small City Medium/ Metropolis
movement of the whole body. To any
Large City opponent facing the user (or more if they must
1 2 5 15 25 approach through a narrow opening), the large
Cost to Increase Skill shield blocks all blows striking the left arm
(16-18), the chest (12), and the abdomen (9-
01-50% 51-75% 76-100% 11). It cannot be used to block blows to any
125 500 780 other locations. Any blow striking these
Description: Obviously, this is the skill used for locations bounces off harmlessly.
hitting things. As hard as you can. See Combat for Unfortunately, not only can the character not
more on how this works. use the shield for parrying, but the spear is too
constrained by the shield hanging on the
Feat Breakpoint: 90. manoeuvring arm to be used for parries either.
Feats: Thus, the character must rely on his Dodge
and his armour, and hope that the incoming
• Masterly Blow: Increase your chance of
blows land on the left arm, chest and
specialing a roll by 3%. This feat can only be
abdomen. Both viking round and kite shields
selected once.
are adaptable to this tactic, although the Sun
• Weapon Family: The character can use this Domers do not employ these styles of shield.
skill with all weapons similar to it – so 1H axe Other types of shield are not suited to this
works with 2H Axe etc. technique since they do not cover enough area
• Blind Fighting: The character can fight blind to be effective.
in a melee, and ignores the 75% penalty for • First Strike Skill: A restricted feat, taught by
being unable to see. Dragonewts amongst others. The character
• Horsemanship: The character’s attack and always has the highest initiative when using
parry skill with the weapon is no longer this weapon.
capped by their Ride skill. • Vanganthi Fighting Style: Restricted feat.
• Vehiclemanship: The character’s attack and Normally swooping in and attacking someone
parry skill with the weapon is no longer whilst flying triggers an attack of opportunity.
capped by their Drive [vehicle] skill. With this feat, it doesn’t.
• Fight in [Environment]: Ignores any penalties • Leaping Attack: Character can leap into the air
for fighting in that particular environment and come sundering down on their foe. Roll
(such as rain, or snow etc.) 1d10+10 for hit location.
• Talk Whilst Fighting: The character is skilled • Aimed Blow: Only attacks at 75% when doing
at carrying out extensive conversations whilst an aimed blow.
fighting, such as scholastic debates. Taught • Who needs Jackie Chan?: The character
mainly by the Hevduran cult. counts as having martial arts when attacking

186
unarmed (can only be taken with unarmed their feet. If it hits, roll the Special Effects Die
attack). regardless of whether it was a special.
• Gae Bolga: Restricted feat with Spear Attack. Example Modifiers:
Takes a round to prepare, but the character Example Reroll Periods and Tests:
lies on their back and throws their spear with

186
Weapon Attack (Missile)
Base: Varies. See Combat. Description: Shooting and hurling weapons into a foe.
Skill Category: Attack (ranged) See Combat.
Restricted Skill?: No. Feat Breakpoint: 90.
ENC Penalty?: No. Feats:
Cultural Weapon • Masterly Shot: Increase your chance of
specialing a roll by 3%. This feat can only be
Chance of Finding A Teacher selected once.
Village Town Small City Medium/ Metropolis • Weapon Family: The character can use this
Large City skill with all weapons similar to it – so bow
5 25 75 99 99 works with crossbow, throwing dagger works
with throwing axe etc.
Cost to Increase Skill
• Trick Shot: The character can ignore the first
01-50% 51-75% 76-100%
40 percentiles of any penalty.
100 400 650
• Horsemanship: The character’s attack skill
Non-Cultural Weapon with the weapon is no longer capped by their
Ride skill.
Chance of Finding A Teacher
Village Town Small City Medium/ Metropolis • Vehiclemanship: The character’s attack skill
Large City
with the weapon is no longer capped by their
Drive [vehicle] skill.
1 2 5 15 25
• Fight in [Environment]: Ignores any penalties
Cost to Increase Skill for fighting in that particular environment
01-50% 51-75% 76-100% (such as rain, or snow etc.)
125 500 780 • Two Arrow Shot: The character can fire two
arrows with one shot. It is an aimed attack but
both attacks are at -20. The arrows can fire at
different targets.
• Aimed Blow: Only attacks at ¾ normal when
doing an aimed blow.
Example Modifiers:
Example Reroll Periods and Tests:

186
Weapon Parry (melee)
Base: Varies. See Combat. Feats:
Skill Category: Parry. • Masterly Block: Adds three percent to your
Restricted Skill?: No. chance to special with the parrying weapon.
Can only be selected once.
ENC Penalty?: No.
• Weapon Family: The character can use this
Cultural Weapon skill with all weapons similar to it – so 1H axe
Chance of Finding A Teacher works with 2H Axe etc.
Village Town Small City Medium/ Metropolis • Multi-block: Can ignore one extra person
Large City when it comes to calculating how many
people can attack at once.
5 25 75 99 99
• Two Weapon Style (Parry Part): See Weapon
Cost to Increase Skill
Attack (melee).
01-50% 51-75% 76-100%
• Two Handed Spear and Shield Style:
100 400 650 Restricted feat. See Weapon attack (melee).
Non-Cultural Weapon • Blind Fighting: The character can fight blind
Chance of Finding A Teacher in a melee, and ignores the 75% penalty for
being unable to see.
Village Town Small City Medium/ Metropolis
Large City • Horsemanship: The character’s attack and
parry skill with the weapon is no longer
1 2 5 15 25 capped by their Ride skill.
Cost to Increase Skill
• Vehiclemanship: The character’s attack and
01-50% 51-75% 76-100% parry skill with the weapon is no longer
125 500 780 capped by their Drive [vehicle] skill.
Description: Sticking your weapon between you and • Fight in [Environment]: Ignores any penalties
the deadly things. See Combat. for fighting in that particular environment
(such as rain, or snow etc.)
Feat Breakpoint: 90.
• Talk Whilst Fighting: The character is skilled
at carrying out extensive conversations whilst
fighting, such as scholastic debates. Taught
mainly by the Hevduran cult.
• Arrow Cutting: Restricted feat. The character
can parry missile weapons.
• Spear Catch: Restricted feat only with
unarmed parry. Character can parry spears
and, as a free action, throw them back.
• Protect Ally: The character can parry a blow
for a friend at -20. Maximum once per round.
Example Modifiers:
Example Reroll Periods and Tests:

186
186
[Weapon]smithing Large City
CO CO CO CO CO
Base: 00. Cost to Increase Skill
Skill Category: Knowledge. 01-50% 51-75% 76-100%
Restricted Skill?: Yes. 200 500 750
ENC Penalty?: No.
Chance of Finding A Teacher
Village Town Small City Medium/ Metropolis
Description: Whilst the skill of craft/armourer allows a
person to make normal weapons, shields and armour, t
his special skill allows the manufacture of high quality • Sharp weapon: The weapon ignores one point of
weapons of a specific type, named in the skill, from suitable soft armour.
raw materials provided the user has time and access to the
• Deadly weapon: The special effects die gets a one
requisite tools. A person's [Weapon]smithing ability may
point bonus.
never exceed their craft/armouring skill. A successful use of
this skill creates a weapon that has a special power, • Fast weapon: When used, the character gets two
depending upon what feat is selected. If multiple feats are points of extra initiative.
selected, the forger can choose which one takes effect. This • Deft weapon: The weapon has an extra 1% chance
means that before reaching 30 in the skill, it’s useless. of scoring a critical.
This skill is only taught by special forging cults. It cannot • Multiple Benefits: The forger can use as many feats
normally be learnt and is generally only taught from master as they like with a single blade.
to apprentice, so money does not normally exchange hands.
Example Modifiers:
Feat Breakpoint: 30
Example Reroll Periods and Te
Feats:

186
Combat
Combat Round Design notes
D12? Yup. First, I feel sorry that it never gets used. Second,
A combat round in RuneQuest represents about five
with an exploding d10 it exploded a little too often.
seconds of time. The combat round runs as follows:
Obviously the d12 took care of that.
1. Determine Environment and Range
Normally only carried out on the first round. Determine Environment
visibility, wind strength etc. The GM should also determine
Is it dark? Windy? Is there rough terrain? All of these things
what range the characters are from one another.
are important in combat. If it is the first combat round then
2. Resolve Surprise the Gamesmaster should determine the environmental
Resolve surprises if appropriate. effects that are relevant.
3. Determine Initiative Visibility
Only carried out on the first round. Everyone rolls an Poor Lighting (Badly lit taverns) -10
exploding d12 and adds it to their DEX. Terrible Lighting (Dark back alley, countryside on a starlit night) -25
4. Select Actions No lighting (countryside at night with lots of cloud cover) -50
Pitch black -75
Actions are declared in reverse initiative order, including
who the characters intend to engage. There is no need to Fighting with torches, lanterns or light spells will eliminate
publicly declare spell choice for casting spells. these ill effects. Note, however, that fighting with torches
5. Resolve First Attacks and lanterns uses up a hand.

First attacks are made in initiative order from highest to the Terrain
lowest. Poor terrain (mountainside, muddy area) -10

6. Resolve Second Attacks, Resolve Third Attacks (etc.) Terrible terrain (on a vessel at sea on choppy waters) -25
Awful terrain (continually shifting terrain) -40
Second attacks are resolved in initiative order, then third
attacks and so on until all attacks are resolved. Wind Speed
7. Resolve Chases Missile Fire: Every point of wind STR greater than 10
Any characters who engaged in the Chase action this round reduces missile accuracy by 5%.
resolves that action.
Range
8. Resolve Prepped Spells
There are various ranges involved in combat: melee, short,
Any Prepped healing spells are cast. And characters who
medium, and then varying levels of long (long I, long II,
were Dying at the end of last round are now effectively
long III etc.)
dead (although may yet have a chance for Last Words
(q.v.)). The range at which combat begins depends upon where the
characters spot one another and decide to enter into
9. Resolve Move Actions
hostilities. This is almost certainly limited by the normal
Everyone who moved now moves. time that characters see one another. In a dungeon, when
10. Make Fatigue Rolls you bumble around the corner into the monsters, it’s
instantly into melee. Only a very large room would be short.
Any characters who end the round with no Rested Levels
must make a Fatigue Roll or lose another level (CONx5, 96- Here are some example ranges:
00 is always a fail). Example Range
11. Make NPC Checks End of a street Short
End of a large room, like a grand hall Short
NPCs check for morale and whether they will attempt, if
possible or not entirely insensible, to heal a fallen ally. Opposite ends of a market place Medium
Surrounded by medium foliage Medium
Surrounded by heavy foliage Short
Opposite ends of a field Long I

186
Off in the distance, past a few fields Long IV Losing the Initiative
In general, a character (moving at Normal or Quick) can use Characters can lose the initiative, generally by being felled
one action to move one range level. Mounted characters (on to the ground by a blow or falling prone. Any character who
fast or very fast steeds) can move two. See the ‘Move (and loses the initiative immediately has the initiative lowered to
attack)’ action below for more details. one less than the lowest current initiative. This can go into
negative numbers (so if the lowest initiative was 1, a
Surprise character who lost the initiative would go at 0, and if
If you’re in a situation where you might be surprised, this is someone else lost the initiative they would then go at -1).
how to resolve it.
Select Actions
The attackers each declare an attack action, given the
constraints of an attack action (that is, you can’t gang up on There are a wide range of actions, split into six broad
someone unless all combatants have been ganged up on categories. Every character gets to select one action per
already). Roll 1d12 and add the attackers average DEX, round. Listed with each action is whether defensive actions
modified as follows: (q.v.) are permitted.
Characters select their action in initiative order from the
Surprise Table Modifiers
lowest to the highest, declaring it out loud. In the case of
Mod. Situation spell casting, whilst a spell must be selected it does not have
to be declared ‘publicly’ and can be kept secret. In practice,
0 They can see you, your weapon isn’t out, but they this means that the GM need not declare what spells the
don’t expect an attack. enemy will cast and whilst players must do so, the enemies
cannot take that spell choice into account.
+3 Your sword is out and you're chatting in
conversation with them not thinking you're about to Changing Action
attack Characters cannot change an action once it has been
declared. They can choose to no longer take it, when it
+9 Your attack is probably unseen but could've been
comes time, but they do not then get another action instead.
seen (this is most ambushes)
There are some exceptions. For instance, certain Arts allow
+15 Your attack is unseen and there's only a slight one to cast spells half way through a round. Also, some
chance that you could've been seen or heard about actions have specific rules stating that they turn into other
to attack (most cases of invisibility, or leaping on actions given certain circumstances. For instance a coup de
someone in the pitch black) grace can turn into a normal attack if the person trying to
commit it is then attacked.
Every defender then rolls 1d12 and adds their DEX. If they
beat the number then the people attacking do not get an Offensive Actions
attack. If they don’t beat it, but aren’t 10 points worse, they Attack: The character declares they will attack on their
get a defensive action against the attack. If they fail by more initiative but not who they will attack. This all depends on
than ten they get attacked with no defensive action and are whether you are engaged or unengaged, where a character is
open to assassination. unengaged unless they are specifically engaged.
Once all attacks are resolved, move to a normal attack If you are unengaged you must attack another unengaged
round with normal initiative. target unless all unengaged targets are engaged in which
case you must attack the engaged target with the least
Design notes
number of attackers (if there is a tie, the attacker can choose
Oh, yeah, this mechanism is ugly too. It works, but there’s which one they want). You then become engaged with
probably a better Surprise mechanic out there. whomever you are attacking.
If you are unengaged and attack someone who is ganging up
Initiative on someone else, they immediately become disengaged
Initiative is determined by rolling an exploding 1d12. This from whom they are attacking and must engage with you
is your initiative for the duration of the combat unless you instead.
lose the initiative or use the ‘Regain Initiative’ action. If you are engaged, you normally attack someone you are
Combat proceeds in turn with every character declaring engaged with. That goes as normal. If you want to
their action, and who they will engage, in order from lowest disengage and attack someone else you need to make a
to highest. Actions are resolved in order from the highest to Retreat or Flee action, but don’t move to Short range.
the lowest.

186
Instead, stay in Melee range and engage someone that Defensive Action Allowed? No.
round. You do not also get an attack on them. Shoot In a Melee (individual): You can shoot at melee
If you do attack someone, you make the declaration of who range, Legolas style. This is resolved the same as any other
to attack on your initiative and then resolve the attack. melee attack, including the engagement rules.
If attacking with natural weapons (not claws, cesti or Shoot into a melee (individual): This can only be done by
martial arts) then if the character is parried or dodged they individuals outside of Melee range. Attacking into a melee
are immediately ‘hit’ by the enemies weapon. They get a is done at a penalty of -15 for every person who the target is
chance to dodge or parry this. A random hit location is engaged with. If the roll is 96-00, roll the attack again (and,
rolled if it succeeds. This represents the opponent deftly again, with the modifiers). If that succeeds, you’ve merely
avoiding your blow and striking back, not (always) the missed. If that fails, you’ve accidentally hit your friend. If
literal striking of your fist against their parrying blade. that roll is a 96-99 it’s a special. If you roll 00 it’s a critical.
Scratch this for certain creatures (animals and monsters If you fumble, this is in addition to any fumble roll.
don’t generate such attacks). No defensive action is allowed as you spend time aiming
Defensive action allowed? Yes. and getting a bead on your foe. A normal, previous Aim
All-out Attack: The character hurls caution to the wind and action adds to your to hit chance.
attacks his enemy with little regard to himself. This action is Defensive Action Allowed?: No.
rarely used, except by those who don’t care at all about their Shoot (Individual): The character fires a single shot from
own lives, or are so confident of their ability that they can their missile weapon at any single target within effective
ignore the foes that they face. The character gets to make a range.
single melee attack at anyone within melee range at +15%.
Defensive Action Allowed? Yes.
Defensive Action Allowed? No.
Shoot (Cohort): The character fires a single shot from their
Coup de Grâce: The character delivers a blow to a missile weapon at any cohort within range. A cohort is any
defenceless enemy. Can only be used against characters group of individuals within melee range of one another. For
who are utterly defenceless, either because they are every member of the cohort (friend or foe) the character
unconscious, bound, asleep or utterly unsuspecting of their gets +5 to hit. If they hit, randomly determine who they hit
assailant. Simply not having a defensive action does not in the cohort (be they friend or foe). If the targets are
qualify. A coup de grace can only be delivered if the outside of effective range, but still within maximum range,
character’s maximum weapon damage is higher than their the character is at -25 to hit.
armour on a vital location. It cannot be delivered to certain
beings, such as those chaotic monsters that magically Defensive Action Allowed? Yes.
regenerate. A coup de graces can only take place if no-one Volley (cohort): The character fires multiple shots from
is attacking you in melee, firing missile weapons at you or their missile weapon at any individual within range. When
targeting you with an offensive spell. It is irrelevant whether declared, the player declares how many shots they are
the attacks hit or not, whether the spell overcomes magic firing. They receive that many shots that round, at a -20
points or not, how much countermagic or armour you have penalty for every shot they take above one. So if they volley
– a coup de graces can only take place when utterly two arrows they suffer -20 to each attack; if they fire three
unperturbed. You can, however, still bash them to crap arrows they suffer -40 to each attack etc. The first shot is
whilst they lie prone – which is what your action degrades resolved in the ‘Resolve First Attacks’ portion of the round,
to if you declare a Coup de Grace and someone later the second shot in the ‘Resolve Second Attacks’ portion etc.
declares an attack upon you. Obviously, a character can choose to fire less shots, but if
If successful, no roll is required and no roll for damage is they do so the penalty remains the same. Some missile
required. The attacker picks a vital location and reduces it to weapons, such as a crossbow, do not permit volleying.
zero hit points, and reduces their general hit points to 0. A A cohort is any group of individuals within melee range of
coup de graces cannot be healed by anything other than a one another. For every member of the cohort (friend or foe)
Divine Intervention. any penalty to hit, other than that accrued by the act of
Defensive Action Allowed? NA. If attacked change this volleying itself, is reduced by 5 points. (So shooting a
action to an Attack action immediately. cohort of 19 people in the dark is at no negatives.)
Aim: The character spends an entire round taking a bead on If the targets are outside of effective range, but still within
an opponent (usually with a missile weapon). If they make a maximum range, the character is at -25 to hit. This, also,
Shoot action (or Attack action if using a melee weapon) cannot be negated.
during the next round, they receive +15 bonus. If the Defensive Action Allowed? No.
character is making an Aimed Blow, this bonus is applied
after their skill has been halved for aiming.

186
Design notes Disarm: The character attempts to disarm their opponent.
The chance to do so is one half of the character’s skill. They
Volleying is another rule that’s still undergoing playtesting. must also then succeed in a resistance roll of their DEX vs.
Reload: Used for crossbows, arbalests, firearms etc. The their opponent’s STR. If they fail, nothing happens. If they
character spends the round reloading their weapon. succeed, their foe is disarmed. Recovering a weapon takes
an action, but triggers an attack of opportunity at +20 by the
Defensive Action Allowed? No. disarmer and at -20 by any ally who isn’t the disarmer
Design notes within range. Recovering the weapon isn’t automatic and
requires a DEX vs. DEX with every character they’ve
This does mean you can shoot your hvy crossbow faster. I engaged with.
can live with that.
Defensive Action Allowed? Yes, although there’s a ‘cost’ of
Aimed Blow: The character makes a single aimed strike. one action.
This can be used with either missile or melee weapons. The
Capable of changing target? Yes, but it degrades into a
character resolves their attack at half, and if they hit get to
normal attack action.
select which location they hit.
Grapple: The character tries to grapple and restrain their
Defensive Action Allowed? Yes.
target. A grapple attack cannot be used if the target is more
Subdue: The character attempts to subdue their foe. This than 10 SIZ points bigger than the attacker. Both hands
can only be carried out with certain weapons, such as fists, must be free. The attack is made, and if successful the
clubs and saps. Other weapons can be used – say by coshing attacker makes a STR vs. STR against their target. If they
someone on the head with the flat of your sword – but that’s succeed then the target is restrained. If they fail, nothing
just a makeshift cudgel (so attack using cudgel stats, roll happens.
damage using cudgel stats etc.). It is carried out as with the
It is an unarmed attack, and so if they attack someone with a
aimed blow. The damage is resisted against the hit points of
weapon and are parried or dodged, they immediately get hit
the head. If successful, the target is knocked out. They may
(unless they manage to defend themselves with a parry of
make a CONx1 every round to recover. Whether successful
dodge). The GM may waive this for certain creatures (for
or not, the target takes minimum weapon damage to the
instance a giant octopus can grapple with impunity and no
head or the damage that managed to penetrate the armour,
worry about this sort of thing).
whichever is lower.
Once grappled a target cannot do anything except that
Defensive Action Allowed? Yes.
requires movement. The attacker can attempt to bind the
Design notes target by making a successful Bind roll (and, of course, if
they have binding available). This will generate another
These rules need fixing. It’s too hard to knock people out.
STR vs. STR roll where the target has a chance to get away.
Slam: A slam attack is a blow intended to knock a character Once grappled, the attacker cannot move or defend.
back with its force. It is a natural unarmed attack, so a If many people attempt to grapple one person this is the only
successful parry or dodge from an armed opponent results circumstance in combat where a team roll is used to
in a striking blow (they have a chance to avoid). If it generate the result. In that case, resist the highest STR plus
succeeds then resist the attacker’s STR+SIZ against the 3 for every one who helps versus the target’s STR.
defenders SIZ+DEX. If that succeeds then the defender is
Obviously, over an extended period of time (i.e. longer than
knocked back a distance in metres equal to the attackers
STR+SIZ minus the SIZ of the defender, divided by 5. If most combats) the target can continue to make rolls to
the attack was a special attack or better then ignore the escape. Use every five minutes as a guideline.
defenders SIZ. Defensive Action Allowed? Yes, but not once the grapple is
Anyone knocked back must make a DEXx6 to remain in place.
standing, reduced by one multiplier for every metre
travelled. So a character hit for three metres must make a
DEXx3. If they hit a small object or a person then both take
1d6 damage to a random location for every five metres left
to travel. If they hit an inanimate object of a good size (wall,
tree etc…) then they take 1d6 dmg to a random location for
every metre left to travel. Any character who falls prone
immediately loses the initiative.
Defensive Action Allowed? Yes.

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Split Attack: A character with an attack over 100% may Manoeuvres
choose to split their attack against multiple targets. The All manoeuvre actions can only be used when there is
amount of targets you can attack depends on your current available room [give examples]
effective skill, and the number of targets attacked
determines the penalty each attack gets. Regain Initiative: The character reconsiders their position
in combat. Increase your initiative to one more than the
Split Attack Table highest initiative. If multiple people take this action roll
exploding 1d12 and add their DEX (this counts as an
No. of Targets Min. Skill Penalty to each attack initiative check for the purpose of modifiers etc.). Whoever
scores lowest is one point higher than the current highest
2 100 -30
initiative, next lowest is one higher than that etc.
3 140 -50 Defensive Action Allowed? Yes.
4 180 -70 Close: This action allows an attacker to close with a
character wielding a polearm and make it more difficult to
5 220 -100 manoeuvre. You cannot close if you yourself are wielding a
polearm. Make resisted DEX checks, where the closer has
6 250 -150 +3 to their effective DEX. If the two characters are in a
The subsequent attacks come in the appropriate portion of confined space, the polearm user suffers penalties. For each
the round (i.e. resolving second attack etc.) and are not side (left side, right side and behind), if they cannot step
resolved at the same time. You cannot split your attacks on that way easily (say because of heavy undergrowth) they
the same target. Split attacks cannot be combined with suffer a penalty of one point; if they cannot step that way at
attempts to disarm, aimed blow etc. It can be combined with all they suffer a penalty of two points. So the maximum
attempts to subdue. penalty is 6 points.
Defensive Action Allowed? Yes. If closed successfully the polearm user can no longer attack
you with their polearm (but could attack other viable
Design notes targets). This remains in effect until they use an action to
I intend to jiggle the numbers on this table too, as I don’t Reposition (note that if they use Reposition and Attack they
think they’re balanced. cannot use their attack to attack the person who closed
against them). In such cases, the Reposition chances are
Defensive Actions calculated differently – namely, given the above formula (so
the closer still gets three points bonus, and the closed still
All-out Defense: The character tries to protect themselves at
takes penalties from lack of manoeuvring space).
all costs. They get no offensive actions, but get a bonus to
their defensive action. Defensive Action Allowed? Yes.
Defensive Action Allowed? Yes, at +25. Manoeuvre: This is used if you (or your side) want to
position you (or your side) in a different place. For instance,
Second Wind: The character takes a breather. They regain a
if you want to navigate behind someone fighting in a
short term fatigue level. If they don’t make any defensive
doorway, push back the opposition to behind the barrels
actions, they gain two.
they were hiding behind etc. You can’t manoeuvre if you
Defensive Action Allowed? Yes. use natural weapons and the enemy are using normal
Specific Area Defense: The character specifically defends weapons (unless you’re an animal/monster) or if you’re
certain areas of their body. If they dodge, or parry with a using missile weapons.
small weapon, they can protect only one location. Parrying At the end of the round, when movement is resolved, do a
with a medium weapon they can defend two locations and resisted group skill roll using the highest combat skill. The
parrying with a large weapon they can defend three. The attackers calculate their effective skill as a group roll
locations must be contiguous. No offensive action can be involving everyone who took a manoeuvre action, where
taken. the relevant skill is their highest attack or parry or dodge.
When attacked, resolve hit location before making the This is matched against the group skill (again, highest attack
defensive roll. If the location is one being defended, the or parry) of everyone on the defending side. So it’s always
defender gets +50 to chance of defending. If it is not, then easier to not be pushed around than to push around.
they defend at -50. If two sides both do manoeuvres then take the attacking side
Defensive Action Allowed? Yes, with modifiers from above. with the highest effective skill. Do their roll first. If they
fail, calculate it for the other side and if they win then the
other side gets the manoeuvring that they wanted. If they
succeed, the defending side still gets to roll, but if

186
successful it only negates the manoeuvring that just took Manifest: Can only be used by certain characters, such as
place. incorporeal spirits. They appear, and then carry out their
Defensive Action Allowed: Yes. attack.

Movement Defensive Action Allowed? Yes.


Prepare a Spell: Used to either prep healing magic or
Move: The character moves. Normal and Quick characters
counter attack spells. The character states the prep action
move one range level (from long I to medium, medium to
but does not need to declare which spell they are prepping.
short, short to melee etc.). Fast and Very Fast creatures
So they can decide, as the round progresses, what to do.
move two range levels, and Mercurial moves two levels
There are two types of spell that can be used, which take
plus one for every level of Mercurial. Slow characters move
place at different points during the round: dispelling attack
one level for every two move actions. Very slow characters
spells, which goes during the round as the magic is cast, and
move one level for every five actions.
healing magic, which goes at the end of the round during
Movement cannot be used if you’re attacked at any point in the ‘Resolve Prepped Spells’ stage. A character using this
that round. If you are attacked your Move action either action can cast at most one spell, so cannot dispel numerous
degrades to an All-Out Defensive, a Retreat or a Flee as you attack spells nor cast healing magic as well as dispelling nor
choose. Move actions are resolved at the very end of the heal numerous people.
round.
If, during the round, someone uses attack magic the prepper
Defensive Action Allowed? Yes. can cast a Dismiss/Dispel/Neutralise spell. If successfully
Retreat: The character attempts to make an orderly cast, and it overcomes the attacking spell like it would need
withdrawal from combat when engaged with an opponent. to to dispel it, the attacking spell is dispelled ‘mid flight’.
The character makes a roll on their highest combat skill, Alternatively, if at the end of the round, during the ‘resolve
whether attack, parry or dodge. This is matched against prepped spell’ stage they wish to heal someone, they do that
their foe’s as a group roll. If successful, they immediately during that stage.
provoke an attack of opportunity if their enemy selected an
Defensive Action Allowed? Yes.
attack action and has not used it yet for which they get a
defensive action. If they survive that, they move Release Held Spell: Used by sorcerers with Held spells.
immediately – on their initiative and not at the end of the The spell is released, and takes effect as per usual.
round – move to Short range. The enemy immediately Defensive Action Allowed? Yes.
decides whether to chase or not. If they not, they stay in
Magic Sight: The character activates their Magic Sight
melee and their enemy is at Short range. If they chase,
ability (see General Magic). In the case of Mystic Vision,
resolve the chase there and then (i.e. resisted running rolls).
the appropriate roll must be made if the character’s Mystic
If the enemy catches up with them, they are moved to Short
Vision skill is below 90. The character can only gauge the
range and within melee range of their foe and are, therefore,
magic points and spells of so many targets a round (as
in combat with them again next round. If the enemy fails,
determined by the spell description).
they are moved to Short range, but – whilst they’re at short
range – they aren’t in melee range with their foe (who is Defensive Action Allowed? Yes.
now at Short range relative to them). They can now use Command: It takes an action to command a spirit or
Move actions to run away, which means that unless you dominated entity.
have a higher move rate than someone who’s retreated,
they’ll escape. Switch to a long term Running contest if you Defensive Action Allowed? Yes.
want to catch up with them again. Other Actions
Defensive Action Allowed? Yes. Extra Minor Action: The character gets a free minor action
Flee: The character does one. They get no defensive this turn.
actions. Anyone they are engaged with who has not taken Defensive Action Allowed? Yes.
an attack thus far that round and declared one gets to Yield: The character makes motions to yield. This action is
resolve that attack immediately. Again, with no defense. usually used to surrender, and sometimes to buy time. If
Resolve the chase there any then just as you would with a these motions are not accepted, and the enemy carries on
Retreat action. attacking, then the character still gets defensive actions that
Defensive Action Allowed? No. round, but no attack.
Magic Actions If the yield is accepted then it is customary to throw away
Cast Spell: The character casts a magical spell. one’s weapon and assume some suitable position (hands on
head, on your knees etc.). Of course, a character may
Defensive Action Allowed? Yes. choose to not do this, but then they’re not really yielding

186
per se, just not attacking and standing there ready to defend The round ends with a special phase, during which all
themselves. prepared spells (and a small number of other special
Assuming that they do give up their weapons etc., then the actions) take place.
person they yielded to must continue to hold them at sword Melee Attacks
point, or try and bind them. Usually one wouldn’t try to
A melee attack is resolved as a contested action between the
bind an enemy until the combat is over. During this period,
attackers adjusted melee skill and the defenders adjusted
if the character tries to do anything, say recover their
defensive skill, either dodge or weapon.
weapon and get back into combat, then the person they
yielded to gets a free attack at +20 with only a dodge Various penalties and bonuses can be accrued to one’s
allowed as a defensive action. To recover a weapon and attack and defense. Not only are there those based upon the
stand up is two minor actions (if, indeed, your weapon is environment (covered earlier) the following apply to one’s
still nearby!), so you probably can’t attack that round either attack:
and take the appropriate penalty for taking the ‘Extra Minor
Action’ action. If the person they yielded to becomes Combat Modifier Table
distracted, either by leaving, attacking someone else, or Mod.
Situation
becoming engaged by an opponent, then they lose this free
attack. A character keeping an eye on a yielded foe can Target prone when melee attack +50
change their action from keeping an eye on them to an
Attack at no penalty. Target prone when using missile fire -10
Needless to say, characters who yield then get back up into Attacking from elevation +10
the fray are unlikely to get a second chance to yield…
Target invisible (not cumulative with -75
Defensive Action Allowed? Only on the first round of
visibility modifiers)
yielding.
Attacker prone -20
Design notes
Coupled with the new ransom rules, it was important to Target is moving Very Fast -20
have a good, solid mechanic for giving up. It needed to be
such that you couldn’t give up and then, when the enemy Target is moving at Mercurial -30/level
wander over and start tying you up, you just jab them with
Missile Attacks
your hidden weapon. That’d have made giving up
something people did relatively regularly for a big Missile weapons can be dodged, but not parried.
advantage. There are further modifiers for missile fire, resulting from
what shield you have and what cover you are in. Cover
Minor Actions
penalties and shield penalties do not stack.
Some actions aren’t full actions. Here is a sample list:
Missile Fire Modifiers: Shields
• Drawing an easily accessible weapon.
• Picking up an item from the ground. Shield Type Mod.
• Standing up from prone. Buckler --
These are minor actions. A minor action can be carried out
Small Shield (Heater, Target, Viking) -10
in combination with any action that allows for a defensive
action where there are no penalties to that defensive action Medium Shield (Kite) -15
(for instance, an Attack and Hurl action does not allow for a
minor action). The minor action is declared at the start of Large Shield (Hoplite, Tower) -25
the round and carried out on their initiative, with the
exception of Divine Intervention which can be carried out
whenever. It counts as taking a single defensive action. No
Missile Fire Modifiers: Cover
more than one minor action can be carried out per turn
unless the character uses the ‘Extra Minor Action’ action. Type Example Mod
Resolution None Nothing --
Actions are resolved in the resolution phases. All first Little Light vegetation covering at least -10
actions are resolved in initiative order, then all second half of the body (e.g. a hedge),
actions, then all third etc. until all actions are exhausted.

186
hiding behind a thin solid object like Levels of Success
a pole, lying on the ground on a If a character hits with a melee weapon with a non-normal
clear field. level of success, there are varying effects.
Medium Heavy vegetation covering at least -40 Fumble: Roll on the appropriate fumble chart.
half of the body (e.g. jungle), hiding Special: A special scores a special ability specific to the
half of your body behind a solid weapon used. See below for details, but it always involves
object. extra damage and the loss of a short term fatigue level.
Major Shooting at someone shooting at you -70 Critical: A critical causes the special result plus bypasses
when they’re leaning around a wall, all armour.
or through an arrowslit. Supercritical: A supercritical causes the special result,
Almost Shooting at someone who pops their -100 bypasses all armour (including the rare crit resistant armour)
Complete head around a wall for just an and, in addition, the weapon inflicts maximum damage plus
instant. damage bonus including maximum damage on the Special
Extra Damage (q.v.) ergo, every special result.
Defensive Actions Hypercrit: The stuff of legend. As per a supercrit. If the
A character who has used an action which allows defensive location that is hit is left at positive hit points, reduce it to
actions may make a defensive action. Characters who has zero. If it is at negative hit points, reduce it to negative
selected an action with no defensive options is immediately maximum hit points. Hypercrit blows cannot be regenerated
struck by any offensive action that succeeds in hitting them. using chaos features and special powers. They can be
magically healed.
If a character parries, using either their blade or a shield,
they use their weapon skill.
If a character dodges, they use their dodge skill adjusted by
encumbrance.

186
Combat Fumble Chart
D1000 Nature of Fumble; effect on fumbler
Lost weapon
001-034 Weapon dropped close by; can recover it next round with a minor action
035-060 Weapon dropped relatively close by; can recover it next round but only if they succeed in a DEX vs. DEX against anyone
who is engaging you.
061-078 Weapon flung a fair few metres away; can recover it next round, but at the cost of one action and must succeed in a DEX vs.
DEX against anyone who is engaging you.
079-089 Weapon flung very far away; can recover it by travelling to Short Range, expending a minor action and then returning the
round after. Refer to Retreat and Flee actions for how to move to Short Range.
090-093 Weapon flung a ridiculous distance; as above, except the weapon is at Medium Range.
Injure Self
094-124 Character hits self. Roll normal damage, but without damage bonus. Hit location is random – reroll if it’s the weapon arm.
125-145 Character hits self. Roll normal damage, but with damage bonus. Hit location is random – reroll if it’s the weapon arm.
146-155 Character hits self. Roll normal damage, but with damage bonus and special effects die. Hit location is random – reroll if it’s
the weapon arm.
156-158 Character hits self. Roll normal damage, with special effects die. All damage penetrates armour. Hit location is random –
reroll if it’s the weapon arm.
Clumsiness
159-189 Character stumbles. Lose next action, can still defend.
190-218 Character stumbles badly. Lose next action, cannot defend.
219-235 Character trips over. Character prone until they next stand up. Can still defend.
236-248 Character falls flat on their face. Character prone until they next stand up, and lose an action. Cannot defend themselves.
249-268 Character knocks themselves senseless. Character briefly knocked out. Prone until they next stand up, lose 1d3 actions and
cannot defend themselves for the same number of rounds.
269-299 Overextend self. Character loses the initiative and everyone who attacks until his initiative next round gets +10.
300-330 Get in the way of an ally. Random ally loses the initiative and suffers -20 to their next action. (For missile weapons used
outside of melee, roll again)
331-350 Really get in the way of an ally. Random ally loses the initiative and loses their next action. 10% chance that they can’t even
defend themselves. (For missile weapons used outside of melee, roll again)
351-360 Get in the way of all allies. 1d4 allies (randomly pick the first one and then just pick the next closet to the character) lose the
initiative and suffer -15 to their next action. (For missile weapons used outside of melee, roll again)
361-363 Really get in the way of all allies. 1d4 allies (randomly pick the first one and then just pick the next closet to the character)
lose the initiative and lose their next action. Each ally has a 10% chance of losing their defensive action (For missile
weapons used outside of melee, roll again).
364-376 Get in the way of everyone. 1d4 allies (randomly pick the first one and then just pick the next closet to the character) lose the
initiative and suffer -15 to their next action. Character himself loses next 1d3 actions. Cannot defend himself for the first
one. (For missile weapons used outside of melee, roll again)
377-383 Really get in the way of everyone. 1d4 allies (randomly pick the first one and then just pick the next closet to the character)
lose the initiative and lose their next action. Each ally has a 10% chance of losing their defensive action. Character himself
loses next 1d3 actions. Cannot defend himself for the first one. (For missile weapons used outside of melee, roll again)
384-414 Off balance. Lose the initiative and -10 to next action (and all defensive actions for the rest of the round)
415-445 Badly off balance. Lose the initiative, and -20 to next action (and all defensive actions for the rest of the round)
Bad Twist
446-475 Badly twists neck. -10 to all actions involving being able see or move your next (includes all combat actions such as
attacking, parrying and dodging) for the next 1d3 rounds.
476-508 Badly twists ankle. -10 to all actions involving moving your legs (includes all combat actions such as attacking, parrying and
dodging) for the next 1d3 rounds.
509-540 Badly jars arm. Randomly roll for which arm. Reduce damage bonus by one die type for 1d3 rounds for using that arm.
541-565 Badly jars back. Lose a short term fatigue level.
Sprain / Pulled Muscle
566-586 Sprained ankle. -10 to all actions involving moving your legs for the rest of the day. Reduce effective DEX in a long term
pursuit by 6.
587-605 Sprained arm. Randomly determine arm. Reduce damage bonus by one die type for the rest of the day for all actions using
that arm.
606-620 Badly sprained arm. Randomly determine arm. Reduce damage bonus by one die type for the rest of the day for all actions
using that arm, plus the character is at -10 to all actions involving that arm.
621-635 Sprained neck. -10 to all actions involving being able see or move your next (includes all combat actions such as attacking,
parrying and dodging) for the next 1d3 rounds.
636-651 Sprained back. Lose a short term fatigue level. For the rest of the day any activity has a 20% chance of causing the loss of
another fatigue level.
Torn ligaments / slipped discs etc.
652-657 Damaged ankle. For the next 1d3 seasons, apply the result of
658-663 Damaged arm. For the next 1d3 seasons, apply the result of
664-668 Damage neck. For the next 1d3 seasons, apply the result of
669-672 Damaged back. For the next 1d3 seasons apply the result of
Weapon damaged /broken (ignore all such results for enchanted weaponry)
673-695 Missile: Bow string broken (or sling torn etc.). Weapon cannot be used until restrung, taking 1d4+4 Reload actions. No

186
effect if using a thrown weapon or other weapon that doesn’t have a string etc.
Non-missile: Handle chipped. Weapon at -10 until repaired.
696-710 Missile: Bow string broken (or sling torn etc.). Weapon cannot be used until restrung, taking 1d4+4 Reload actions. No
effect if using a thrown weapon or other weapon that doesn’t have a string etc.
Non-missile: Handle broken. Weapon at -30 until repaired.
711-723 Missile: Bow string broken (or sling torn etc.). Weapon cannot be used until restrung, taking 1d4+4 Reload actions. No
effect if using a thrown weapon or other weapon that doesn’t have a string etc.
Non-missile: Cracked blade (etc.). Weapon at -2 damage until repaired.
724-728 Missile: Bow string broken (or sling torn etc.). Weapon cannot be used until restrung, taking 1d4+4 Reload actions. No
effect if using a thrown weapon or other weapon that doesn’t have a string etc.
Non-missile: Shattered or sheared blade (etc.). Weapon useless.
Equipment Mishap
729-745 Missile: Bow string broken (or sling torn etc.). Weapon cannot be used until restrung, taking 1d4+4 Reload actions. No
effect if using a thrown weapon or other weapon that doesn’t have a string etc.
Non-missile: Damage a piece of equipment being carried, other than armour or weapon in hand. Equipment is non-functional
until repaired. Randomly determine which piece is affected. If the character has no such equipment, then there’s no effect.
746-772 Missile: Weapon damaged. Either the bow cracks, or the handle of a thrown weapon shatters etc. Can be used, but only at -
25. In any case, roll to hit again (at -25) and resolve the attack from there on in.
Non-missile: Shield strap breaks. Shield useless until fixed. If the character has no shield, then there’s no effect.
773-790 Missile: Weapon destroyed. It just breaks in the user’s hands.
Non-missile: Armour strap of a random hit location breaks. If character has no armour, then there’s no effect.
Hindrance
791-810 Distracted. All engaged foes get +30% to attack for the rest of the round.
811-820 Really distracted. All engaged foes get an additional attack of opportunity right now.
821-850 Vision impaired by sweat, blood or helmet. All actions at -20 until cleared with a minor action.
851-865 Vision heavily impaired. All actions at -20 until vision is cleared with a full action (defensive action allowed)
866-873 Vision critically impaired. All actions at -20 until vision is cleared with a full action (no defensive action allowed)
874-875 Knocked helmet/coif. Helmet/coif completely twisted around, and the character can’t see at all. -75 until fixed (takes a full
action, allowing for a defensive action that takes the -75 penalty)
Strike Ally
876-900 Randomly determine ally. They get a dodge action (not a parry) to avoid. Roll damage normally, and hit location normally.
901-912 Randomly determine ally. They get a dodge action (not a parry) to avoid. Roll damage normally, but add in the special
effects die. Roll hit location normally.
913-916 Randomly determine ally. They get a dodge action (not a parry) to avoid. Roll damage normally, but add in the special
effects die. All damage penetrates armour. Roll hit location normally.
917-927 Randomly determine 1d3 allies. They get a dodge action (not a parry) to avoid. Roll damage normally, and hit location
normally. In the case of missile weapons multiple enemies can only be hit if a volley action was used, and even then only as
many as the volley.
928-930 Randomly determine 1d3 allies. They get a dodge action (not a parry) to avoid. Roll damage normally, but add in the special
effects die. Roll hit location normally. In the case of missile weapons multiple enemies can only be hit if a volley action was
used, and even then only as many as the volley.
931 The Really Unlikely Überdeath Roll. Randomly determine 1d3 allies. They get a dodge action (not a parry) to avoid. Roll
damage normally, but add in the special effects die. All damage penetrates armour. Roll hit location normally. In the case of
missile weapons multiple enemies can only be hit if a volley action was used, and even then only as many as the volley.
Other
932-960 Winded. Lose a short term fatigue level.
961-980 Bite tongue. Take one hit point of damage to the head.
981 Stumble over a deceased dolphin. Very confusing. Lose next 3 actions, although defensive actions allowed.
982-990 Hesitate. Foe gets +10 to strike you on next attack.
991-995 Roll on this table twice.
996-999 Roll on this table thrice.
000 Roll three times and apply all results.

186
Special Results Either ways, damage from a severing cannot be healed
Every weapon comes associated with a different selection of unless someone recovers the severed portions or physically
results that take place when a special is rolled. Firstly, a pushes the tatters back in place. You need hands for that, so
special always inflicts extra damage depending upon what allied spirits, even animal familiars, will be useless for this
weapon is used, say 1d4, 1d6, 1d8 or 1d10. This is called task (no roll; hear me - no roll). If the location was entirely
the Special Extra Bonus. Secondly, the victim loses a short severed and someone has run off with it, obviously you
term fatigue level as blood spews out and they’re sent need to go and get it back.
flying. Finally, depending upon what number is rolled on If the damage from a severing is not magically healed
the Special Extra Bonus, further effects may take effect. within five melee rounds, it cannot be magically healed.
The number required is listed with the weapon’s special Natural healing from that point forth only recovers the
effects. general hit point loss – the location always remains
damaged. If locations are severely damaged, amputation is
The various extra effects are:
probably the best bet.
Bleed: The location gushes blood. At the start of every
round thereafter, the character loses 1 general hit point from Resolving Damage
blood loss for every full 40 points of combined SIZ+CON Damage is resolved, funnily enough, by rolling your
the creature has. This lasts until the character either receives damage, determining a hit location, taking the armour of the
First Aid or receives a Heal spell. If they receive multiple hit location off of the damage, and then deducting the
sources of Bleeding then they lose multiple hit points per remainder from both the hit points of the location and the
round, and require multiple Heal spells to be cast on them to general hit points of the target.
stop the bleeding. First aid can be used either by the
Pulling Blows
character themselves, at a -20 penalty, or by another
character who devotes their action to applying the first aid. As per RuneQuest.
Only one character can attempt first aid on any single
wound. If the character has multiple wounds, they can NPC Checks
receive multiple first aid attempts. The character receiving
Even NPCs and monsters might heal their allies when
first aid can do nothing (except apply first aid if they are
they’re down, or flee when confronted by overwhelming
treating themselves). The roll is made on the first round to
odds. To represent this, all NPCs have Healing and Morale
stop the bleeding. If it fails, they continue to bleed. If it
checks. Checks are only a guideline, and the gamesmaster
succeeds, then the bleeding stops but first aid must continue
may ignore them if it is unsuitable in certain circumstances.
to be applied for 1d6 melee rounds afterwards as they’re
bandaged up. Triple this if no bandages are available. If, in Healing Checks
the interim, the character stops receiving first aid they start When an NPC is next to a downed ally, one who if healed
to bleed again and the treatment process must begin all over the next round will live but not rejoin the right, there is a
again. chance that they will attempt to heal them if they have the
Crush: The location is cracked, fractured and mashed up. correct magic. The following lists example chances:
Even when healed, it still hurts. This is represented by Loyalty Example Health Check
turning the short term fatigue loss into long term fatigue Bastards Broo; disorganised 10%
loss. bandits; people who
aren’t allied
Impale: The weapon penetrates a vital organ. +10 damage. Selfish Bandits; trollkin. 25%
Penetrate: The weapon ignores the appropriate type of Dependable Levy; guardsmen. 50%
armour. Loyal A band of warriors; 75%
Hoplites.
Sever: Some (or, indeed, all) of the location is cut off or is Ardent Brithini warriors; 90%
hanging off from the body in a way that it’ll have to be put close family members
back into place to be healed. In the case of chest and Morale Checks
abdomen, this means that the character’s guts are spilt over
the floor. Severing severs an amount equal to the damage Morale checks are made whenever a unit of enemies suffers
scored. It can 'sever' an amount of ablative hit points. If the 50% casualties. Every time half their unit is lost, they make
damage is double that of the location’s full hit points, it is another check: so they make check at ½ then at ¼ etc. If the
entirely severed and someone could – if they wanted – pick check is failed, the unit withdraws. The gamesmaster must
it up and run off with it. Otherwise it’s hanging by a thread. decided whether it is a retreat or a rout.

186
harpoon. With a STR versus STRx1.5 the creature can
Morale Example Morale Check reeled in like a fish on a hook at STR/5 m/SR.
Afraid Enemies under certain 10% Knuckle Dusters: A character who wears knuckle dusters
magical effects;
doesn't get extra damage. What happens is they can re-roll a
people who began
combat crapping their '1' if that's what they get for their main damage roll (not
pants. their damage bonus). This applies for normal unarmed
Cautious Broo; untrained 25% attacks and boxing, but no other martial art as that uses
bandits.
things other than fists etc.
Brave Levy; badly paid 50%
guardsmen. Lances: A lance can only effectively be used if the character
Courageous A band of warriors; 75% Moves into melee from a different range. They can be used
people defending their
homes and territory. otherwise, but just act as normal weapons.
Resolute Brithini warriors; 95% When used as part of a lance charge, the character gets to
Hoplites; Mostali Iron
Dwaves attack on the Move portion of the round (and, therefore,
cannot be attacked back before they attack unless spears
Combat Situations have been set against their charge). They also use the
damage bonus of the mount which replaces the character’s
In certain situations, special rules apply. normal damage bonus. If a Lance impales, the tip breaks
Fighting with torches and lanterns off. A character’s Lance attack is not capped by his Ride
skill.
If a character is carrying a torch or a lantern, this takes up a
hand. Whilst a buckler can be used, no other shield or When it hits, the character takes jarring damage as it
weapon can be used in a hand that’s taken up with a torch. impacts. Upon impact the character must make an
unmodified Lance attack roll to see how well they take the
Using Weapons At Below Minimum STR jarring damage, if they succeed they take 7 points less, and
You must expend a short term fatigue level for every round on a special or more they take no damage. Jarring damage is
that a weapon is wielded and your STR is lower than its equal to the damage inflicted on the target by the damage
minimum. bonus of the steed. Jarring damage is through all armour,
and applies to the arm the character used the lance with.
Weapons Trying to use less than the full damage bonus of the steed
requires a successful Ride roll.
Arrows: Certain cultures can create sheaf arrows for war.
These arrows cost four times as much as normal arrows, Lanterns and torches: These can be used as weapons. They
require a skilled craftsman and soft armour protect half come under unarmed attack. A torch inflicts 1d6 fire
against them. damage and has a 20% chance of lighting the average target
on fire, there’s a 25% chance it will extinguish the torch. A
Flails: Flails are dangerous weapons. When they parry they lantern shatters upon striking home, inflicts 2d6 damage and
do not, in fact, parry but move in a figure of eight to keep has a 30% chance of lighting the average target on fire.
people away. Parrying flails can be a dangerous idea. All When on fire, a target takes 1d4 damage every round until
small (non shield) weapons are useless, all other weapons they spend a round putting themselves out.
are at –15% to parry. However, flails are deadly to use. If a
96-00 is ever rolled it not only misses but hits the wielder Mancatchers: These devices are useful only if they strike
for normal damage unless the attacker rolls 1d100 under the head with an aimed blow. Upon hitting, the character is
their flail attack skill again (that is, their skill, not their captured. They must make a DEXx3 roll to avoid falling to
chance to hit including things like Bludgeon). If the roll is the ground, and to escape must either break the mancatcher
also a fumble you suffer both effects! or make a STR versus STRx1.5 of the foe to wrench it out
of their arms. Any attempt to escape causes 1d3 points of
Harpoon: Specialised javelins can be created with barbs and damage through all armour to the head. A character cannot
a mechanism to hold a cord to turn them into harpoons. act without taking damage whilst in a Mancatcher.
When a harpoon impales, the character can stop the creature
from moving and use slack on the cord to compensate. This Natural Weapons: If attacking with natural weapons (not
involves a STR versus STR roll every time the creature tries claws, cesti or martial arts) then if the character is parried
to escape the cord. If the roll fails, the creature can move they take weapon damage (not including damage bonus or
that SR, although the creature is still caught until the magic) to a limb of the attacker’s choice (the only proviso
character runs out of the rope, and it can run free. Usually being that the limb must be at zero hit points or higher).
this is used against dumb animals to allow them to bleed to Nets As per RuneQuest.
death without fleeing. Sentient creatures usually remove the

186
Off-Hand Weapons: With the exception of natural attacks,
off-hand attacks always begin at 05% unless noted
otherwise.
Polearms: When a polearm is used with the polearm attack
skill (i.e. a halberd using 2H Axe skill does not count for
these special bonuses) it gains benefits. A polearm can be
used to attack over second rank troops at half percentage.
However, polearms used in almost anywhere but the wide
open space of outdoors are instantly at half percentage.
Powered Weapons: Powered weapons are magical weapons
of awesome power. They increase the success level by one
level, so a miss becomes a hit, a hit becomes a special, a
special becomes a critical etc.
Serrated Weapons: Only bladed slashing weapons can be
serrated, and even then only by special cults. It reduces the
score needed on the Special Effects Die to cause Bleeding
by 2. However, hard armour always protects at one extra
point against serrated weapons.
Strengthened Bows: Excellent weaponsmiths, especially
from bow orientated cultures such as Pent, or the Aldryami
elven bows, can make strengthened bows. These weapons
are wonderfully crafted, unique and very expensive (at least
five or six times normal cost if you can find somebody to
make one for you). They are individually crafted for every
individual person. When that bow is used by that person
they can add half of their damage bonus to the arrow
damage! All elf bows are strengthened. If a person’s
damage bonus is negative, the modifier is zero.
Swordbiters: As per RuneQuest

Melee Weapons list


As per RuneQuest. The ENC, Base skill, special results and
any other notes are given on the table.

186
Melee Weapons List
Weapon Base Weapon Min. ENC Special Results
Category Skill STR
Axe, 1H 10 Battleaxe/ -- 1 1d8 (5-7 bleed, 8 Sever)
Masakari
Hatchet/Thr. Axe -- 1 1d6 (4+ bleed)
Axe, 2H 05 Battleaxe/ -- 1 1d8 (5+ bleed)
Masakari
Great Axe/Ono 12 2 1d10 (6-8 Bleed, 9+ sever)
Halberd 12 2 1d8 (6-7 Bleed, 8 Sever)
Chain3 05 0.5m4 -- 1 1d4
1.5m4 -- 1 1d4
2.5m4 -- 2 1d4
Dagger 15 Dagger/Tanto -- Small 1d6 (4+ bleed, 6
impale)
Knife -- Tiny 1d6 (5+ bleed,
6 impale)
Main Gauche -- Small 1d4 (3+ bleed)
Sai5 -- Small 1d6 (6+ impale)
Jitte5 -- Small 1d4 (3+ bleed)
Fist 25 Cestus, Heavy 10 1 1d6
(resolved using Cestus, Light -- 1 1d6
Unarmed attack) --
Fighting Claw Tiny 1d4
Lantern -- -- None
Torch -- -- None
Flail, 1H3 05 Ball and Chain 12 2 1d8 (7+ crush, penetrate soft)
Grain -- 1 1d4
Three Chain -- 2 1d6
1H Nunchaku -- 1 1d6
Flail, 2H3 05 Military 12 2 1d10 (8+ crush, penetrate soft)
Gami 05 Gami5 -- Small 1d6 (4+ bleed)
Hammer, 1H 10 Warhammer -- 1 1d8 (7+ crush)
Thr. Hammer -- 1 1d6 (6 crush)
Hammer, 2H 05 Great Hammer 14 2 1d10 (8+ crush)
Kenjutsu 05 Katana -- 1 1d10 (7-8 bleed, 9+ sever)
Ninjato -- 1 1d8 (6 bleed, 7+ sever)
Nodachi -- 2 1d10 (5-7 bleed, 8+ sever)
Wakizashi -- 1 1d8 (6-7 bleed, 8 sever)
Mace, 1H 15 Heavy Mace 10 2 1d10 (8+ Crush, Penetrate Soft)
Light Mace -- 1 1d8 (7+ Crush, 8 Penetrate Soft)
Singlestick/ -- 1 1d6 (6 Crush)
Jo Stick
Wooden Club -- 1 1d4
Tonfa6 -- 1 1d4
Maul, 2H 10 Heavy Mace -- 2 1d10 (8+ Crush, Penetrate Soft)
Troll Maul 14 4 1d10 (6+ Crush, 7+ Penetrate Soft Armour)
War Maul 10 2 1d10 (9+ Crush)
Work Maul 12 3 1d6 (5+ Crush)
Sodegarami7 -- 2 1d4
Tetsubo 12 2 1d10 (6+ Crush, 7+ Penetrate Soft)
Big Stick -- 2 1d6 (5+ Crush)
Net 05 Combat Net -- 2 1d4
Polearms 05 Halberd 10 2 1d8 (6-7 Bleed, 8 Sever)
Bardiche 10 2 1d10 (7-8 Bleed, 9+ Sever)
Glaive 10 2 1d8 (6-7 Bleed, 8 Sever)
Guisarme 10 2 1d6 ***
Voulge 10 2 1d8 (6+ Bleed)
Rapier 10 Rapier -- 1 1d12 (9+ Impale -10)
Shortsword 10 Gladius -- 1 1d6 (5+ bleed)
Kukri -- Small 1d6 (6 bleed)
Wakizashi -- 1 1d8 (6-7 bleed, 8 sever)
Shield ** 15 Buckler -- 1 1d4
Heater/ -- 1 1d4
Target
Hoplite 12 3 1d4
Kite -- 2 1d4
Viking Round -- 2 1d4
Sickle, 1H 10 Sickle -- 2 1d6 (5+ sever)
Kama -- 1 1d6 (5+ bleed)
Spear, 1H 05 Javelin -- Small 1d6 (6 Impale)
Lance (mntd)* -- 3 1d8 (6+ impale)
Pilum -- 2 1d8 (7+ Impale )
Short Spear -- 1 1d10 (9+ Impale)
Trident -- 1 1d10 (9+ Impale)
Spear, 2H 15 Long Spear -- 2 1d12 (10+ Impale)
Naginata -- 2 1d10
Pike -- 3 1d12 (9+ Impale)
Short Spear -- 1 1d10 (9+ Impale)
Nagamaki -- 1 1d10
Yari -- 1 1d10 (9+ Impale)
Yari-nage -- 1 1d10 (9+ Impale)
Staff 10 Quarterstaff -- 1 1d6
Bo Stick -- 1 1d6
Sword, 1H 10 Bastard Sword 12 1 1d10 (7-8 bleed, 9-10 sever)
Broadsword -- 1 1d8 (6-7 bleed, 8 sever)
Scimitar -- 1 1d8 (6-7 bleed, 8 sever)
Katana -- 1 1d10 (7-8 bleed, 9+ sever)
Ninjato -- 1 1d8 (6 bleed, 7+ sever)
Klanth -- 1 1d10 (8 bleed, 9+ sever)
Sword, 2H 05 Greatsword/ 13 2 1d10 (5-7 bleed, 8+ sever)
Nodachi
Bastard Sword -- 1 1d10 (7-8 bleed, 9+ sever)
Katana -- 1 1d10 (7-8 bleed, 9+ sever)
Ninjato -- 1 1d8 (6 bleed, 7+ sever)
Klanth -- 1 1d10 (8 bleed, 9+ sever)
Tools2 10 Hoe (2H) -- 1 1d4
10 Scythe1 -- 2 1d6
05 Spade (2H) -- 2 1d4
Utuma 05 Utuma -- 1 1d6 (5+ sever)
Missile Weapons List
Range
Weapon Category Base Weapon Min. ENC Special Result Effect Max. RLD?
Skill STR
Atlatl 05 Atlatl -- 1 N/A +1 No
Bow 05 Self/ -- 1 1d6 (6 Impale) Medium Long II No
Han-Kyu
Long/ 10 2 1d8 (7+ Impale) Medium Long IV No
Dai-Kyu
Composite 12 1 1d8 (7+ Impale) Long I Long IV No
Elf ## *** Owners 1 1d6 (5+ Impale) Long I Long V No
Dragonewt 15 1 1d6 (6 Impale) Medium Long II No
Disorder Kegs 05 Bowling Ball 12 2 N/A -- -- No
Blowgun 10 Blowgun -- Tiny 1d4 Short Short No
Embyli Blowgun Tiny 1d4 Medium Medium No
Reeds
--
Bolas 05 Bolas 10 1 1d4 Short Short No
Boomerang 10 War 12 1 1d6 (6 Crush) Short Medium No
Hunting 10 Small 1d4 Medium Medium No
Chokin 05 Chokin -- Tiny 1d4 (4 50% chance of Impale) Short Short No
Crossbow 25 Heavy 12 2 1d10 (3+ Penetrate Soft, 7+ Medium Long IV Yes
Impale)
Medium 10 2 1d8 (4+ Penetrate Soft, 7+ Medium Long II Yes
Impale)
Light -- 1 1d6 (3+ penetrate soft, 6 Medium Long II Yes
Impale)
Repeater -- 1 1d6 (4+ penetrate soft, 6 Medium Long I Yes**
Impale)
Dart 10 Dart -- Tiny 1d4 Short Short No
Uchi-ne -- Tiny 1d4 Short Short No
Javelin 10 Javelin -- Small 1d6 (6 Impale) Short Medium No
Yari-nage -- 1 1d6 (6 Impale) Short Medium No
Lasso 05 Rope -- 1 None Short Short No
20 Pole -- 2 None Melee Melee No
Musket 05 Musket 10 2 1d12 (5+ bleed, 6+ penetrate Short Medium Yes
non-magical armour)
Pistol 05 Pistol -- 1 1d12 (5+ bleed, 6+ penetrate Melee Short Yes
non-magical armour)
Samarin 05 Samarin -- Tiny 1d4 Short Short No
Shuriken 05 Shuriken -- Tiny 1d4 Short Short No
Sling 05 Sling -- Tiny 1d4 Medium Long I No
Staff Sling 10 Staff Sling -- Small 1d6 Long I Long II No
Thr. Axe 10 Thr.Axe -- Small 1d6 (6 bleed) Short Short No
Thr. Knife 05 Thr. Knife -- Small 1d5 (5 impale) Short Short No
Thr. Hammer 05 Thr. Hammer 12 1 1d6 Short Short No
Thrown Rock 10 Thrown Rock -- Small 1d4 Short Medium No
Whip 10 Whip -- 1 1d4 Melee Short No

RLD column dictates whether the weapon needs reloading.


Natural Weapons List
Weapon Base Skill Damage Special Results
Claw 25 1d6 1d6 (5+ bleed)
Unarmed Attack 25 1d3, and do not have None, but damage bonus is applied when a special is
a damage bonus
scored.
Boxing 00 1d4 1d6
Wrestling 00 1d3 1d4
Kralori Martial Art Styles
Bag Fu 00 1d4 1d6
Boar 00 1d4 1d6
Centipede 00 1d4 1d6 (3+ Centipede)
Darkdemon 00 1d4 1d6
Dragon 00 1d4 1d6
Falcon 00 1d4 1d6 (4+ Falcon)
Ghoul 00 1d4 1d6
Goat 00 1d4 1d6
Leopard 00 1d4 1d6
Locust 00 1d4 1d6 (4+ Locust)
Mantis 00 1d4 1d6 (5+ Mantis)
Monkey 00 1d4 1d4 (3+ Monkey)
Mountain 00 1d4 1d4
Ox 00 1d4 1d4
Ram 00 1d4 1d8 (8 Crush)
Rat 00 1d4 1d4 (2+ bleed)
Rhino 00 1d4 1d6 (5+ Crush)
Skeleton Claw 00 1d4 1d4
Serpent 00 1d4 1d4
Swan 00 1d4 1d6 if the defensive power isn’t used
Tiger 00 1d4 1d6 (2+ bleed, 4+ Tiger)
Tortoise 00 1d4 1d4
Web 00 1d4 1d4
Wolf 00 1d4 1d6
Note that the special effects for Kralori styles are given below in the Martial Arts section.

Siege Weapons List


Name ENC Base Special Results Rate of Fire
Skill
Siege Arablest 5 10 1d12 (5+ bleed, penetrate non- 1/min
magical armour, 8+ impale)
Ballista NA 05 3d10 (5+ bleed, 10+ penetrate 1/5mins
non-magical armour)
Mostali Cannon NA 05 3d10 (5+ crush, 10+ penetrate 1/2mins
non-magical armour)
Catapult NA 10 2d10 (5+ crush, 10+ penetrate 1/5mins
non-magical armour)
Springal NA 05 1d10 (2+ Crush) 1/5mins
Trebuchet NA 05 5d10 (10+ Crush, 15+ Penetrate 1/15mins
non-magical armour)
Armour List
Armour cost (SIZ)
Armour Type Armour Type ENC Armour Small Medium Large Troll
Points Type (6-10) (11-15) (16-20) (21-25)
Clothes 0 NA 0 Soft NA NA NA NA

Soft Leather 1 Light 4 Soft 60 70 80 100

Stiff Leather 2 Light 4 Hard 80 100 125 150

Cuirbouilli 3 Light 4 Hard 100 140 190 250

Bezainted 4 Medium 7 Soft 125 190 250 350

Ringmail 5 Medium 7 Soft 150 300 350 450

Lamellar 6 Heavy 7 Hard 225 450 550 700

Scale 6 Medium 7 Soft 300 600 650 800

Chainmail 7 Heavy 12 Soft 400 800 900 1100

Brigandine 7 Heavy 12 Hard 450 900 1000 1300

Plate 8 Heavy 12 Hard 600 1500 1750 2250

Field Plate 9 S. Heavy 16 Hard 1000 2500 3200 4000

Armour Martial Arts


Armour is split into two types, hard and soft. Soft Various cultures have special Martial Arts skills. These
armour is Soft Leather, Bezainted, Ringmail and skills can be used to replace an Unarmed Attack and a
Chainmail and hard armour is hard leather, cuirbouilli, Dodge. Martial Arts skills are always affected by ENC.
scale, lamellar and plate. All Martial Arts skills count as Knowledge skills.
Putting Armour On, And Taking It Off: For all light In addition to providing benefits to damage (as given in
armours, it takes one round per limb, one round for the the above table) each martial arts comes with its own
torso and one minor action for the helmet. Triple this special abilities. Also, note that attacks parried by
time for medium armour. Chainmail and brigandine weapons do not inflict damage as they normally do to
takes one melee round per piece. Plate armour takes unarmed attacks.
two minutes per piece, and field plate takes five
Boxing and wrestling are taught in most cultures,
minutes (except for the helms, which can both be
whereas the rest are specific to the cultures of the East.
placed on in one melee round).
Sleeping In Armour: Sleeping in armour costs long Boxing
term fatigue levels. See Fatigue in Game Systems. No additional benefits other than the increased level of
Custom Armour: Armour can be custom made. This damage.
generally costs 200% the normal cost, and must be Wrestling
crafted by a master armourer. The ENC is reduced by
A character who can wrestle can add his Wesrtling/10
10%, rounded down.
skill, rounded up, to his effective STR whilst trying to
Multiple suits of armour: It is possible to wear two grapple.
suits of armour over one another. Unless taking the piss
(say, trying to avoid ENC rules by wearing multiple Bag Fu
suits) no extra ENC is incurred. It provides no A Bag Fu expert can, when struck in the chest or
additional defensive bonus. abdomen, make a Bag Fu roll. If successful, the
Maximum Protection: The maximum number of damage is reduced by 1d(Bag Fu/10 rounded up). Can
armour points a single piece of armour can provide is only be used by character’s SIZ 16+.
14 points, no matter how enchanted it is, or what Boar
material is made of. As always there are some
With a successful Boar roll, the character can ignore
exceptions, such as adamant or chaos magic.
the result of a location being reduced to zero hit points
as long as the location is at 0 or -1. Only one roll need
be made when the location first reaches that level.
12 Mountain
Design notes 13 Ox
Obviously these rules are based on Sandy’s Mysticism 14 Ram
15 Rat
rules, although I’ve ditched Mysticism (didn’t want to 16 Rhino
playtest some more rules!) and made martial arts more 17 Serpent
commonly used by making them work like this. 18 Sun
19 Swan
Centipede 20 Tiger
21 Tortoise
When a character scores a Special with centipede style 22 Web
there is a chance they will get a Centipede attack. This 23 Wolf
is a free attack immediately rolled again. If that 24 Reroll, and obtain the rolled skill's Focus (does not cost a
skill percentile)
specials, this can generate another Centipede attack. 25 Reroll twice, using both results.
Darkdemon Falcon
This is one of the Dark Arts. The character must be When the Special Effects Die says that the Falcon
part of a cult that has access to Darkdemon Style. Any effect comes in, the attacker can choose their hit
kills made by the character by using Darkdemon style location.
add to his Kill total. Whilst in effect, the character can
expend 10 magic points to gain access to one of the Ghoul
following: This is one of the Dark Arts, supposedly invented by
First Dark Power: Expend x amount of Kill points. the Huan To. On a successful blow which penetrates
Add x to your next successful Martial strike. armour, the victim must resist the attacker's MPs with
his own, or the location struck is paralyzed. On
Second Dark Power: Expend x Kill points. Heal x subsequent rounds, the victim can roll 1d20 for each
points of damage. paralyzed location. If he rolls equal to or less than his
Third Dark Power: add your Kill total to your parry current hit points in that location, the paralyzation
armor on your next successful parry. [change] ends. Healing the damage does not end paralyzation,
Fourth Dark Power: Expend x Kill points. Add these but obviously increases chances of success. Protective
points to your personal MPs. magic defends against this effect as if the attack were a
spell with MPs equal to the total damage rolled before
Fifth Dark Power: Expend x Kill Points. Gain an extra penetrating armor.
action this round for every 5 deaths or fraction thereof
spent. Goat
Dragon When struck in the head, a successful Goat roll affords
an extra 1d(Goat skill/10 rounded up) points of armour.
When used, reduce Dragon skill by 10 percentiles until
the character rests. The next blow struck by Dragon Leopard
style does 2 extra points of damage. With a successful Leopard roll, the attacker can reduce
Drunken the damage done by his attack by x number of points.
The next round the attacker’s Leopard skill has a bonus
This is a crass Style which no respectable Master of x x 10 points. This can no more than double the
would teach. However, it is not evil, just indulgent. character’s Leopard skill.
The user must be tipsy to invoke this Style. Once
invoked, each round the user rolls on the Drunken Locust
Master table to determine which Style he uses that When indicated by the Special Extra Die, the character
round. He gets the full benefits of that Style. If the can choose, if they wish, to attack the character’s
Style requires more than one round to use (such as Ox), armour instead. Damage is inflicted straight to the
he may use it for 1d3 rounds before he must reroll. piece of armour e.g. if a target wore an 8-pt helmet and
(Note: evil Arts such as Darkdemon, Ghoul, and you kicked him in the head for 6 pts, the helmet would
Skeleton Claw typically cannot be rolled up during a be reduced to 2 pts. Such damaged armour can be
Drunken bout.) repaired physically or with appropriate magic.
Drunken Master table Mantis
1 Bag Fu (if the Drunken stylist is SIZ 16+. Else reroll)
2 Boar Mantis strike works differently than normal. If a
3 Centipede (one round only) Special is struck roll damage before finding out
4 Crane
5 Dragon whether the foe dodges or parries. If the Special Extra
6 Falcon Die indicates a Mantis effect then the foe cannot dodge
7 Goat or parry the attack. This does not use up one of their
8 Leopard offensive actions.
9 Locust
10 Mantis
11 Monkey
Monkey Skeleton Claw
When the Monkey effect is indicated by the Special Any blow struck by a Skeleton Claw is such that the
Effects Die, the Monkey user can choose to strike an damage bonus always penetrates all armour.
additional number of times up to their [Monkey Serpent
skill/10 rounded up] – 1. For every additional time
struck, their Monkey skill is reduced by 10 percentiles Instead of attacking, a character may use their Serpent
until the next day. style to mesmerize their opponent. This is a resisted
roll of the character’s Serpent skill against the enemies’
Mountain INTx4. If successful, the character is at half skills next
A successful defensive roll using Mountain that is a round.
special immediately becomes a critical. Sun
Ox Permits the Sun user to attack at short range just as if
Rather than attacking, a character may use their Ox they were using a missile weapon. This can be
skill to generate powerful forces to use behind a blow. combined with Attack and Hurl.
The character can still defend, but does nothing except Swan
roll his Ox skill. They may either continue to build up
energy, or strike the next round. If they strike the next The character can elect to get a +20 bonus to all
round then, if their blow hits, they get an extra 1d3 defensive actions that round. However, if they attack
damage. If they continue to build up they may do so they do not get a Special Extra Die should they hit.
and need not make any further Ox rolls. If they are Tiger
damaged by a weapon whilst building up, they are
disrupted and cannot use the special effect. The When the Special Extra Die indicates Tiger style, and
maximum number of rounds that Ox can be used in this at least one point of damage penetrates armour, the
fashion is Ox skill/10 rounded up. location struck is maimed. Reduce it to zero hit points
if it does not reach that level from the damage inflicted.
Ram
Tortoise
No additional power over and above the increased
damage. If a defensive action using Tortoise is a special or
higher, they receive extra armour points equal to
Rat Tortoise/10 rounded up.
A character can use Rat skill to reduce the effects of Web
bad visibility by -25. On a special it’s -50, and on a
critical it’s -75. Allows the character to defend against missile weapons
by parrying them out of the air.
Rhino
Wolf
If the character uses a Slam attack, then their STR is
tripled for the purpose of slamming, and the Whenever short term fatigue loss is suffered, the
appropriate DEX multipliers are reduced by 2. character can make a Wolf roll at no action cost to
avoid it. Wolf skill can also substitute for Spot.
General Magic
Chance to cast Design notes
Every spell has a particular chance to be cast. This is Spell fumbles proved very funny when two players
determined either by a skill (in the case of Common decided to be in the secret tap cult. Charged with doing
Magic and Sorcery) or a set rate (as in the case of Rune away with some bound and gagged inn owner who
Magic). witnessed a crime, they decided to Tap him. One
A spell requires a roll underneath the chance to cast on fumble later and there was a huge bang and one PC
1d100. If the roll fumbles, then the player should roll was blown off his feet and stunned. Down ran the
on the spell fumble chart (unless it was a charm, in people staying in the inn to see what was going on and
which case the spell fails to cast; or it was a common thus began a bizarre series of events driven by them
magic spell, in which case the roll is on the chart but at finding the PC half unconscious next to the inn owner.
-100). A failure results in the loss of a single magic
point. A success results in the loss of normal magic
points, a special results in the loss of one less magic
point than normal and a critical results in the loss of no
magic points.
Boosting
A spell may be boosted to help it penetrated defensive
magic. Boosting a spell is done by casting it with more
MPs than the spell needs. These extra MPs add
nothing to the intensity, range, duration, or any other
aspect of the spell other than it's ability to penetrate
defensive magic. The number of MPs the spell is
boosted with (which is limited only by amount of MPs
the caster has available) is added to the spell's intensity
to determine if it penetrates any defensive magic.
Spell Fumble Chart
Unless otherwise stated, the caster loses one magic point. Common Magic fumbles are made at -100. Charms cannot fumble.
1d1000 Result
001-100 No Effect; caster loses no magic points.
101-174 Lose all magic points used in the spell, except those to boost it
175-330 Lose all magic points used in the spell, including any used to boost it
331-340 Caster loses all personal magic points. Thusly they are rendered unconscious.
341-387 Lose no magic points, but lose a short term fatigue level
388-420 Lose no magic points, but lose 1d3 short term fatigue levels
421-450 Lose no magic points, but lose a long term fatigue level
451-467 Lose no magic points, but lose 1d3 long term fatigue levels
467-512 Loses all magic points (inc. boosting) and loses a short term fatigue level
513-533 Loses all magic points (inc. boosting) and loses 1d3 short term fatigue levels
534-545 Loses all magic points (inc. boosting) and loses a long term fatigue level
545-555 Loses all magic points (inc. boosting) and loses 1d3 long term fatigue levels
556-561 Loses all magic points (inc. boosting), loses 1d3 long term fatigue levels and is so tired their Move rate drops one level.
562-570 The caster, and everyone in Mindlink with the character (including familiars and allied spirits, and bound power spirits)
lose all the magic points used in the spell (inc. boosting).
571-600 Loses all points in the spell, including those used to boost, and caster’s hair stands on end for 1d6 hours
601-610 There is a very loud bang.
611-625 An enormous shower of lights appears around the caster illuminating him for all to see.
626-630 Anything held by the caster explodes into fire and forces him to drop it (no damage though). Caster loses all magic
points, including those used to boost the spell.
631-640 Caster turns an odd colour for 1d6 hours. Casters loses all magic points in the spell.
641-643 The characters hair turns grey (50% chance) or falls out (50% chance). This is permanent.
644-648 A random location is rendered paralyzed for 1d3 rounds. If this is the head or chest the character is prone but still
conscious.
649-699 The magical effort damages the character. They take 1d3 general hit points.
700-720 The magical effort damages the character. They take 1d6 general hit points.
721-735 The magical effort damages the character. They take 1d3 general hit points. This must be healed like poison damage.
736-745 The magical effort damages the character. They take 1d4+1 general hit points. This must be healed like poison damage.
746-749 The magical effort damages the character. They take 2d6 general hit points. There is a 50% chance of losing 1d6 short
term fatigue levels.
750 The magical effort damages the character. They take 2d6 general hit points. There is a 50% chance of losing 1d6 long
term fatigue levels.
751-759 The entire area becomes covered in some substance, such as soot, or dirt, or feathers, whatever the GM chooses. It
covers an area with metres equal to the number of magic points used in the spell.
760-780 Spell affects the wrong target. Randomize from the selection of all viable targets in range. If there are no viable targets,
or the spell was not ranged, they simply lose all magic points in the spell.
781-823 Magical energy blows the character off of their feet. Loses all magic points in the spell (not inc. boosting) and is prone.
824-850 As above, but the character loses 1d3 actions.
851-863 Spell effect is reversed
864-872 The spell burns the associated rune into the ground. Caster is stuck to the rune with a 'glue' of STR equal to the magic
points used in the spell.
873-876 Spell goes off, but it isn't the right spell! Randomise a common magic spell. It has points equal to the spell cast and is
boosted with as many magic points as the caster boosted it with.
877-885 Lose 1d6 STR. These return at the rate of one per hour.
886-892 Lose 1d6 CON. These return at the rate of one per hour.
893-900 Lose 1d6 DEX. These return at the rate of one per hour.
901-905 The character cannot use Divine Intervention for the next 1d10 rounds.
906-911 The spell is burned from the casters mind. They must relearn it or resacrifice for it.
912-918 Take your own magic modifier as a penalty to all skills for next day.
919 Casters ages one year
920-921 Massive magical energy explodes forth, disfiguring the caster. Lose 1d3 APP permanently.
922 Caster swaps mind with a randomly selected nearby creature. This is permanent.
923-924 Magical energy causes an explosion. Inflicts 2d6 damage to everything and everyone within 50m.
925-960 Roll again.
961-970 Delayed effect. GM secretly rolls, and then applies the result 1d3 hours later.
971-972 Delayed effect. GM secretly rolls, and then applies the result at the worst possible moment.
973-982 Roll twice on this table, and the caster chooses which result of those results to apply.
983-989 Roll twice on this table.
990-994 Roll three times on this table.
995-000 A special event occurs. Perhaps a random spiritual entity is summoned, or a tear into the HeroPlane is opened, or a
piece of a God appears or some other random – and yet meaningful – event occurs.
Ritual Magic casting the Enchantment. They lose POW as stated on
Some spell are marked as Ritual Spells. Ritual magic is the table. A special or critical has no success. A
learnt as either a Rune Magic spell or a Sorcerous supercritical means the item has been created at the
spell. If a Rune Magic spell, POW must be sacrificed cost of 1 point of POW less than stated, a hypercritical
as per usual to gain access to it. If a sorcery spell, it creates it at a cost of 3 points less than stated (both to a
must be learnt as per usual. There is no difference minimum of 1).
between them and normal spells, except the length of If they fail then, obviously the enchantment is not
time to cast them. made. The character losses a number of POW as given
on the table.
Enchantments If they fumble then not only is the enchantment not
Some spells are Enchantments. These spells obey made, but they lose POW as if they had succeeded.
special rules, laid out in this section. Enchantment Restoring Broken Enchantments
spells are used to create enchanted items. Enchanted
items and affects cannot be Dismissed or Dispelled. As per RuneQuest. Except they spend one POW/level
They always cost permanent POW to make. that the original enchantment had i.e. a simple
enchantment costs 1 POW whereas a Runic
Tatoos enchantment costs 3 POW and a Heroic enchantment
Contrary to previous editions, no enchantment can be costs 5 POW. Conditions on the enchantment (see
placed in a tattoo (except for certain, special, magics, below) return with the enchantment. If they fail then
such as the Bortau tattoo gained from the Orlanthi the enchantment is ruined forever, any nothing can be
pilgrimages). done to return it.
Procedure Lifespan
The player must state which enchantment they are All enchantments have a lifespan – how long they last.
going to use and which level of enchantment they wish This is given on the above chart. Near the end they die
to use. out, becoming less powerful or working infrequently.
Then, one day, their magic evaporates.
There are five levels of Enchantment. The nearby table
lists how much POW is required to create that level if An enchanter can make their enchantment last
successful, the amount of POW lost if the Enchant roll permanently by expending 2 extra POW.
is failed, the length of time the Enchantment ritual Enchantment Conditions
takes to complete and the cost of the props to complete
the enchantment in pennies. As per RuneQuest
To cast an Enchantment of the appropriate level
requires the appropriate level of spell. For Rune Magic,
that’s one point per level (so a Spell Matrix IV will
allow you to make a Powerful Spell Matrix whereas it
won’t allow you to make an Heroic Spell Matrix). For
sorcery, for every 20% or part thereof that the cast has
in the skill, they can create one level of an
enchantment.
Power Level POW Cost Failure POW Length of time Cost of props Length of Time
Enchantment
Cost Lasts

Simple 1 1 1 hour 100 10-20 years

Advanced 3 1 3 hours 200 ~50 years

Runic 6 2 12 hours 500 200-300 years

Powerful 10 3 2 days 2000 2-4 Ages


Heroic 20 5 1 week 5000 Permanent
Enchantment Table
At the end of the specified period that it takes to cast
the ritual, the character rolls 1d100 and, if underneath
his adjusted Enchant skill then they have succeeded in
Finally, it will reveal if they are currently on a
Magic Sight Heroquest. At higher levels, it may reveal information
A generic ability for various spells (and, sometimes, about the Heroquester at the GM’s discretion.
items) is Magic Sight. This allows the character to see
into the Otherworld. Dispelling Magic
Magic Sight can be activated either by casting the When dispelling magic (using Dispel Magic, Dismiss
Magic Sight rune spell (see Rune Magic), being a Magic, Neutralise Magic etc.) you can either just cast it
shaman (see Shamanic Magic) or using the spell at someone and not declare what spell you're aiming
Mystic Vision (see Sorcerous Magic). Activating for, or declare a particular spell.
Magic Sight always costs an action (see Combat), and When cast with no declaration, your spell affects the
in the case of Mystic Vision is only successful if the strongest spell it possibly can (which, for Neutralise
character rolls under their Mystic Vision skill. Magic, is the spell with the pointage as close to the
Magic Sight allows one to see the Otherworld. This has intensity of the spell as possible). If there are spells tied
various effects, including (but not limited to) the for that, the spell affected is randomly determined.
following. When cast with a declaration, you can just need to
Spirits declare what spell you're aiming for. So if you've used
Magic Sight on someone and seen they have a
It reveals the presence of any unmanifested spirits
Bladesharp, you can aim for the Bladesharp. Without
(and, in the case of manifested spirits, makes their
Magic Sight it gets a little more tricky: you might see
appearance ever more vivid). This includes the
the ZZ rune lord has magic cast on his maul. You can
presence of bound spirits, including allied spirits.
declare a quite general declaration of 'I cast dispel to
Otherworld get rid of the weapon enhancing magic on his maul', or
It allows the character a peek into the Otherworld. you might (figuring he has both Seal Wound and
When looking at the clouds, they will see the servants Bludgeon) declare 'I cast dispel to get rid of the Seal
of Heler dancing atop; when they look at the Red Wound'. If multiple spells meet your demand it affects
Moon the ley lines of Lunar energy on its surface the spell with the highest pointage it can effect (so if
become more visible etc. you make the first declaration whilst casting Dispel
Magic 3 against the ZZ rune lord who has Seal Wound
Gauge and Bludgeon 3 on his maul, it successfully dispels the
Magic Sight allows a character to gauge the soul Bludgeon 3).
strength, Heroquesting presence and spells of a He's the rub: if the spell you've declared isn't cast (for
particular target. The number of targets that can be so instance there is no Seal Wound when that's what you
concentrated upon is limited, however. For the Soul went for, or you thought he had mindspeech cast when
Sight spell it is one per point. For the Mystic Vision he didn't) then nothing happens. Most spells have a
spell it is one for every full 2 points of intensity. For visual clue - so casting Seal Wound or Bludgeon or
shamans, it begins at one and increases depending Protection all have a visual give away that a spell has
upon the gifts they take. been cast. Note, however, that the clue is indeterminate
Once concentrated upon, the character can gauge the between spells. So you might see the sparkly sheen of
relevant strength of a being’s soul. They can see how magic on a trollish enemy, but whether that signals
many personal magic points any creature within view Absorption, Shield or Protection (or Countermagic
has. They can tell whether it is in the 1-5 range, the 6- etc.) is beyond you. You need magic sight for that.
10 range, the 11-15 range etc. It does not measure Some spells have no visual clue - like mindspeech or
POW, only magic points. It does not pick up non- silence.
sentient sources of magic points such as crystals or You don't know the results of a dispel, and don't know
magic point matrices. whether you've succeeded in dispelling it unless you
It also determines what spells, if any, they have cast on have magic sight (or it was the only spell that caused a
them. visual occurrence, and you just dispelled it).
Common Magic
extra point of Free INT they cannot ‘forget’ a
Learning Common Magic Bladesharp 2 down to a Bladesharp 1.
All common magic is learnt from cults. A cult can Brithini and Mostali
teach any charm, any Cult Battle Magic spell (listed in
the cult description) plus any Openly Available Battle The Brithini and Mostali can learn Common Magic as
Magic spell not given in the Cult list. Spells on the well, but learn it by merely studying books. It costs
Restricted Battle Magic list are not available unless nothing, although the individual has to be deemed to be
they appear in the cult battle magic list. worthy to have the appropriate tomes made available to
him or her. It takes one year to learn a charm, and one
Any level of Common Magic can be learnt by any year per point of Battle Magic, to learn Common
character, as long as they have the money and can find Magic through these means.
someone with the appropriate Spellteaching. The only
exception are 8 point Battle Magic spells which can Casting Common Magic
only be granted to Heroes by their respective god.
A character casts Common Magic using their Common
The amount of money that must be spent depends upon
Magic skill if, and only if, they have the specific feat
whether or not the spell appears on the cult’s list of
used for casting that Common Magic. This is tickable.
spells. If it is, they get it for cheaper than if it’s just on
The result is as follows:
the Openly Available Battle Magic list. The vast
portion of the money goes on ritual equipment to teach Common Magic Casting Results
the spell, so it’s not all profit, so using Spellteaching Success Level Result
only reduces the cost of the spell by 50%. Fumble If a charm, lose one magic point. If
Common Magic Costs not, roll on the fumble chart at -100.
Fail Lose one magic point.
Spell Cost (cult) Cost (non-cult)
Success Spell is cast. Lose magic points
Charm N/A 100
equal to the level of the spell.
1 point Battle Magic 400 600
Special Spell is cast. Lose magic points
2 point Battle Magic 900 1300
equal to the level of the spell minus
3 point Battle Magic 1500 2000
one (to a minimum of one).
4 point Battle Magic 4000 6000
Critical or Spell is cast. Lose no magic points.
5 point Battle Magic 8000 11000
better
8 point Battle Magic N/A N/A
A character can learn up to five charms. Variant Spells
The amount of Battle Magic a character can learn is Some spells are variants of other spells. So
limited by their ‘Free INT’. Each point of Battle Magic ‘Bladesharp’ has, as a variant, ‘Deathblade’ or ‘Blow
takes up one point of ‘Free INT’. Note that sorcery of Sian Lamarr’. The GM is encouraged to come up
magic and rune magic does not take up Free INT. with such variants for spells, available from shrines
Your Free INT is equal to 10+ one half of your INT and local cults as local variations, all over his
characteristic. campaign.
If the character has as many charms as they can and Note that the effects of variant spells don’t stack with
wants to learn more, or needs more Free INT, it takes each other, or the spell they are a variant of. For
one hour per point of spell to be forgotten. Once instance, casting ‘Blow of Sian Lamarr’ with
forgotten, the spell cannot be used again until retaught. Bladesharp is possible, but the damage does not
A character cannot partly forget a spell: if they need an combine from between the two.
List of Openly Available Battle Magic
Assure Eupepsia goods, through a combination of
Variable Variable magic and hand movements. For every
Self only, temporal, passive Touch, temporal, passive point in this spell the caster's Deal skill
Every point in this spell increases the For every point in the spell the target is increased by 5%. This can even be
caster’s Convince by 5%. gains 5 points of CON when doing used in Downtime when making rolls
Befuddle CON rolls or calculating rolls on the for businesses and jobs.
As per RuneQuest resistance table. Glue
Bladesharp Extinguish As per RuneQuest
As per RuneQuest As per RuneQuest Heal
Bludgeon Fanaticism As per RuneQuest, except it’s not
As per RuneQuest 1 point double cost to cast on other species.
Climbing ranged, temporal, passive Horsemanship
variable Once cast a character becomes a variable
touch, temporal, passive fanatical fighting machine. Their touch, temporal, passive
For every point in the spell the target's attack chances increase by +25, but Once cast the target of the spell gains
climb skill is increased by 5%. they dodge and parry at -25. an extra 5% to their Ride skill for the
Cooking Fanaticism counteracts Demoralize. If duration of the spell.
variable cast on an unwilling target magic Ignite
self only, temporal points must be overcome. As per RuneQuest
For the duration of the spell all skills Farsee Ironhand
associated with cooking are increased 2 points As per RuneQuest
by 5%. ranged, passive Leap
Coordination This spell allows a character to see variable
variable very far indeed. As long as there is a self only, temporal, passive
touch, temporal, passive line of sight, and the weather is clear, For every point in the spell the casters
Each point of this spell increases DEX they can see anything within 10km in Jump skill is increased by 5%.
by 3 points for the purpose of resisted as much detail as they would if it were Lift and Carry
rolls, any roll made using DEX as a 10m away. Variable
multiple and any roll for initiative or Firearrow Touch, temporal, passive
ambushing. As per RuneQuest At level 1 and every 2 levels
Countermagic Fireblade thereafter, when calculating the loss of
As per RuneQuest 3 points fatigue levels due to ENC, the
Darkwall touch, temporal, passive character’s STR is one band better.
As per RuneQuest Cast on any edged weapon or spear. It The character has three points of
Demoralize makes the weapon explode into flame, effective STR per point when it comes
As per RuneQuest except those inflicting 3d6 damage on a successful to resisted STR rolls and STR rolls in
demoralised can attack at -25. hit. On a special it inflicts an extra general.
Detect magic 1d10 damage, where on a 5+ it ignites Light
As per RuneQuest flammable objects on that location. As per RuneQuest
Dispel Magic The weapon is unharmed by this Lightwall
As per RuneQuest magical fire. Fireblade is incompatible As per RuneQuest
Disruption with Bladesharp and True <weapon>. Mindspeech
As per RuneQuest Glamour As per RuneQuest
Dullblade variable Mobility (Humanoid)
As per RuneQuest touch, temporal, passive variable
Dupe Adds 3 APP per point of spell for the ranged, temporal, passive
Variable purpose of APP rolls and resisted Mobility has different effects
Self only, temporal, passive contests. depending upon how many points is in
Every point in this spell increases the Glib it.
caster’s Deception skill by 5%. variable 1 point = + 30% Running
Endurance self only, temporal, passive 2 points = Increase Move by one level
variable For the duration of the spell the caster 3 points = Increase Move by one
touch, temporal, passive enhances their ability to Deal. They level, and +20% to Running
The character instantly regains two become very convincing, capable of 4 points = Increase Move by one
short term fatigue levels for every hiding any doubts they have about the level, and add +50% to Running.
level in the spell. prices of goods, or any desires they 5 points = Increase Move by two
themselves have to purchase the levels.
This spell only affects Humanoid Spirit Screen
creatures. Different spells are used to variable
effect horses, sylphs etc. ranged, passive
Multimissile This spell protects the target from
As per RuneQuest possession. For every point in the
Pella's Blessing spell the character resists possession
variable attempts as if they had 3 extra magic
self only, temporal, active points.
For every point in this spell the caster's Stroke
skill in craft/pottering is increased by variable
5%. touch, temporal
Protection Once cast the recipient becomes better
As per RuneQuest at swimming. For every point in the
Repair spell the target's swim skill increases
3 points by 5%.
touch, instant Strong Blow
This spell repairs broken items (such 2 points
as weapons broken by a fumble), touch, temporal, passive
provided all the pieces are available. The target’s damage bonus is
If used to Repair magic items, the spell increased by one level.
does not return any broken Vigor
enchantments or released spirits. variable
Second Sight touch, temporal, passive
2 points For every point in the spell the
ranged, temporal, passive character gains two ablative hit points.
This spell allows the character to see
spirits in the nearby area.
Shimmer
As per RuneQuest except it’s 7%
penalty per point.
Stealth
variable
touch, temporal, passive
Each point of this spell adds 5% to the
Stealth skill of a person.
Slow
variable
ranged, temporal, passive
This spell slows down an enemy. Each
point nullifies the effects of one point
of Mobility. If the character has no
Mobility spell cast, or the Slow spell
exceeds the pointage of a Mobility
spell, then this decreases the
movement level of the creature by one
level.
Speedart
As per RuneQuest
List of Example Restricted Battle Magic
This includes all cult special magic. I
can’t be bothered editing a list. Sorry!
List of Charms
Aid Contraception Be Calm Cat Whistle
1 point 1 point 1 point
self only, instant, passive self only, instant ranged, instant
Once cast the next sexual relation that This instantly calms the caster down, This small charm simply calls all cats
the caster has during the next day (at unless affected by magic that causes within range. They are not compelled
which point the spell expires) the them to do otherwise. to come, but will instantly recognise
chance of contraception is halved. Belching for Fun and Profit the whistle of the caster. Cats friendly
Unlike normal spells, when cast the 1 point to the caster are likely to take this as a
caster does not know whether it was self only, duration one minute sign that they should return to the
successful or not, and always loses a For the next minute the character can hearth.
magic point whether or not it was cause himself to give loud belches. Change Eye Colour
successful or not. Best Cabbage 1 point
Arouse Husband 1 point self only, temporal
1 point self only, instant For the duration, the caster can change
ranged, instant Finds the best quality cabbage within their eyes to a colour of their own
This spell can be only cast on a 100m, and makes the location of it choosing. Both eyes must be the same
woman's husband. Magic points must known to the caster. colour.
be overcome, but unless they have Bleat Cheerful Song
magic sight or other supernatural 1 point 1 point
abilities will not know they are the self only, instant self only, temporal
target of a spell. If successful the The caster immediately bleats like a For the duration of the song the caster
target becomes sexually aroused. It's sheep. Other sheep in the area may can sing a cheerful, merry tune. They
the Gloranthan version of viagra. take notice of this sound and bleat gain +10% Sing for the duration of the
Avoid Blisters back. spell as long as they keep to cheerful
1 point Bless Eggs songs.
self only, 1 hour 1 point Circumcise
The character avoids getting blisters ranged, instant 1 point
for the next hour. This spell affects up to the caster's self only, temporal
Avoid Punishment POW in eggs. Unless the eggs are Once cast, as long as the character has
1 point already rotten, they will be maintained access to a knife they can carry out
self only, instant fresh for an additional day. safe circumcisions for the duration of
Learnt by a rare child. When the Blue Haired the spell.
character’s mother comes looking to 1 point [City] Map
berate him, this spell allows him to self only, temporal 1 point
avoid whatever punishment he The character’s hair turns blue. self only, instant
deserves. Doesn’t work on fathers. Bore Only works for the named city. The
Banish Fleas and Ticks 1 point caster can instantly recall to mind a
1 point self only, temporal perfect, and current, map of the city.
touch, instant When cast, whatever the caster talks This only gives knowledge of public
The target of this spell will have all about sounds very boring. Often used locations, but is utterly up to date. So
fleas and ticks removed once cast. It to get people to stop talking to you. if a portion of the city were burning
does not prevent them from latter Castrating Knife down, you’d know about it.
contracting more fleas and ticks. 1 point Clean Feet
Barn Raising touch, temporal 1 point
1 point For the duration, the blessed knife can self only, instant
self only, duration one hour be used safely to castrate males (if, of Instantly cleans your feet of any non-
The character can flawlessly arrange a course, they have been restrained magical substance.
barn raising for the next hour (if, of properly). Clean Shoes
course, he has people to organise!). Catch Fish 1 point
Bean Salad 1 point ranged, instant
1 point self only, temporal Once cast, a pair of shoes can be
ranged, temporal The character gets a chance, with no targeted and they will be cleaned of
Turns a portion of beans into a tasty negative modifier, to catch fish with any non-magical substance.
bean salad. Only remains a bean salad his hands. If that chance is not taken
until the duration expires, although if before the duration expires, the chance
it is devoured before then the spell is lost.
never expires.
Clean Sword Curse with headache Ease Pain
1 point 1 point 1 point
ranged, instant ranged, temporal touch, duration 1 hour per point,
Instantly cleans any sword you own of If the caster overcomes magic points passive
any non-magical substance. of the target, they are afflicted with a This spell relieves mild pain, such as
Clear the Air headache. It is not painful enough to that due to headache, menstrual
1 point cause penalties to skills or cramps, toothache, charley horses,
range 10m, instant characteristics. minor cuts, bruises, and so forth. This
Once cast any light smoke, or foul Dodge Chamberpot spell will not eliminate incapacitation
odours, within the range of the spell 1 point or unconscious, or cure ailments.
will vanish, either completely or self only, temporal Available: most everywhere. Found at
blown out the nearest exit (as For the duration of the spell the healing, earth, and sky cults. [make
appropriate) character receives +25% to avoid any charm]
Clear Voice Shout chamberpots thrown at him/her. Eat Curry
1 point Dodge Thrown Fruit 1 point
self only, temporal, passive 1 point self only, temporal
For the duration of this spell the caster self only, temporal For the duration the character can eat
has a preternaturally powerful voice For the duration of the spell the curries, with no impediment regarding
that can be heard over most over character receives +25% to avoid any how spicy they are.
voices. It is not loud enough to be fruit thrown at him/her. Enter Carnival
deafening or cause any harm, but only Double Yolk 1 point
makes the casters voice sound really 1 point self only, temporal
loud. Very odd when a quietly spoken ranged, instant Gives the caster (normally a child!)
merchant casts it to sell his goods. Causes an unbroken egg to have a +20% to Stealth rolls when trying to
Close Window double yolk. get into a carnival without paying.
1 point Drive Away Mosquitoes Facebook
ranged, instant 1 point 1 point
Cast on a window in range. Causes it self only, duration 1 hour ranged, instant
to close. For the duration of the spell, Allows the caster to remember
Comfort Family mosquitoes will stay away from the someone’s face. Works on one person
1 point caster. in range (the spell doesn’t effect that
self only, temporal, passive Drop Fruit person, so there’s no countermagic or
Once cast the caster gains 20% on all 1 point need to overcome magic points).
communication skills related to ranged, instant Doesn’t work if the caster has never
dealing with one's immediate family. Causes any tree branch within range to met them; their face has changed
Cook Tasty Food drop one piece of fruit from that substantially over the years; they are
1 point branch to the ground. attempting to disguise themselves etc.
self only, temporal Dry Ink Fake Scar
Any good cooked during the period 1 point 1 point
the spell is in effect will taste that bit ranged, instant self only, temporal
better than they otherwise would’ve. This is cast on a piece of newly For the duration of the spell a fake scar
Count Coins penned parchment. When cast the ink appears on the caster’s face. The scar
1 point dries instantly, not allowing any appears to have been from years
self only, instant smudging or smearing. Once dried, the before.
The caster instantly counts a pile of ink has no further magical properties. Fake Tears
coins. If the pile has less than 100 This spell will affect once piece of 1 point
coins, they get an exact number. If the paper. self only, instant
pile is up to a 1000 coins, they get the Dry Wet Pants The character starts crying.
number closest to the nearest 10. If the 1 point Find Cheapest Gin
pile is up to 10,000 coins, it’s to the ranged, instant 1 point
nearest 100 etc. Dries a pair of wet pants within range. self only, instant
Cure Headache Ease Animal Birth The caster instantly knows where to
1 point 1 point get the cheapest publicly available gin
self only, instant touch, temporal, passive in the village/town/city as appropriate.
Any non-magical headache currently This spell eases the pain of an animal's Find Revelry
afflicting the character is cleared up. A birth, making it less agitated. Because 1 point
magical headache is cured if they this spell is temporal it must be recast self only, temporal
make a successful POWx3. every fifteen minutes. For the duration if the caster walks
within 100m of a party that isn’t being
held in secret, they know of the party Hunt for lost item Last Year’s News
and how to get to it. 1 point 1 point
Find the Right Necklace self only, temporal self only, instant
1 point When cast the caster will be able to The caster instantly recalls exactly
self only, temporal find any lost item he looks for as long when a specific event took place as
For the duration the character will as he looks for it in the general long as it took place within the last
make the perfect choices when it location where it is. year.
comes to picking jewellery for a lover. Identify Heraldry Light Pipe
It need not be a necklace, it could be 1 point 1 point
any form of jewellery. ranged, instant ranged, temporal
Fishy Smell Cast on a piece of heraldry within Cast on any pipe within range. Any
1 point range. The caster immediately attempt to light the pipe for the
ranged, temporal recognises to whom the heraldry duration immediately succeeds, no
Requires a magic points vs. magic belongs if it is publicly accessible matter the environmental conditions,
points to overcome. If successful the knowledge. as long as it is physically possible to
target is cursed to smell distinctly Improve Barley Seeds light it.
fishy for the duration of the spell. 1 point Locate Nearest Brothel
Fix My Sister touch, instant 1 point
1 point Once cast on a single barley seed, that range 1km, instant
ranged, temporal seed will not fail to grow (if properly The character instantly knows the
Can only be cast one one’s sister. If cared for, that is) into a perfect location of the nearest brothel, if
the caster overcomes their magic specimen of barley. within range.
points, their APP drops by 6 for the Juggle Cats Lock My Study Door
duration of the spell. 1 point 1 point
Gather Flock self only, temporal ranged, temporal
1 point For the duration the character can Instantly locks the door of your study,
ranged, instant successfully juggle up to four cats. even if it has no lock. Only works on
This can be cast on any sheep within Keep away [insect pest] studies, and only if they are yours.
range. If successfully cast then the 1 point Look Good
sheep, if a member of the caster's flock self only, temporal 1 point
(and only if it is a member of the For the duration of the spell, the self only, temporal
casters flock) will come bounding named insect type won’t come close. For the duration, the caster looks their
happily towards the caster as fast as Doesn’t work if there are too many of best and suffers no penalties to APP if
humanly (sheepanly?) possible. the insects, say in an insect swarm. it comes from a non-magical source.
Get Bar’s Attention Keep Laughing Make Baby Cry
1 point 1 point 1 point
self only, instant ranged, temporal ranged, instant
What the character says next is heard For the duration of the spell, the Can only be cast on children of your
by everyone in whatever bar they are affected target will continue to be own species. If their magic points are
in. Ineffective outside bars. predisposed to laughing. Must overcome, they begin to cry.
Good berry, bad berry? overcome magic points of target if No Bait
1 point they resist. 1 point
ranged, instant Keep Tab ranged, temporal
Can only be cast on a berry bush, 1 point For the duration a fishing hook within
When cast, the caster instantly knows self only, instant range will function to catch fish
whether the berries are edible or not. Allows the character to instantly recall without the need for bait.
Heat Coals the exact amount of money a character Nose for Sacrifices
1 point owes him. 1 point
ranged, variable duration Kill Weeds self only, temporal
This spell must be cast on already 1 point For the duration the caster can select a
burning coals. The coals will burn for ranged, instant sacrifice appropriate to their needs.
an extra hour with needing attention. This spell kills an amount of weeds in Not in Your Yard
Help Up Foal range equal to the amount a man could 1 point
1 point weed in ten minutes. ranged, temporal
self only, duration 5 minutes Last Drop of Whiskey Cast on a ball. For the duration the ball
The character can help a single foal to 1 point won’t accidentally smash windows,
its feet if that process is completed ranged, temporal get lost on rooftops or end up where
within the duration of the spell. Can only be cast on the dregs of it’s not meant to be whilst being used
whiskey in a whiskey bottle. The dregs as part of a game. Doesn’t stop it from
count as a full shot of whiskey.
being intentionally used to smash For the duration the caster can pull of self only, duration one night’s sleep
windows, end up on roof tops etc. the mean feat of reading something For the duration the character can
Offensive Gesture without having to move their lips. sleep and will be ignored by people
1 point Recall Spite unless they are specifically looking for
self only, instant 1 point him/her. Often used by vagrants.
The character makes a gesture that is self only, instant Smell Good
recognised as being offensive by the The caster picks a single target. The 1 point
person or people it is directed towards, caster immediately recalls the exact self only, temporal
no matter what language they have or emotion they were feeling when they For the duration the character will not
what difference there is between the felt most spiteful towards that person. smell, unless those smells are caused
caster’s culture and theirs. Rodent Killer by a magical source.
One more time 1 point Snub Lower Caste
1 point ranged, instant 1 point
self only, temporal Works as a disrupt on any single, self only, temporal
For the duration of the spell, the caster normal rodent within range. Only works if you are part of a caste
can perform sexually unless prevented Roof House society. For the duration your every
by magic. 1 point movement and word will convey a
On the Pull self only, duration 1 day sense of snubbing those people of a
1 point For the duration of the spell the lower caste.
self only, temporal character can safely roof his own Solidify Dust
For the duration of the spell the caster house. Doesn’t work if he is roofing 1 point
is clearly recognised as being on the other people’s houses. ranged, instant
pull. Rot Flower This spell solidifies dust in a given
Paper Cut 1 point area back into earth. The area affected
1 point ranged, instant is 1mx1m.
ranged, temporal Instantly rots any single flower or Soft Heat
Cast on a piece of paper within range. small bunch of flowers within range. 1 point
The next person to use or pick up the Select Good Sherry ranged, temporal, passive
paper must make a POWx3 or suffer a 1 point This spell can only be cast on fires the
paper cut. ranged, temporal caster has set. This spell has much the
Placate Foreman For the duration the caster can tell same affect as an extinguish 1,
1 point whether the sherry they are purchasing although if extinguished the flame
ranged, temporal is good or not. remains, and produces heat that does
Cast on one’s boss. For the duration of Sharp Edge not burn. It is, however, excellent for
the spell they will be predisposed to 1 point cooking food with as the food, also,
calming down. Countermagic protects, ranged, temporal will not burn.
but there is no magic point versus Can only be cast on things that might Spot Gopher Hole
magic points. have a sharp edge but don’t currently 1 point
Please My Man (say a rough stone, or a dulled knife). ranged, instant
1 point For the duration, the edge becomes The character instantly spots any
self only, temporal sharp. gopher hole within range.
For the duration of the spell the target Shave Beard with [weapon] Stolen Kiss
will be able to more easily bring any 1 point 1 point
man they are sleeping with to orgasm. ranged, temporal ranged, temporal
Protect from Sand Can only be cast on the named Must overcome magic points. If
1 point weapon. For the duration of the spell successful then, for the duration, the
self only, temporal that weapon can be safely used to character can kiss that person and they
For the duration, sand won’t get shave with. won’t pull away in time. Spell ends
lodged in places it’s not meant to. Sleep Soundly when they have the kiss or the
Doesn’t protect from sandstorms. 1 point duration ends.
Quack Maniacally self only, duration one night’s sleep Strong Coffee
1 point The character sleeps soundly, ignoring 1 point
self only, temporal most normal, mundane sources of ranged, instant
For the duration of the spell the sound that would otherwise lead to a Can be cast on a cup of coffee. Once
character can quack (like a duck) disturbed sleep (so could ignore a loud cast, the strength of the coffee triples.
incessantly so as to mimic evil wind, but wouldn’t remain asleep if Can only affect the same cup once.
laughter. attacked or the wind turned into a Piss Curse
Read Without Moving Lips hurricane). 1 point
1 point Sleep Unseen ranged, instant
self only, temporal 1 point
Once cast the target’s magic points effectively as a sundial, and the caster appears. Whilst it soaks them any
must be overcome. If successful, the can use it to tell the time. blood stains are removed.
target is cursed and the next time they Taxi Rank Wash Away Snow
urinate their urine will be a strange 1 point 1 point
colour and odour. ranged, instant ranged, instant
Plug Hole in Boot Cast along with a shout. Only usable Once cast a small shower of rain
1 point in cities which operate some system appears. It washes away any snow
ranged, duration 1 hour for transporting you across that city. If within a 2m radius, unless the snow is
For the duration of the spell, a single any such transport is within range and magically warded.
hole in a piece of footwear will be earshot, it heads your way. Wash Self With Tongue
magically healed. Timely Taxes 1 point
Puppet Reality 1 point self only, temporal
1 point self only, duration until the forms are For the duration the character can
self only, temporal, passive filled out clean themselves very effectively with
This spell affects any puppets placed This spell allows the caster to correctly their own tongue, no matter what
on the casters hands to make them fill out their tax forms. they’re covered with. In most cases,
much more real. It also adds 10% to Toast the character doesn’t suffer from being
the casters skills used to entertain 1 point covered in a nasty substance like mud
using the puppets. ranged, instant or faeces, but would have problems if
Smell Other Lover Turns a slice of bread into toast. covered in, say, contact poison.
1 point Tolerate Dull Work Water Into Tea
self only, temporal 1 point 1 point
For the duration, the caster will have self only, duration 30 minutes ranged, instant
an increased sensitivity to any odours For the duration, the caster won’t be Causes one cup of water to turn into
on their lover that has been left by bored by any dull work they engage in. tea. It does not cause it to heat up.
another lover. +45% chance to Warm Blanket Waterproof Pack
smelling such odours. 1 point 1 point
Stop Hiccups touch, special duration, passive ranged, temporal, passive
1 point This can only be cast on a dry blanket. This spell must be cast on a backpack
self only, instant The blanket will become comfortable or satchel. Once cast, the pack will
This stops any hiccups the character is and warm for the duration of one become waterproof, not allowing any
suffering. evening, but will not resist the cold liquids within whilst it is closed over.
Stop Nose Bleed particularly (so sleeping in the Weave
1 point freezing wilderness will quickly 1 point
self only, instant reduce the warmth conferred from the self only, temporal, passive
Instantly stops the character’s nose spell) or confer any other magical For the duration, the character is at
bleeding. benefits. +10% to weave.
Stop Smells Warn of Disease Wipe Arse
1 point 1 point 1 point
ranged, temporal self only, ranged instant, ranged
Cast on a 10m area within range. When cast if any diseased person, Instantly cleans a single backside of
During the period any non-magical diseased item or disease spirit enters faeces.
smells in that area will be nullified. within the area, the caster knows that Yawn
Sundial something is diseased. It does not tell 1 point
1 point the character who or what exactly. ranged, instant
ranged, temporal Wash Away Blood Once cast the target’s magic points
Must be cast on something that could 1 point must be overcome. If successful, they
function as a sundial, even if it’s just a ranged, instant yawn.
stick in the ground. If cloud cover is Once cast the target is covered by a
less than 90% it immediately functions thin shower of rain that magically
Rune Magic
Common Rune Magic
Design notes
This is a list of all the Common Rune Magic, including
the ritual magic: Getting rid of Worship and Excommunication in return
for basic rites streamlined a lot.
Armouring Enchantment, Basic Rites, Dismiss
Elemental, Dismiss Magic, Divination, Extension, Heal Sacrificing and repraying for spells away from your
Wound, Magic Point Matrix Enchantment, Mindlink, temple means that you can have a character from
Soul Sight, Spell Matrix Enchantment, Spellteaching, another land without screwing yourself over. If you
Spirit Block, Strengthening Enchantment, Warding. don’t do that, everyone is limited to the same cults.
That sucks.
Acolytes normally have access to the following:
Annual spells for rune magic comes from Tales of the
Basic Rites, Dismiss Elemental, Dismiss Magic,
Reaching Moon #12. The reasons for it are laid out
Divination, Extension, Heal Wound, Mindlink, Soul
there.
Sight, Spellteaching.
The limit on the pointage of what spells can be prayed
(So there’s no more Excommunication and that kind of
for makes advancement a big thing, and stops low level
thing.)
parties overwhelming the enemy by just pulling a five
All spells are as per normal, with a few exceptions point spell out of their back pocket.
given on the next page.
Finally, the repraying for spells so they all come back
within a max of five days is an excellent idea – one of
Spells the first I had when rewriting the rules. In the old days
You can sacrifice for spells anywhere if they are three you might knock off 20 points of magic. Is it really
points or less. For higher pointage spells you need a MGF to then spend three weeks repraying? The answer
temple or holy place. is ‘No.’
Repraying for spells can be done anywhere. If you
repray for one day, you get ALL one point spells back,
if you repeay for two days, you get ALL two point Design notes
spells back etc. With the spells on the next page, I altered Shield and
Finally, spells which are ‘one use’ are now ‘annual’. True Weapon to keep damage down (remember, low
That is, they can be reprayed back for once a year if numbers!) Heal Wound got altered for reasons too
you’re an initiate. numerous to mention, but has been changed four times
already so I’m still playtesting what I’ve got.
Oh, and only rune lords and priests can repray for
spells that are four or five points. Everyone else is Oath has a funny story. A sever spirit is nothing. You
limited to three points or less. can shrug it off. Hell, you can get resurrected. I used
Simon Phipps’s rules for Styx Water to make more
deadly oaths. Then everyone used Styx Water for their
oaths. So for my new rules I figured that rather than
there being a pump knocking out styx water by the
gallon, I’d just give Oath spells real bite to begin with.
Basic Rites (Common) Heal Wound (Common)
1 point 1 point
ritual ceremony, stackable, reusable touch, instant, nonstackable, reusable
This spell is used for just about every basic ritual common to a cult. This spell heals one wound. You can receive one Heal Wound per
Most importantly it allows one to lead worshipping ceremonies, encounter. Any further Heal Wounds merely result in the wound
initiate members to the cult, excommunicate people (thus also being stabilised. It prevents you from dying, but doesn’t allow you to
summoning spirits of reprisal), and consecrate territory. rejoin the fight.
With a Basic Rites I or higher you can carry out basic worship Impale/Slash/Crush
ceremonies. With Basic Rites II or higher you can initiate people into 2 Points
the cult if they meet the cult requirements. With Basic Rites III or ranged, passive,non-stackable, reusable
higher you can consecrate an area ready to be made into a temple. This spell must be cast on a spear, pike or impaling weapon. For the
With Basic Rites IV or higher you can excommunicate someone if duration the chance to inflict a special is increased by 10%.
their Mythology score is lower than yours. With Basic Rites V you Magic Point Matrix (Common)
can engage in mass initiations on holy days, allowing you to initiate 1 point
up to twice your POW at once. To be excommunicated you (i) have Enchantment, stackable, reusable
to be present (tied and gagged, if need be); (ii) the person Allows an enchanter to create an MP storage device. The amount it
excommunicating you must have a higher Mythology score. You can can store depends upon the level of Enchantment.
excommunicated for anything. Excommunication doesn’t bring about Level MPs
a spirit of reprisal. Excommunicated characters cannot rejoin that Simple 5
cult. Advanced 10
Berserk Runic 15
2 points Powerful 20
ranged, temporal, nonstackable, reusable Heroic 25
This spell sends the target into a murderous fury. Personal safety and Oath (Humakt, Yanafal Tarnils)
all but the strongest loyalties (have a Passion in it of 15+) are all but 1 point
forgotten. The stamina and the combat skills of the spell’s target are enchant ritual, one-use
greatly enhanced. Binds two to a pact. Oath is a one point one use spell. You make the
It now does +75 to attack. Allows you to ignore all damage and oath. If either side breaks it, some predetermined bad effect takes
deleterious effects, including bleeding, until you hit 0 general hit place from this list to either party (such as the one who broke the
points (immediately fall unconscious) or a location is reduced to oath) or both (and which it is, is likewise determined when the oath
double negs (in which case, if head or chest, you fall KO and start is made): (i) struck dead with no chance of ressurection; (ii) struck
Dying; if abdomen you lose the use of your legs, if a limb you lose blind/deaf/dumb/crippled/infertile; (iii) if a member of a cult friendly
the use of that limb. No roll). Lose all defensive actions. Immune to to Humakt, a spirit of reprisal is sent against them; (iv) lose a
all mind affecting magic. To remain beserk must continually engage predetermined number of POW – which might also result in your
an enemy i.e. be attacking someone or running to attack them. Can death. Countermagic etc. is useless, and there is no chance to resist.
choose to end this spell at any time. Causes a lose of 2 long term Restore {stat]
fatigue levels once over. Immediately pass any CON rolls, including Rather than being a one use spell it’s reusable one point. But for
those to resist against poison and disease. Plus 8 effective STR for every point that is resotred the target must voluntarily give up 1
calculating any resistance rolls or such. POW. This means the problem with restioring stats is passed over to
Call Elemental the PC rather than the NPC casting it on him/her.
1 point Shield
Ranged, temporal, stackable, re-usable 1 point
This spell instantly calls a elemental, and it will instantly respond to ranged, temporal, stackable, reusable
one command from the caster with no resistance. The elemental will This spell protects the wearer from damage. Each point of Shield
remain until it reaches 0 hp or the duration of the spell expends, even gives the wearer 1 point of magical armour, and 2 points of
if the elemental is inside a binding enchantment at the time. The countermagic. The effects are cumulative with both Protection and
elemental will have random statistics and be of a size of one level per Countermagic. Shield is incompatible with Absorption, and
point of spell. Relfection.
Can summon one elemental per encounter, even if it’s dismissed. Strengthening Enchantment (Common)
Dismiss [Elemental] 1 point
1 point Enchantment, stackable, reusable
ranged, instant, stackable, reusable This enchantment give extra ablative hit points. The amount
This dismisses an elemental of size of one level per point of spell. increased depends upon the Level of the spell. Note that
strengthening enchantments must be attuned to.
Level HP Gain
Simple 3
Advanced 6
Runic 9
Powerful 12
Heroic 15
True (Weapon)
1 point
ranged, temporal, stackable, reusable
Cast on a specified weapon. This spell adds one to the damage of the
weapon per point, plus one to the Special Effects Die if it is rolled.
Sorcerous Magic
Design notes A spell can be boosted as per usual, and this does not
count against the amount the spell can be manipulated
Clearly this is Sandy’s sorcery system with a few by.
tweaks. I’ve removed all magic that duplicates
common magic spells like bladesharp. My Malkioni Spell Duration
just cast Bladesharp. I’ve already explained elsewhere All spells last ten minutes, unless manipulated by the
(http://www.nikkeffingham.com/runequest/balance.ht Duration Art (q.v.) or Maintained. A character who has
m) that things like Boost Damage made sorcery WAY Vows can Maintain a certain number of spells. Such
too powerful. spells last as long as the character wishes to, and they
I ditched Presence and came up with tiered Vows so can cancel maintenance of the spell at any time. A
that PCs have to take crippling vows in the end, and character can maintain one spell per Vow that they
can’t take crippling Vows to begin with to get real have. So the most powerful sorcerers can maintain 5
powerful at the start. Examples of what vows you can spells.
get are given in Cults If a character has Maintained their maximum
Sorcerous magic is used by the Malkioni, atheists allowance of spells, then all other spells can only last
(Brithini and Vadeli), Arkati sects, Mostali and certain ten minutes (plus Duration manipulation).
East Isle sects. It is learnt in addition to Common Art Manipulation
Magic.
The Arts are used for manipulating spells. There are
three Major Arts (Range, Multispell and Intensity). All
Learning Sorcery of these can be learnt by anyone. Every time a
There are two elements to learning sorcery: acquiring character gains a Vow, they can learn another Art. Any
Arts and learning the spells. Anyone can learn the Art can be learnt, but usually it is one of the four taught
spells, and anyone can learn the Basic Arts (Intensity, by their cult (the cult descriptions list the five Arts they
Range and Multispell). A character can only learn teach). To learn Arts not taught by one’s own cult is a
more Arts upon acquiring Vows. The character can difficult and arduous task.
learn one other Art for every Vow that they take. The Many sects teach a Secret Art. This Art can only be
normal rules are used for learning spells and arts (see learnt when the character selects their fifth and final
Downtime and Experience). Skills and spells increase Vow.
using ticks, as per usual.
When (if!) a character reaches 120% in a Minor Art
Sorcery spells take up no INT, and the character may they achieve ‘Art Dominion’ over it. A character can
learn as many of them as they wish. learn one extra Minor Art for every Art that they have
Dominion over. Of course, they have to find a cult to
Casting Sorcery teach them. One cannot get Art Dominion over Major
Sorcery spells are cast as normal spells. The chance of Arts.
casting is equal to the lowest of the sorcery spell skill
and the Arts used in the spell. Major Arts
Example: Fellidra the sorcererous has Intensity 60, and Intensity
Range 40. She tries to cast a Venom spell, for which The most basic Art. When a spell is listed along with a
she has a skill of 50. Using 5 points of Intensity, she number, the number invariably refers to Intensity.
has a 50% chance of casting it. If she needed to extend “Venom 6” is shorthand for “Venom, Intensity 6”.
the range, she would need to use levels of range. Her
chance to cast the spell would then be 40%, Multispell
Manipulation Lets the user cast multiple spells simultaneously at
more than one target. Multispells can have identical
Every spell begins with an intensity of 1 and a range of MP levels for all Arts used, or the user can voluntarily
1. To make them more powerful, the character will lower the levels for one or more spells selectively.
need to use Arts. The number of levels of manipulation Each MP in Multispell permits the user to cast one
that can be used in each spell is equal to character’s spell, or to strike 1 target with all the spells cast. Note:
skill divided by 10. The character can then manipulate Multispell 1 is pointless. You cannot multispell the
the spell with Arts; although the maximum number of same spell on the same target more than once.
Art levels that can be used is equal to the character’s
Art skill/10. Chance for success is figured by the lowest skill of all
spells being cast. If a mage Multispells Evoke Fire 60
& Animate Fire 80, he may use 6 levels of You cannot reduce the total MPs in the spell to less
manipulation – limited by his Evoke 60. Since he needs than the levels of Ease used.
Multispell 2 to cast the two spells, his Intensity can be Example: Thraxon wants to Palsy an unsuspecting
no more than 4. However, all spells in the Multispell guard, but sees no reason it should cost him a fortune
share the same Intensity. So the spell would be Evoked in MPs. He applies Palsy 4, Range 2, Ease 3, for a total
at Intensity 4, and Animated at Intensity 4, for the same of 4+2-3 = 3. It would be foolish to use Ease 4, because
6 MP cost! that would require at least 4 MPs, and he’s already got
When attack spells are combined, each defender needs it down to 3. The spell will be resolved in the ‘Resolve
to make only one resistance roll. If he fails, all the Third Attack’ portion of the round. And of course
spells take effect. If he resists, none do. If the spells Thraxon needs a skill of at least 81%.
have different chances of overcoming him, use the Force
single die roll to determine success or failure for all.
Thus, one spell could succeed while another fails. The Only usable when the sorcerer is casting an attack spell
single Intensity is used for all the spells combined that matches the caster's MPs vs. the target's MPs,
when breaking through magic defenses. Thus a POW, etc. on the Resistance Table. For each MP in
Countermagic 4 would resist fifteen Multispelled 2– Force, the caster's chance of overcoming the target are
point spells. raised by 5 percentiles. If the caster's chance is
nominally less than 05%, it must be increased
Range
sufficiently to overcome this handicap.
Without this Art, a ranged spell can be cast up to 10m.
Hold
Each MP in Range doubles this. An active spell needs
sufficient Range to keep the target within its effect. Lets you hold a single sorcery spell ready to cast. The
Refer to the nearby chart for the actual range achieved. MPs in Hold must at least equal the highest other Art
used. The spell pops onto the Otherworld, where it
Minor Arts remains ready for release. This gives you an
"emergency" spell. Held spells are released with the
Alacrity Held Spell action. Held spells do count against the
This allows the character to change their action. When number of spells a character may Maintain. The MP
it gets to their turn in the combat round they can cost of the spell is paid when initially set up, not when
immediately change their action to a spell casting it is cast later on, so this makes a “free” spell!
rather than whatever else they were doing, as long as Reinforce
they are casting a spell with Alacrity. As many levels
must be used as there are the highest level of Art used. Renders a temporal spell more resistant to dispelling.
Each MP in Reinforce gives the spell 3 additional
Duration pseudo–Intensities vs. dispel attempts.
Every level in this Art increases the duration of spells Speed
that are not maintained.
If used, the levels of Speed must be equal to the sum
Levels Duration total of other Arts used in the spell. When used, the
1 30 minutes spell takes place in less than a second. It takes place
2 1 hour before all other actions in the round. If multiple people
use Speed, then the spell with the highest Speed goes
3 2 hours first. If they are equal, then they go simultaneously.
4 4 hours
5 8 hours Secret Arts
6 16 hours Adroit
7 1 day As many levels of Adroit must be used as there are in
8 2 day the highest other Art in the spell. The casting chance of
the spell is now equal to their Adroit skill. Calculate
+1 thereafter +1 day thereafter maximum manipulation before applying the Adroit
Ease skill i.e. manipulation is not figured on the Adroit art
skill.
This Art actually costs negative 1 MP per level used!.
However, for every two levels of Ease, the spell to go Ataxia
later in the round. After two levels, the spell is resolved As many levels of Ataxia can be used as the maximum
in the Second Attack phase of combat. After four other Art used in the spell. At least three points of
levels, the spell is resolved in the Third Attack phase Ataxia must be used. Levels of Ataxia do not count
etc. towards the maximum amount of manipulation. When
a spell is cast with Ataxia roll 1d(Ataxia) – ½ (Ataxia,
rounded up) for every Art. The roll is then applied to [Element]
the number of levels that take effect in that Art. There is a different Art for every element. As many
Banish levels can be used as the highest other Art used in the
spell. It does not count towards maximum
This Art is used to cancel another spell. For each level
of Banish, 1 point of the defending spell is cancelled. manipulation. For every level used one extra Art level
To use this Art, you actually cast the very spell you can be applied to any Art used in the spell, except for
wish to dispel (but it does not take effect). You need Intensity.
sufficient Range to reach the offending spell (even if Enervation
the spell being cast is normally Touch). Banish can be As many levels in this art as there are in the highest
Multispelled to affect a number of defending spells. other art used. When used the character loses one point
Example: Rokar the Rokari uses Banish 2 on a foe's of STR permanently. This point may not be Restored.
Resist Magic 6. The foe's spell is reduced to Resist If the target’s magic points are within 20 of the
Magic 4. caster’s, they are immediately overcome.
When a spell is Banished, the owner notices at once, Exasperation
and will even awaken if he sleeps.
As many levels in this art must be used as there are in
Blood Art the highest other art used. When used the caster loses
The Vadeli Art of Blood Magic is generally only one long term fatigue level for every 4 magic points
taught to Red Vadeli, and then only to those who have used in the spell, or part thereof, ignoring those used
reached Adept status by their own efforts. for boosting. They do not lose any magic points, except
those used for boosting.
When using Blood Magic, the caster must kill a
sentient living being. As casting magic cannot be Festival
combined with an attack, this is generally a bound As many levels must be used as the highest art in the
sacrifice of some form. For every level of Blood Magic spell. During the three weeks either side of Hrestol’s
used, one level is added to every other Art used in holy day, they do not count towards manipulation.
manipulating the spell. This can no more than double Every other time, they do. Spells cast during that
any other Art used in the spell. special time period expire after it ends if they could not
Boristrum normally be cast otherwise.
This Art uses up one point of a Tap Pool for every A Festivalled spell doesn’t count towards being
point used in it. If the Tap pool is not extensive Maintained. A magus can have as many fesitvalled
enough, all Tap points are lost and nothing happens. spells as their festival skill divided by 50, rounded up.
For every point used, every other Art in the spell is [Runic] Formula
increased by one. There is a chance of the Boristi
contracting a chaos feature equals to level of Boristrum {details to come later}
used x 3. If a Boristi taps someone or something that is Hymn
not chaotic, they cannot use this Art until their Tap
The character can sing the holy songs. They must have
pool has been emptied and they have sought
the Sing feat for the Entertain skill to make use of this
purification and penance.
Art. As many levels of Hymn must be used as there are
Delivery the other highest Art in the spell. Levels of Hymn do
Delivery is a sorcerous art used to empower Mostali not cast towards total manipulation.
bullets (see Combat). Any bullet can be affected. Once The chance of casting the spell is rolled on their
affected the bullet will 'deliver' any spell that has been Entertain skill. If the roll is underneath their Hymn
cast into it as long as the bullet penetrates armour. skill as well, tick it. Every time Hymn is used it is
Even multispells can be cast into it. Common choices reduced by 10% until the character sleeps. If their
are Venom, Evoke and Tap. Any non-instant spell that Hymn skill is reduced to below 0, they can no longer
is Delivered will only last until the end of the round use it.
that it hits. Any attack spell need not overcome magic Illusion
points to take effect – it works if the bullet damages the
target. This art gives a temporal spell a sort of mock-
sentience. You need as many MPs of Illusion as of the
To effect a bullet a number of levels of Delivery must
highest other Art in the spell. It’s easier to give
be used for each other Art in the spell (not just the
examples of how Illusion works than it is to explain in
highest Art level). Every additional level of Delivery
the rules. Example: use Phantom Sound to create a
over and above that means the spell affects multiple
voice that speaks in the air. With the Illusion art, the
bullets. caster can set up the voice so that it will only speak
when someone is there to hear it, and it will be able to
respond to simple questions. Or you could cast Illusion
along with Smother to have the Smother only activate This Art allows the caster to reverse the effects of those
when the victim was inside an illusory cloud of poison spells that have a reversed form, without the necessity
gas. Note that if Illusion is used properly, active and of learning the reversed form separately. The levels of
even transient spells can be internally controlled, Reversal must equal the highest other Art used in the
instead of needing the caster’s concentration. spell.
Immersion Repeat
This Art may only be used if the caster is immersed in This Art causes the effects of the spell to repeat round
seawater. Each level of Immersion is added to each after round. The spell takes effect on the caster’s
other Art used in the spell. This can no more than initiative every round, for one round per level of
double any other Art used in the spell. Repeat used (so Repeat 1 would be pointless). During
the period of repetition the spell can be dispelled
Integrant
(cancelling the repeat effect). The spell only needs to
Integrant works differently from normal Arts. When overcome resistance and countermagic once, not every
used one does not need to role under Integrant skill. time it takes effect. However, the cost of the spell is
Instead, when used, the Integrant skill is added to the vastly increased. Rather than adding a single magic
chance to cast spells. It does not increase the maximum point per level of Repeat used, the cost of the spell is
manipulation. When Integrant is used an ingredient or multiplied by the number of Repeat levels used.
spell component must be used, as specific by the cult.
It usually costs ~100 pennies per casting to get enough Sacrifice
of the appropriate ingredient. The levels of Sacrifice used must be equal to the
Knowledge highest other Art used in the spell. The spell takes
place as if Speed has been used, at no cost of magic
Each level of this Art adds +1 to each of the three basic points, and affected by either Force or Reinforce
Arts of Intensity, Range, and Multispell. However, it (caster’s choice) of as many levels as there are
also decreases your chance of success in spellcasting Sacrifice. There is a 3% chance of the character dying.
by +10. This does not correspondingly decrease the If they die they cannot be resurrected.
total Art levels available in casting.
Strain
Example: Elamar the keet has a skill of 89 in Call
Shadow. He has no use for Multispell, but plans to use For every art level used in the spell, the caster can
Intensity 2, Range 3, and Knowledge 4. This gives him substitute one hit point for one magic point that is
a final result of Intensity 6 and Range 7, but subtracts – required. This can be for either boosting or casting the
40 from his chance of success, leaving it at 49. spell.

Machine Tap

The caster can create a Machine to maintain one of his If as many levels of the Tap Art are used as there are in
spells. The number of Machine levels used must be the intensity of the spell the character need not spend
equal to the highest other Art used in the spell. Any the POW to cast Tap. This Tap art is usually, but not
spell maintained by a Machine does not count against always, taught in tandem with the spell. So naughty
the number of spells the caster can Maintain. The first Rokari from Seshnela who learn it from the sly in
Machine the caster creates takes one year to make, the secret societies have it, as do the Brithini, although
second Machine takes two years to make, the third some people - like the Galvosti - do not.
Machine takes four years to make, the fourth Machine For Example: Consider the above example, but this
takes eight years to make and so on, doubling each time with the Tap Art whereby things get better (for the
time. Tapper!). If you have Tap 31% you could cast an
intensity 2 Tap with no POW loss - so assume that any
If a Machine is destroyed, or the caster voluntarily such NPC will always have 2 Tap Pool Points. If
allows a spell to lapse, a new Machine can be created they're more powerful they'll have Tap 91%, and thus
to take its place. That Machine takes a number of years be able to cast an Intensity 5 Tap with no loss of POW.
to create equal to the years that created the Machine So assume that the most powerful magi with Tap, who
that was lost or rendered unusable by the spell being have their skill in the 90's, is wandering around with 5
cancelled. Tap Pool Points all the time. But even then, to get the
Ordinance higher levels, they won't be able to use the Tap Art to
avoid the POW loss. So to get a Tap Pool of 10, they're
For every level in this Art, every other Art the spell has
going to be spending POW (unless they get their skill
been manipulated with is increased by one (these extra
to 191% or higher, which is just uber gross under the
level don’t count towards the total amount of
new rules).
manipulation). This can no more than double any other
Art used in the spell. For every level used in this Art, Time
the spell takes one day to cast. This art affects the spell it is cast on by delaying the
Reversal time it takes effect. The spell is cast normally. If it
successfully overcomes any resistance rolls, The Familiar Vow
countermagic, etc., it then does not “go off” until a The final Vow every sorcerer takes (with the exception
certain time later, depending on the number of Time of the Mostali) is the Familiar Vow. The character
levels used. When the spell is cast, the user states must engage in an extended ritual and succeed in the
exactly when the spell will take effect, at any time up appropriate Mythology roll. If they succeed, the ritual
to or including the delay he has ensorcelled. For takes effect, and they get both a Familiar and the
instance, with 3 levels of Time, he could name any appropriate Vow. If they fail, they may try again after
delay up to an hour. an appropriate amount of time (say, next downtime).
When the spell finally takes effect, it bypasses all A Familiar must be either an incomplete creature or a
countermagic and resistance rolls and directly affects creature with Fixed INT. The caster must give 1 point
the target, no other rolls necessary. of their own stats to the familiar for each missing stat.
Time levels Delay If the familiar dies, they get the lost stat back, exactly
3 1 round one year later.
4 1 minute Stat boost
5 1 hour INT adds 2d6 to familiar's INT.
6 1 day POW provides a POW equal to your own,
which can only be increased by an experience roll of
7 1 week 01-05.
8 1 season SIZ if familiar already has SIZ, makes it
9 1 year permanent. If not, provides a SIZ of 1.
10 1 wane STR as per SIZ
11 1 age CON as per SIZ
12 eternity DEX gives a DEX of 2d6
Tragedy
Familiars have mental contact with their masters, and
Every level used in Tragedy increases every other Art he can use any spells they know (and vice versa). In
used in the spell by one. Every time Tragedy is used addition, familiars automatically know all the sorcery
the character acquires a bad luck reroll. The GM can, at skills and arts of their master. They do not have their
any time, use up that reroll and force the character to own Presence, but share the master's.
reroll a die roll they have made. They must take the
An owner can choose to free his familiar from mental
new result. It cannot be rerolled twice in a row.
control and fellowship. It still retains any Stat(s)
Vows provided. If it dies, the owner still gets his lost stat
back after a year. A freed familiar starts off with
Every sect has five Vows that characters can take. sorcery spells and Arts equal to its master's level, and
Every time a character gets to 90% in a spell, they may gains its own Presence as if it had the Vows of Vessel
take a Vow. and Lore Mastery.
Every time they take a Vow, they can Maintain one A sorcerer can only have one familiar at a time, unless
more spell, learn one more Art and attune to one more they free their familiar, at which point they may have a
magical item. Until a character has taken the Vow, they replacement (but do not get the lost stats back until it
cannot Maintain any more spells nor learn any of the dies). Killing one’s own familiar is frowned upon in
minor Arts. most societies.
The five levels of Vow are: List of Vows
Junior Vow Abjure Armour: Never wear any physical armor.
Minor Vow Abjure Arms: Never use a weapon of any type.
Major Vow Abjure Art (Major): You may not use the chosen Art,
Greater Vow selected from Intensity, Range, or Multispell. If you
chose Intensity, all your spells are Intensity 1. If you
Familiar Vow
choose Range, spells which normally have Range are
They are taken in order. So a character takes a Junior touch-only for you. The only exception are spells
Vow first, then a Minor Vow etc. The Vow list is given which center on you but which require a Range
below, and the Vows that correspond to each level is component for an area effect (such as Attract Harm). If
given in the appropriate description in the Cults you choose Multispell, you may never use that Art.
section. May be repeated up to three times, for a different Art
each time.
Abjure Art (minor): You may not use the chosen Unlike the vow of Shun Moon, the vow of Flee Moon
minor Art. See Abjure Art for details. May be repeated, is in fact available to certain sorcerers. The Flee Moon
for a different Art each time. May only select Arts vow is peculiar, though – during the dark & dying
taught by one’s own cult. moon, you take no loss from exposure; during the
Abjure Knight Arms: like Abjure Arms, but permits crescent phase, you take half the loss; in the half-phase,
you to use staffs, daggers, and other un-military arms. you take losses normally; and during the full moon you
If you later take Abjure Arms, this lesser vow is take twice the loss.
subsumed (and you only get 2 total Presence). Gluttony: Must ritually devour five or six times the
Abjure Metal Armour: like Abjure Armor, but permits normal amount of food daily. Sometimes results in an
you to wear leather, wood, or other non-metal armor. increase of SIZ over time, and often a decrease in CON
This Vow conflicts with Abjure Armour. as well.
Abjure Day: May cast no spells during daylight hours. Illumination: This can only be taken by Illuminates. It
Ritual spells may start in daylight, but must conclude has now other effects. Effectively, this means that if
during the hours of darkness. this is a required Vow of a cult, one may not proceed
further without first becoming Illuminated.
Abjure Liquor: Never drink alcoholic beverages.
Kill a Follower Yearly: This must be someone who has
Abjure Night: Like Abjure Day, but for Night. voluntarily sworn to your service. His sacrifice need
Abjure Servitude: A rare Vow. You may not serve as a not be voluntary on his part, though.
vassal nor be a master. This includes apprentices, Kill Offspring: sacrifice one of your children each
bound spirits, familiars, etc. You may not cast year.
Command, Dominate, or similar spells.
Location (varies): This Vow cannot be broken.
Adulation: Devotion is given to a saintly relic, icon, or Instead, the amount of spells the character can
idol. The relic must be kept safe, given ornamentation, Maintain now varies with their geographic location. On
routinely tended, prayed to, etc. Only available to non- his home island it is +1. If it is somewhere in the East
iconoclastic Malkioni sects. Isles where he can see his home island, there is no
Cannibalistic: Must eat the flesh of your own species modifier. Other places in the East Isles is a -1 modifier.
at every meal. Anywhere else is -2.
Celibacy: This includes sexual congress of any type, Moon Love: Perform minor blood sacrifice (a small
including homosexual, cross-species, etc. animal or fish) every low tide.
Dawn Love: Sing a hymn every daybreak. Necrophilia: Must sleep with a corpse weekly. This
Deep Cannibalism: May never eat any food but human Vow does not conflict with Celibacy.
flesh. Never kill a [category]: The sorcerer is still permitted
Devotion (soul): Each year, sacrifice 1 POW to the to let such things die by inaction, and he can order
Invisible God. Only available to Malkioni. someone else to kill a that category of entities.

Devotion (location): Must attend a selected temple at Never speak to [category]: Only converse with people
least 1 day a week, preventing long distance travel (or things from that category.
requiring the Teleport spell). This vow may be Never take a woman but by force: For males only.
repeated, for the same or different temples, but must be This Vow conflicts with Celibacy.
a different day each time, of course. Only speak to [category]: The sorcerer can speak to
Devour Foe: Must feed on any creature you kill. Even no-one other than beings from this category. This vow
a small bit will suffice (or even just a successful Bite conflicts with any ‘Never Speak to Vow’ that relates to
attack in combat). Blood counts as “food”. entities that routinely do not fall in this category.
Eat only [category]: Must eat only that category of Partial Vegetarianism: Forbids eating the flesh of
entity. warm-blooded animals (only). This Vow conflicts with
Fasting: must not eat or drink one chosen day each vegetarianism.
week. This Vow may be repeated. If the sorcerer Rituals (minor): Must spend an additional melee round
breaks this Vow, he loses the Presence for all Fasting in preparation before casting any spell.
Vows he has taken. Rituals (major): You must spend an hour in
Flee [Element]: You are harmed whenever you are left preparation before casting any spell. This vow conflicts
exposed to the full force of the named element. For with other Ritual vows.
instance, Flee Sky would harm you if touched by full Rituals (mighty): You must spend a year in preparation
sunlight. Flee Storm harms you via moving air (i.e., before casting any spell. This vow conflicts with other
wind), and so forth. When taking this vow, it will Vows.
specify what is lost, and how fast, when exposed to that
element. Sacrifice [stat]: Lower the requisite statistic by the
noted amount. Retraining the lost stat is disallowed. In
the case of POW, it also limits the character’s Breaking and Conflicting Vows
maximum POW. One cannot simply cast aside vows. The only way to
Sacrifice Eye: Tear out one of your own eyes, which get rid of them is to break them, or select a conflicting
cannot be regrown. vow.
Sacrifice Genitals: Remove your own privates, which One can break a vow by transgressing what it says. As
cannot be regrown. soon as the vow is transgressed, it is lost, as are the
Sacrifice Hand: Cut off one of your hands which benefits attached to it. The bonus to Maintaining spells
cannot be regrown. is lost. The Art the character selected is kept. However,
the next Vow that the character receives must replace
Sacrifice Leg: Cut off one of your legs at the knee, the broken vow (and comes from the same level as the
hich cannot be regrown. broken vow) and the character does not gain another
Sacrifice [species]: Must sacrifice a member of that Art when taking a vow to replace a broken one.
specie once every season. One can also lose a vow by selecting a conflicting vow.
Sea Love: Wash in sea water once a day. At that point the character can (and should, unless they
Seclusion: Spend one week of every year in total want to lose the benefits) select a different vow to
seclusion. During this time, the sorcerer may not speak, replace the conflicting vow. The new vow should be
may not cast any spells, and must avoid contact with taken from the same level that the conflicting vow that
the outside world. This week must be the same week has just been lost came from.
every year. This vow may be repeated. Whether a vow is lost by breaking it or dropping it
Self Abnegation: Never cast or maintain any spell on because of a conflict, a character can never, ever take
yourself. that vow again, no matter what the circumstances.
Self Exaltation: Never cast or maintain a spell on any
target save one’s own person. This includes inanimate
objects.
Shun Harm: Cast no attack spells.
Shun [Element]: Cast no spells that control, evoke, or
otherwise manipulate the selected element. For
example, a sorcerer with Shun Sky cannot cast Glow.
A sorcerer with this vow may learn Resist spells vs. the
chosen element. Note that nobody can take Shun
Moon, for non-Lunar sorcerers can't use such magic
anyway, and Lunar sorcerers are forbidden this vow.
Shun Holy Ground: Never enter the holy ground of a
non-chaotic cult. If you are taken there against your
will, the Vow is still broken.
Shun Unholy Ground: Never enter the holy ground of
a chaotic cult. If you are taken there against your will,
the Vow is still broken.
Shun Immortality: Never cast or maintain the
Immortality spell upon yourself (you may do so for
others), nor receive any similar life-extending magic.
Naturally immortal entities may not take this Vow
unless they have somehow become mortal.
Shun Tap: Never cast or maintain Tap.
Silence: Never communicate verbally. You may use
Telepathy, hand signals or the written word to
communicate. This does not prohibit spellcasting.
Storm Love: Never seek shelter from storm.
Vegan: You are required to be a vegetarian and in
addition must avoid milk and other animal products.
This vow conflicts with vegetarianism and partial
vegetarianism.
Vegetarianism: Eat no animal flesh, including fish and
fowl. This vow conflicts with partial vegetarianism.
List of Sorcery Spells
Animate Dead (Uncommon) Apprentice Bonding (Common) 10: tells you the exact stat, as well as the amount
ranged, active This establishes a special link between the of magic additions
Each Intensity animates 6 SIZ or 1d6 STR. master and his students. Once completed, the Assess Skill (Reformed Hrestoli)
Normally, sufficient Intensity is required to master always knows the approximate distance ranged, instant
make the entire corpse's SIZ animate (but in and direction of the apprentice, and can issue a This spell allows you to discover the level of a
special circumstances, just a corpse's arm, head, mental summons for the apprentice to return to person's skills. Intensity rules the effect.
etc. need be activated). If the corpse is not given him (which the apprentice need not obey, at his 1: tells you whether it is greater than the base
at least half as much Intensity for STR as it has peril). He cannot read the apprentice's mind or chance
for SIZ, it will only be able to wriggle around, control his actions in any way. This effect lasts 2: tells you whether it is greater, lesser, or equal
not actively locomote. More SIZ cannot be until the master's death. When this spell is cast, to your own score in that skill.
animated than the creature's original SIZ, but the the apprentice, who must be willing, loses 1 3: tells you the exact percentile score.
creature can be given more STR than in life. An POW. Attract [harm] (Uncommon)
animated corpse's move is 1 less than in life, and Arkati Blade Ritual (Old Arkat Cult Alliance) attack, touch, transient
an animated skeleton moves as fast as in life. Ritual spell The recipient tends to attract various harmful
Example: Subadim the sorcerer wishes to This spell can be cast on any weapon. It is cast attacks. It starts with a 10m radius around the
reanimate a dead horse, SIZ 32. This costs 6 before a member of the Alliance goes to the target, and Range can be used to widen the
Intensity for SIZ, plus if he wants it to be able to HeroPlane to hide in waiting as a Kult guardian, effect. If the target becomes inanimate (i.e.,
walk around, he’ll need to spend half as much on the look out for foolish HeroQuesters who dies), the spell ends. If two Attract spells would
Intensity on STR (i.e., 3, which gives a STR of abuse the HeroPlane. It requires an intensity both affect a given attack, the higher Intensity
3d6). He can make the horse stronger if he equal to the ENC of the weapon. Whilst under spell checks first to see if it succeeds. If two
wants (and if has sufficient ability). the effects of the spell, and whilst on the spells of equal Intensity compete, the one nearer
Animate [substance] (Common) HeroPlane in the capacity of a guardian (and no to the attack checks first.
ranged, active other way), the weapon is Powered. In other Magic –ranged spells only. The recipient must
Each Intensity lets the caster animate 1 SIZ, 1 words, any roll involving the weapon is be a legal target of the spell in question. For
ENC, or 1 cubic meter, as appropriate (non-solid increased by one success level, so a miss instance, if he is not visible to the spellcaster, he
substances such as air, light, or fire would be per becomes a hit, a special becomes a critical etc. does not attract the spell. Match the Attract's
meter, for instance). Different substances have Armouring Enchantment (Common) Intensity vs. an eligible spell on the resistance
different characteristics. An Animate spell Enchantment table. If the Attract wins, the spell targets the
cannot be used to affect a complex living This spell can be cast on objects, weapons, recipient, even if he cast the spell himself.
creature, such as a human or troll. Unless the pieces of armour or living creatures. If used on Missiles –all eligible missiles roll 1d20. If the
animated substance is appropriately crafted, it either a living creature only one hit location cab total is equal to or less than the spell's Intensity,
cannot wield objects or tools. The object retains be affected. If used on armour, the whole suit is the missile hits the recipient. Impales and
its former armor points. Normally, a wooden affected. Armouring enchantments do not criticals apply if the missile’s original roll to hit
object has a move of 3, a stone object a move of require attunement. The enchantment increases was such.
1, and a metal object a move of 2. Other the AP of the object to the level given below. If Spirits –all spirits capable of offensive spirit
substances can have their move rates figured out the object is already above that level, it does combat must roll their MPs vs. this spell's
appropriately. used for animating substances nothing. Intensity each round they are within the spell’s
such as stone, wood, metal, etc. Level AP radius. If they are overcome by the spell, they
An Animate can be generic, such as Animate Gain must attack the recipient. Spirits currently
Metal, or specific, such as Animate Bronze. Simple 2 engaged in spirit combat or who have 10 or
To determine the degree of control the caster Advanced 4 more MPs than the Attract's Intensity can ignore
has, you must to figure out how specific his Runic 7 this spell.
Animate spell is, combined with certain other Powerful 11 Attune Magic Flow (Kralori)
conditions. See the following chart for the basic Heroic 14 Ceremony
system. Armour Gnome (Tin Dwarf) Requires points equal to the caster’s POW. It
DEX Mult. Spell Enchantment doubles the chance of his POW increasing with
x7 Specific- This enchantment is cast upon stone, which is a successful POW gain roll, but must be
Animate Weedeater the Sword then absorbed by a willing gnome. For the continuously in effect from before he gets the
x5 duration of the spell the gnome gains a number POW check until after the POW gain roll is
Item&Material- Animate Bronze of armour points. If the gnome is killed, and made. [change somehow]
Sword returns to the spirit plane, when it is Ban (Galvosti, Valkarist)
x3 Material- Animate Bronze resummoned the enchantment is broken. Enchantment
x1 Class- Animate Metal Level AP This is used in an area enchantment. The caster
Gain must name the species or entities banned and
If an object is very unsuitable for the desired Simple 2 must place MPs into the enchantment. A banned
action, it cannot perform it regardless of DEX Advanced 4 entity must overcome the Ban’s points with its
roll. f the target is especially well–suited, the Runic 8 own to enter the area. Once inside, it must
caster may get a bonus. Powerful 12 attempt the die roll again each melee round or
If the target object has moving parts (like a door Heroic 18 lose 1 MP. An entity with 10+ MPs more than
lock), the user's Devise skill applies, if lower Assess Characteristic (Reformed Hrestoli) the Ban’s points can ignore it.
than the DEX roll. ranged, instant This spell costs 1 POW per species banned.
A damaged object can be repaired via Animate, This spell allows you to discover the level of a Banish Undead (Hrestoli, Rokarism)
if the caster takes at least an hour (more, for person's characteristics. When cast, the sorcerer ranged, instant
very delicate jobs such as jewelry or fine must specify the characteristic being measured. This spell affects only on the dead, the undead,
mechanisms) and is able to succeed at the Intensity affects the spell’s result: and undead magical constructs. The Banish's
appropriate Craft. 1: tells you whether it is greater, lesser, or equal Intensity is matched vs. the undead creature's
When Animate ends, the target object returns to to the average for his species MPs on the Resistance table, with the following
its original form, unless the caster makes the 2: tells you whether it is greater, lesser, or equal possible results:
effect Permanent, or successfully uses a Craft, as to the caster's identical stat. Critical: Undead destroyed, dissolved, etc.
above. 3: tells you the current value including magic
additions
Special: If caster immediately spends 1 POW, have Boost Hate Chaos, or Boost Loyalty extremely rare among trolls, even for other
Undead is destroyed. Otherwise, Undead loses Family. Each intensity increases the Passion by darkness-related creatures such as scorpions or
3d6 MPs. one. bats.
Normal: If caster immediately spends 1 POW, Breath of Thella (East Isles, Valkarism) Castback (Common)
Undead is destroyed. Otherwise, Undead loses Touch (but Range is used), either instant or touch
1d6 MPs. temporal If an attack spell fails to overcome the target's
Failure: No effect Can be cast either as "exhalation" or MPs and has Intensity equal to or less than the
Fumble: Undead receives MPs equal to Banish "inhalation". Castback's, it bounces back at the caster. If both
Intensity "Exhalation" forms a bubble of breathable air target and caster have Castback, the spell may
Basic Rites (Common) around the caster with a radius equal to the ricochet back and forth until it finally affects one
1 point spell’s Range in meters. It can be used of the targets.
ritual ceremony, stackable, reusable underwater, in poison gas, etc. It may repel Cast [Emotion] (Rare)
This spell is used for just about every basic hostile sea creatures. ranged, passive, temporal
ritual common to a cult. Most importantly it "Inhalation" creates a bubble of vacuum within Causes the target to be affected by the
allows one to lead worshipping ceremonies, the radius. Each living being within takes appropriate emotion. The precise effects depend
initiate members to the cult, excommunicate 1d(intensity) damage to its general hit points; no on the emotion. In all cases, an INTx1 roll
people (thus also summoning spirits of reprisal), resistance allowed. The caster is always inside. allows the target to realise that they are affected
and consecrate territory. In this form, the spell is instant, as the vacuum by the spell (higher if they are expecting it), and
To carry out various activities requires a certain swiftly collapses. they can attempt to dispel or otherwise counter
level in Basic Rites. With a 20% or higher you Breath of Vithela (East Isles, Valkarism) it. Opposite emotions cancel out. The next few
can carry out basic worship ceremonies. With Self-only, instant spells are examples of particular emotions.
40% or higher you can initiate people into the Requires an Intensity of at least 9. However,
cult if they meet the cult requirements. 60% or when it is cast, it immediately restores the Design notes
higher you can consecrate an area ready to be caster’s MPs to his maximum (i.e., twice his
made into a temple. 75% or higher you can POW) minus 1d6. Each time this spell is cast, an These spells come from David Cake’s
excommunicate someone if their Mythology additional 1d6 is subtracted from the maximum, sorcery system I believe.
score is lower than yours. With 90% or higher until the user goes a full season without casting
you can engage in mass initiations on holy days, it.
allowing you to initiate up to twice your POW at Call [energy] (Common) Cast Confusion (Rare)
once. ranged ranged, tmporal, pssive
Blade of Puissance (Kralori) Produces the specified energy everywhere When cast upon a target with normal INT, eery
Touch within the spell’s Range. time they attempt to use a skill or cast a spell
Creates a brilliant sword of emerald-hued energy Call Calm – decreases wind velocity by 2 kph there is a 10% chance per Intensity of spell that
which does 3d(Intensity) damage and has 15 AP per Intensity. they forget what they know of the skill or spell.
for parrying (but can't be broken). If the target Call Cold –lowers the temperature by 2C per If a skill as a base chance of greater than 0%, it
drops the blade, it dissipates. Intensity. can be used at its base chance of success(base
Blessing of Vithela (East Isles, Valkarism) Call Heat –raises the temperature by 2C per plus bonus) only. If the target of the spell
touch Intensity. succeeds in an INTx1 roll when he or she is first
Strengthens the target's defenses vs. magic Call Light –creates a faint glow. Intensity 1 is affected by the spell, he or she realizes that they
(only) by 1/Intensity. For most spells, this enough to read by, Intensity 5 is near-daylight, have been affected by the spell, and can attempt
simply increases the target’s MPs as measured 10 makes bright daylight. to dispel or otherwise magically counter the
for resistance, but the exact defense will change Call Shadow –creates a faint shadow. Intensity 5 effects of the spell.
per spell. For instance, the target’s effective makes a shadow even in full daylight, and 10 is Cast Courage (Rare)
POW or CON vs. spells that target those is like a moonless night. ranged, passive, temporal
increased as well. Call Tide –only usable at the seashore. The Increases the chance to hit in melee by half
Block Pagan (Rokarism) water’s height is raised or lowered (caster’s again, when cast on a being with normal INT.
attack, ranged choice) by 2 cm per Intensity. The target cannot parry or cast magic other than
Has no effect on non-shamans. If the shaman Call Wind –increases wind velocity by 2 kph per attack spells. He or she can still Dodge, but at
fails to resist, and the intensity of the spell is Intensity. half skill. Characters outside of melee(such as
equal to or greater than the fetch’s MPs, the Call [species] (Rare) missile users) attack and Dodge normally. Each
shaman’s fetch is severed from him, and can Ritual ceremony, ranged additional level of Intensity adds 5% to the
take no actions until Block Pagan expires. If the This ritual sends out a silent summons. All chance to hit and subtracts another 5% from
shaman is on the spirit plane, he cannot return to members of the specified race within range Dodge. If the target of the spell succeeds in an
his body until Block Pagan expires. whose magic points are less than the spell's INT x 1 roll when first affected by the spell, he
If the fetch's MPs exceed this spell's intensity, intensity will feel a compulsion to move towards or she realizes that the spell is in effect, and can
the fetch is blocked from the shaman for one the caster at their normal movement rate. No attempt to dispel or otherwise magically counter
melee round per Intensity. resistance roll is necessary. This compulsion the effects of the spell. Each Intensity of Cast
Boost Action persists as long as the ritual continues; if the Fear cancels one Intensity of Cast Courage.
(Blackmorian Monks) ritual ends, the compulsion ceases. Intelligent Cast Desire (Rare)
touch, passive members of the species will feel the call but are ranged, passive, temporal
Available only to Blackmorian Monks and only not under the effects of the spell (although This spell causes its victim to see a target of the
learnt once the 23rd book has been read. For nopthing prevents them from investigating the caster's choice as sexually attractive, adding 1 to
every 5 intensities of the spell, the target has one Call on their own). the target's effective APP for each Intensity of
action extra per round. The species affected must be specified when the the spell. Both victim and target must be within
Boost [elemental] (Stygian) spell is learnt. The species must be physical, and range of the spell. If the victim fails a roll of his
ranged complete except for Fixed INT. No versions of or her POW vs. the effective APP of the target,
This spell must be cast on an elemental. The this spell exist which Call species that are the target can seduce him or her. If the victim of
spell's Intensity is added to the elemental's hit normally sentient. This spell could be learned to the spell succeeds in an INT x 1 roll when first
points. If the spell lapses, the extra hit points call a specific, unique being (the Crimson Bat, affected by the spell, he or she realizes that a
vanish, possibly destroying the elemental. for example), as long as it was of Fixed INT. spell is in effect, and can attempt to dispel or
Boost [passion] (Old Arkat Kult) Such a spell would have to be developed by an otherwise magically counter the effects of the
Ritual (ceremony), self only, temporal individual sorceror, and thus would be spell. Of course, a victim is seduced more easily
This spell increases the passions/personality extremely rare. by someone he or she would be attracted to
traits of the caster. There is one spell for most Among trolls all sorts of Call [insects] spells are without the spell, and it is very hard to make the
Passions other than Piety passions. So you may known, as is Call Spider. Other spells are victim go to bed with someone who would
ordinarly be repulsive to that person. Each
Intensity of Cast Desire cancels one Intensity of Henchman has twice the normal chance of destroy the old one. All resources stored in the
Cast Malice. resisting disease and poison and only takes half old mandala are lost.
Cast Malice (Rare) damage from them. Create Vampire (Vivamort)
ranged, passive, temporal A Henchman is in permanent link with the Enchantment
This spell causes its victim to see a target as an Vampire and must obey the Vampire's The victim of this ritual must be alive for the
enemy. It does not create blind fury, or make commands without hesitation. first six days of the ceremony, and is killed one
them attack them immediately, but it does cause If a Henchman's Vampire is destroyed, he will day before its completion. This spell costs 7
unreasoning resentment. Both Victim and target lose the extra characteristics as does a familiar. POW to cast.
must be in range of the spell. The effects of this He will also begin to age normally. Create Ward (Lead Dwarfs Stone subcult)
spell are highly roleplaying dependent. It is A Henchman can never become a Vampire. He Enchantment
diffiult to overcome strong friendships and love has given up the chance to serve a master now. This spell is cast on a block of stone designed to
with this spell, though it can make things diffiult However, he has POW and is alive, so he has the act as a barrier. For the duration of the spell the
temporarily. Each Intensity of Cast Malice benefits of immortality without the restrictions affected stone cannot be moved in any way
cancels one Intensity of Cast Desire. of Vampire status. unless the caster speaks a command word stated
Cast Fear (Rare) Those Vampires who do not fit in with temple at casting. The SIZ affected, and the duration,
ranged, passive, temporal ways tend to create Henchmen and go their own depends upon the level of the enchantment.
Lowers morale of a being with normal INT. If way. After all, he now has a servant who serves Level SIZ Duration
the target believes the situation is bad, he or she out of love and self interest, not fear- a great Simple 1 1 year
attacks at only half percentage, and can cast only advantage. Advanced 3 5 years
defensive and healing spells. An Intensity 2 Create Mandala [INT or POW] (Vormaini Runic 8 50 years
spell causes this effect regardless of whether or sorcery) Powerful 15 200 years
not the target believes he or she is outclassed. ritual enchant spell Heroic 30 700 years
Every level of Intensity beyond the first 2 This set of rituals are used by Vormain sorcerors Create [wraith] (Stygian, various chaos cults)
subtracts 5% from the target's chance to attack. to create their version of familiars. An inanimate Enchantment
If the target of the spell succeeds in an INT x 1 object is made into a familiar, but it is not There are three versions of this spell, each
roll when first affected by the spell, he or she transformed into a complete creature, unlike the creating on the types of wraiths. The type of
realizes that the spell is in effect, and can normal RuneQuest rules. The outward form of a wraith created must be specified when the spell
attempt to dispel or otherwise magically counter mandala is a mystical symbol embodying the is learnt (i.e. to see if it attacks INT, STR or
the effects of the spell. Each Intensity of Cast religious beliefs of the Vormaini religion. The CON).
Courage cancels one Intensity of Cast Fear. object may be of any material and the symbol Create Wraith must be performed over a newly-
Clear Mind (Galvosti) executed in any medium. Wood or ivory slain corpse. It forces the creatures soul to
ranged carvings and painted scrolls are the most appear as a spoirit and attack the caster in Spirit
Each Intensity gives the target 1 point of common forms. Combat. If the spirit is able to reduce the caster
protection vs. spells which act against INT. For A sorceror may use an object created by a to zero magic points, it is free to go on to its
instance, it provides false "free INT" for craftsman, but he must sacrifice an additional normal afterlife. If it is reduced to zero magic
defending against Stupefaction; and subtracts 1 point of POW to attune to it. points, however, the caster may bind it to the
from the target's effective INT for recovering The mandala is created in an enchanting ritual, spot where its body lies. The caster gains no
from Befuddle. Other spells that target INT are but the 1d100 roll must be successful under the command over the wraith and must use further
affected likewise, by raising or lowering the sorceror's appropriate Craft skill as well as magic for that effect.
caster's INT, whichever is most helpful. Enchant. The sorceror may transfer the desired The wraith retains its INT, and has magic points
The target becomes resistant to all mind- and number of INT or POW points into the object. equal to its former POW. Its CON depends upon
emotion-affecting spells. If he is under a mind- For each point of INT so transferred, the its original stats according to the following:
affecting spell with a lower Intensity than the mandala gains 1d10 INT. For each point of Level CON
Clear Mind, the latter masks the former's effects POW transferred the mandala gains 1 POW. Simple CON
until the Clear Mind is allowed to lapse. This Hence, if a sorceror put 1 point of INT and 3 Advanced POW+CON
renders one immune not only to harmful spells, points of POW into his mandala it would have Runic POW + [ CON x 1.5 ]
but certain beneficial spells as well, such as INT 1d10 and POW 3. Each characteristic point Powerful POW + [ CON x 2 ]
Fanaticism, Telepathy, Erotocomatose Lucidity, taken from the sorceror requires spending one Heroic [ 2 x POW ] + [ CON x 2]
and Mindlink. Mental contact with a familiar or hour in the enchantment ritual. Curse Chaos (Rare)
apprentice remains intact. A mandala is automatically created with the ranged, temporal
Counterconception (Sedalpist) condition that it is only usable by the caster. This spell is effective only against chaos tainted
Attack, ranged The sorceror may use the mandala's INT to store beings. When cast the caster must overcome the
This spell requires an Intensity at least 1/3 the spells, its magic points to cast spells and its target's mp's with his own.. For every point of
target’s CON. If the target fails to resist, he or POW to add to his own in resisting spells cast at intensity, the skills of the Chaos beast is reduced
she becomes totally infertile until this spell is him. In order to do this, he must be touching the by 7% until the spell expires. The caster cannot
cancelled. mandala or have it clearly in his line of sight. use this spell to detect whether a creature is
The mandala may not cast spells off of its own chaotic or not, as the caster will believe it has
Design notes volition (it has none) but may be ordered to cast worked even on non-chaotic beings.
a spell stored within it given time or under given Dampen Damage (Rokarism)
And these are from Simon Phipp’s circumstances. It can be programmed with a ranged
vivamort cult write up. number of such orders equal to its INT. The This spell is cast on a weapon, and requires
mandala will do with even if the sorceror is not Intensity equal to the weapon's minimum
present when the conditions are satisfied. damage roll. For instance, a broadsword (1d8+1)
Create Henchman (All characteristics except Only a minor telepathic link exists between the requires Intensity 2. A poleaxe (2d6+2) requires
POW) (Vivamort) sorceror and the mandala. He will know its Intensity 4. The affected weapon’s weapon's
ritual enchant relative direction from him as long as he is damage roll is always the minimum possible.
This spell is used to create a special henchman. within 10km. Bonuses for special hits or magic add normally.
It may only be used on a complete creature and Spells affecting the emotions will not affect the For instance, a Dampened scimitar that impales
may not be used twice on the same creature. It is mandala nor be transmitted through it to the does 3 + 1d6+2 damage. A Dampened rapier
similar to the Create Familiar spells in that it sorceror. Only spells actually directed at with Truesword does 2 + 1d6+1.
transfers characteristics from the Vampire to the destroying the mandala can affect it and it can Dance of the Gold Maiden (East Isles,
Henchman, increasing the characteristics of the resist using its own magic points. Valkarism)
Henchman in exactly the same way as Create A sorceror may have only one mandala at a Touch
Familiar. time. If he wishes to create a new one, he must This spell’s effects vary with the target. When
The spell also makes the Henchman ageless with cast upon a female, a faint rosy-gold glow
resistance from disease and poison - the
surrounds the target,, whose Fatigue and Hit Agility lowers all Agility skills, not including All the “Dream of ...” spells are explicitly
Points are increased by 1 per Intensity for as parries. designed to be maintained for long periods of
long as the spell lasts. This spell cannot be cast Disguise (Vormaini Sorcery) time on the sorcerer himself. While maintained,
upon a being lacking a clear female gender. touch, passive, temporal the target has the ability to spend MPs to get
When cast upon a male of the caster's species, it This spell allows the caster to alter the outward particular effects. In any case, he cannot spend
is an Attack spell, and requires an Intensity appearance of the target into that of another more MPs than the spell’s Intensity.
equal to at least half the target’s POW. The member of the target's own species. The spell 1) 1 MP adds +10 to a chosen Stealth skill for
victim is rendered incapable of attacking any only affects living creatures who have SIZ. One the next hour.
female in hand-to-hand combat so long as the level of Intensity will affect 3 SIZ points. 2) 3 MPs + 1 pt/meter lets you attempt to
spell lasts. He can fire missiles or spells, and can The target's new appearance may be of any age, Command a shade.
attack females of other species. A female not sex, apparent SIZ or APP. Only the appearance 3) 1 MP adds +1 to your POW for the next hour.
recognizable as such (in boy's clothing, changes; characteristics and skills do not alter. A Dream of Elucidation (East Isles, Valkarism)
cloaked), can also be attacked. An affected male gouty old man will still hobble along even if he Self-only, Multispell must be used
can parry, shout for help, etc. appears as a lithe young woman. The caster is temporarily gifted with the
Dance of the Pink Goddess (East Isles, The sorceror chooses the new appearance given knowledge of a selected Sorcery spell which he
Valkarism) to the target. If the form of an existing character does not already know. He must Multispell the
ranged is used, it may be flawed. The GM should other spell with his Dream of Elucidation, and is
The Dance of the Pink Goddess is not secretly roll 1d100. If the roll exceeeds the considered to have a skill in casting said spell
necessarily considered evil, but is at least sorceror's INTx5, then flaws exist that may be equal to his skill in Dream of Elucidation.
unethical and forbidden in all densely-inhabited observed by characters who know the model. Only a Lucid islander can learn or cast this spell.
lands. It creates a radius effect equal to the Roll against INTx5 for such characters Dream of the Island (East Isles, Valkarism)
spells’ Range in meters (i.e., range 6 would whenever they spend any appreciable time in the Touch
affect an area 6m in radius). Anyone that enters presence of the disguised character. While this spell is maintained, the target has the
the area immediately matches his or her MPs vs. Magic Sight of any form can penetrate a ability to spend MPs to get particular effects. He
the spell’s Intensity. If he fails to resist, he sees Disguise spell at once. cannot spend more MPs than the spell’s
the Damsel of Despairing Delight, and becomes Dominate [species] Intensity.
a devotee of the most salacious Aspects of the (Rare) 1) 1 MP adds +10 to First Aid, Treat Poison, or
Pink Goddess. He must be restrained from attack, ranged, active Treat Disease for the next hour.
committing obscene acts upon anyone within This is an assortment of spells, each tied to a 2) 1 MP adds +5 to a chosen Stealth skill for the
reach, and even if he then leaves the radius, he single species. The intensity of the spell must be next hour.
remains under its effects. Nothing can free the at least one half of the target’s MPs. If it is, then 3) 3 MPs + 1 pt/meter lets you attempt to Co
victim but the spell’s being cancelled or a some the caster can try and overcome the magic points mand a gnome.
kind of dispelling magic. of t the target (note that’s using magic points not 4) 1 MP adds +1 to your CON for the
This spell only affects creatures with normal the intensity of the spell) If the target fails to next hour.
(i.e., non-fixed) Intelligence, and that have some resist, the caster can give the being one order. Dream of Light (Rare)
kind of sex drive. As soon as the order is carried out, the Dominate Touch
Deaden Sound (Stygian) spell ends and will have to be recast if the caster While this spell is maintained, the target has the
ranged, passive, temporal wants to continue dominating. Sorcerors can ability to spend MPs to get particular effects. He
This spell creates an immobile area within stack Once a being ceases to be under the cannot spend more MPs than the spell’s
which sound will not carry; spellcasting makes control of the caster, they have one round of Intensity.
no noise, but works normally unless the spell disorientation where they can take only 1) 3 MPs + 1 pt/meter lets you attempt to
requires sound to work (such as Truetone). defensive actions. Dominate spells so they get Command a salamander.
The area affected is 1 meter in radius per level multiple orders over a being to allow them to 2) 1 MP adds +10 to a selected Knowledge skill
of intensity used. Creatures using sonar or easily order spirits in and out. for the next hour.
Darksense within this area are "blinded", taking If the caster tries to force the target to perform
a -75% to all hearing based skills (including an exceedingly repugnant action, it gets an Dream of the Sea (East Isles, Valkarism)
combat and dodge). immediate chance to break free. In any case, a Touch
Spells which cause a specific sound effect (such sentient creature gets such a chance once a day. While this spell is maintained, the target has the
as Phantom Sound or Illusory Sound) must A being inside a binding enchantment cannot ability to spend MPs to get particular effects. He
match their intensity or magic points against the resist this spell if it is ordered to accept it, and cannot spend more MPs than the spell’s
spell, with the losing spell being dispelled. This only one Intensity need be used regardless of the Intensity.
spell is a speciality of sorcerors in Ralios near being's MPs. 1) Each MP spent lets you hold your breath
Guhan and Halikiv, and of the Sedalpists of Drain (Common) underwater for 1d10 rounds without needing a
northern Pamaltela. It is no known by trolls. attack, ranged, instant CON roll. Example: Mad Mark has been
Decrepitude (Brithini) This spell saps the energy and vitality from the underwater for 3 rounds, so now needs a
attack, ranged, instant target. For every intensity they suffer they lose 1 CONx8 roll. He spends 1 MP and the next 1d10
The target is instantly aged by 1d(intensity) short term fatigue level. rounds he needs no roll. At the end of this time,
years. If the target is a being that normally does if he does not spend another MP, he’ll need to
not age, the spell has no effect. Immature Drain [characteristic] (Vadeli) roll his CONx8, then CONx7, etc.
individuals are immune to this spell -- only Attack, touch 2) 1 MP adds +10 to a chosen Magic skill (not
adults that have reached their full growth can be Works like Tap, except the caster gains HP, counting Sorcery spells) for the next hour.
affected. which may be applied per location or as general 3) 3 MPs + 1 pt/meter lets you attempt to
Diminish [characteristic] (Common) HP. It is morally and ethically considered Command an undine.
attack, ranged identical to Tap. Dream of the Sky (East Isles, Valkarism)
Only STR, CON, SIZ, DEX, or APP can be Drain Soul (Hrestoli) Touch
Diminished. Each Intensity subtracts 1 from the attack, ranged, instant While this spell is maintained, the target has the
selected characteristic, down to a minimum of 1. If the target fails to resist, he loses 1d(Intensity) ability to spend MPs to get particular effects. He
Diminishing APP makes the target MPs. cannot spend more MPs than the spell’s
unrecognizable if the APP is reduced to less than Draw Soul (Hrestoli) Intensity.
half its normal value. Attack, ranged, instant 1) 3 MPs tells you the exact compass direction,
Diminish [skill bonus] (Common) If the target fails to resist, 1 MP is transferred regardless of cloud cover.
attack, ranged from him to the caster. This spell is normally 2) 1 MP adds +5 to any selected skill for the
Each 2 intensity subtracts 5 from the selected cast with stored MPs, for obvious reasons. next hour.
skill category modifier. All skills within that Dream of Darkness (East Isles, Valkarism) Dream of the Storm (East Isles, Valkarism)
category are affected. Example: Diminish Touch Touch
While this spell is maintained, the target has the enchantment is broken is the metal is melted Evoke Death (East Isles, Valkarist)
ability to spend MPs to get particular effects. He down to be tempered again. Ranged
cannot spend more MPs than the spell’s Level ENC This spell is to be cast upon a weapon, including
Intensity. Enchanted natural weapons. When it is cast, the user must
1) 1 MP predicts whether or not there will be Simple 10 immediately decide which of the three following
precipitation on the following day. Additional Advanced 30 effects he wishes to implement. If it is
MPs increase the length of the prediction. Runic 50 Multispelled, all weapons must receive the same
Weather affecting spells mean all bets are off. Powerful 150 effect.
2) 3 MPs + 1 pt/meter lets you attempt to Heroic 300 1) Spend Intensity equal to triple the number of
Command a sylph. Enhance [sense] (Stygian) dice damage done by the weapon, and the
3) 1 MP adds +10 to a selected Agility skill for ranged, passive, temporal ensorceled weapon always does maximum
the next hour. The sense enhanced must be specified when the damage when it hits (for instance, a handaxe
Dream of Warmth (East Isles, Valkarism) spell is learned. Each level of intensity adds 5% does 7 points instead of 1d6+1). This does not
Touch to all skills for the affected sense: Scan, Search apply to damage bonuses.
While this spell is maintained, the target has the and Track for vision; Listen and Darksense for 2) Add 2d(Intensity) to the damage done by the
ability to spend MPs to get particular effects. He hearing; Scent, Track and Krarshtkid Hunger weapon upon receiving a special or critical hit.
cannot spend more MPs than the spell’s Sense for smell etc… If applicable, the effective 3) Add 2d(Intensity) to the damage done by the
Intensity. distance will be divided by the levels of weapon upon its next successful hit (only).
1) 3 MPs creates a 1d6 Intensity flame at a place intensity of the spell (with effects similar to Evoke [energy] (Common)
you touch. A live target can try to resist. Extra Farsee). ranged, instant
MPs increase the flame’s intensity as follows: 4 Among troll sorcerors Enhance Darksense is Lets the user send a force as a beam towards a
= 1d8; 5 = 1d10; 6 = 2d6; 7 = 1d8+1d6; 8 = 2d8; most prevalent, of course, but Enhance Hearing foe, striking a randomly rolled hit location. No
etc. is nearly as widespread, ands Enhance Smell and magic points versus magic points is called for.
2) Each MP adds +10 to a selected Perception Enhance Taste are also common. Enhance Sight Evoke Cold –does 1 pt of damage/round,
skill for the next hour. and Enchance Touch are completely unknown to continuing for the spell's Intensity in rounds.
Ecstatic Communion (Vivamort) the uz. Armour does not protect.
ritual ceremony Enhance Staff (Blackmorian monks)) Evoke Flame – does it intensity in damage
This spell covers an area of radius 10m. It touch, passive minus. Flammable materials may ignite, with a
affects a number of people equal to its intensity. This spell is only known by the Blackmorian default chance of 5x Intensity. It burns every
For the duration of the spell, those under the Monks. This spell may only be cast on a staff. round thereafter for 1d(intensity). Armour
influence of the spell experience the most For every Intensity, the character has a 3% protects as per usual.
exquisite sensual joy when being drained of chance of getting a free attack whenever they Evoke Light –the target is lit up brightly.
blood and magic points by a Vampire. Vampires parry with the staff. This chance is part and Darkness entities (such as hags or shades) and
always feel this joy when they drain others. parcel of the parry roll, so at intensity 3 any roll undead take twice the intensity in damage.
Non-Vampires under the influence of the spell of 01-09 when parrying triggers a free attack. Evoke Lightning –the target takes the intensity in
will be unable to respond to outside events until damage, ignoring metal armour.
the spell has ended or until they are taken Enchant [stat] (Common) Evoke Shadow –the target's sight-based skills
outside its area of effect. Enchantment drop by 5 per intensity. This situation improves
Victims may attempt a saving throw of POW + The enchant increases the characteristic of the by 5 percentiles per subsequent round.
INT. Those failing the throw must make another person attuned to it. Lets the caster increase a Evoke Water –delivers a knockback attack with
roll at the same chance or they will co-operate characteristic of the target, except for SIZ, INT, a STR of 1d4/Intensity.
fully with the Vampires in addition to feeling or POW. The total size of the increase depends Evoke Windblast –does 1d(intensity) abrasion
ecstasy. upon the level. It can increase it beyond normal damage, first destroying armour, then hit points.
This spell is used at worship ceremonies and maximums. Evoke Luck (East Isles, Valkarist)
feeding times. It can be used outside the temple, Level Increase Ranged
but this is rare. Simple 1 This spell is often cast on an unwilling target, in
Enchant Gobbler Shot (Tin Dwarves) Advanced 2 which case it is an attack spell. When cast, the
Enchantment Runic 4 user selects a particular skill. While the spell is
Once cast on the appropriate pellets (require Powerful 6 in effect, the results of the target’s using that
craft/tin roll to create) they become Gobbler Heroic 10 skill are altered, depending on the Intensity
Shot (see Combat) . The ritual effects a number Expand (Rare) used. Only the named skill (such as “Shortsword
of pellets depending upon the level of the ranged, passive, temporal Attack” ) is affected.
enchant: This spell allows containers to hold more than Intensity 3: All rolls but fumbles become normal
Level Number of bullets their normal capacity for the duration of the successes (even critical or special rolls act only
Simple 1 spell without increasing the exterior size of the as normal successes)
Advanced 10 container. The Expanded container masks its Intensity 6: Critical rolls remain critical. Special
Runic 30 volume; its weight is reflected however by the & normal successes become special successes.
Powerful 80 actual ENC contained within. The space However, any failure becomes a fumble, instead.
Heroic 200 available in the object is increased by an Intensity 9: Any critical or special roll becomes
Enchant Halo Shot (Silver Dwarves) additional 100% of the original capacity per a critical success. A normal success becomes a
Enchantment level of intensity used. For example, an Expand failure, and any failure becomes a fumble.
Once cast on gold shot the shot turns into Halo with Intensity 3 cast on a bag capable of holding Intensity 12: Any roll becomes a fumble.
Shot. This spell effects a varying number of 10 ENC makes a bag capable of holding 40 Expedite Destiny (East Isles, Valkarist)
pellets. ENC. This spell takes effect on any sort of Touch, but Range must be used.
Level Number of bullets nonliving container. Intensity must be devoted The target is projected forwards in time, to a
Simple 1 to adding to the capacity of the container; the limit determined by the spell’s Range on the
Advanced 5 maximum basic capacity affected is 20 ENC following table. He disappears and reappears
Runic 20 unless the Intensity is raised by one to double later, in the same place and condition, along
Powerful 50 the basic capacity affected. Thus, to affect a 20 with everything he is carrying. The place where
Heroic 100 ENC capacity container to make it hold 40 ENC, he is due to appear is visible to magical senses
Enchant [metal] (varies) an Intensity 1 spell is needed. To affect a 40 or detection, and can be dispelled (which
Enchant ENC capacity container so that is holds 80 ENC, precipitates the target’s immediate
Lets the caster temper one of the magic metals an intensity 2 spell is needed. To make the latter reappearance). An unwilling target can resist.
of Glorantha. The amount that is enchanted container hold 120 ENC, an Intensity 3 spell is Range 1 1 round
depends upon the level of Enchantment. The needed. Range 2 1 minute
Range 3 1 hour This Summon produces a fist-sized stone Ritual (ceremony), self only
Range 4 1 day resembling a gigantic pearl. For each point in This ritual makes it more difficult for someone
Range 5 1 week the spell, the caster can put 1 MP into the gem, to drag you into an involuntary HeroQuest. For
Range 6 1 season which can be used to power other spells. When instance, it is possible to force a Yelmalion to
Range 7 1 year the spell lapses, the jewel evaporates, along with meet you onthe HeroPlane at the Hill of Gold if
Range 8 1 wane any unused MPs. you are a Zorak Zorani, even though they have
Range 9 1 age Granite Weapon (Iron Dwarfs) not cast the spell. Usually it requires a POW
Range 10 eternity Ritual enchant versus POW to succeed. This spell gives the
Fade (Rare) This spell is cast upon medium sized weapons caster two extra effective POW for resisting, per
ranged, passive, temporal (warhammers, swords etc.) specially crafted out intensity used.
This spell causes an object to phase out of of granite. The enchantment expires when the Hide Lifeforce (Vormaini, some necormancers)
existence into a state of limbo for the duration of enchantment ends. For the duration of the spell ritual enchant spell
maintanance. This limbo is a place of stasis the granite weapon has double normal armour The sorceror creates a receptacle in which he
where the objct suffers no damage. If the object points, and does a varying amount of base hides his life. Any object may be so enchanted.
suffers no damage. If the object is living, it will weapons damage. The sorceror must sacrifice POW equal to his
not die, unless it is already on the verge of death. Level Damage Duration CON. When the enchantment is complete, the
The spell affects 1 SIZ or 6 ENC per Intensity. Simple 1d6+2 1 year sorceror's lifeforce is "hidden" in the item.
For example, an average Human requires an Advanced 1d8+2 5 years A sorceror with a hidden life is immune to most
Intensity of 13 for a successful Fade to be cast Runic 1d10+2 50 years physical damage. He will regenerate even mortal
upon him - more if the character is encumbered. Powerful 1d12+2 200 years wounds at a rate of 1 hit point per location per
After the spell is cast, it takes effect Heroic 1d20+2 700 years MR. Only total and instant destruction of the
automatically. The caster cannot put himself into Grant Free Will (Gold Dwarfs) body (by intense flame or immersion in acid)
a Fade spell. Creatures affected by Fade leave Enchant can destroy him. However, if the receptacle
the effect of the spell with one fatigue point- This spell is cast upon stone treated with the containing his life is destroyed or even severly
ENC and half the magic points that they had spell Stabilise Stone. The level of the damaged, the sorceror perishes.
when they entered the Fade state. Objects with enchantment must be equal to that used in the The sorceror may not increase his CON beyond
spells cast upon them which are then placed Stabilise Stone spell. This spell turns the stone the value placed in the receptacle. He may
under the effects of a Fade spell will leave the from Fixed INT to normal, free INT. This increase the CON in the receptacle with later
Fade state with their spells still in effect. allows the stone full sentience. enchantments.
Detect Magic or similar spells are capable of Guard from Chaos (Arkat Chaosbane) If the sorceror is seperated from the receptacle
finding the exact location of the objects affected. touch (though range must still be used) he loses CON at the rate of 1 point per day
Dispel Magic can undo the Fade effect. When This works the same as Protective Circle. If a although he is still immune to physical harm.
the spell is over, objects affected leave the field chaos creature tries to enter then they must The distance he may travel must be determined
at the point at which they entered it; living suceed in resisting against the intensity of the when the receptacle is enchanted. The distance
beings retain no knowledge of anything occuring spell against their own POW. If they fail, they he may travel from the item is one km for every
in the spell interim. Anything in the way of may not try again until the circle is removed. POW. This is also expandable in later
returning objects is shunted to one side. Spells This is effective also against chaos spirits. It enchantments.
cast on the area hav no effect on the objects does not cause any physical damage or Homing Circle (uncommon)
while they are under the effects of the Fade impairment, only prevents the creature from Enchantment
spell. passing it's borders. Creates an area which one can target using the
False Armour (Hrestoli) Hand of Death (Boristi, Valkarist) Teleport spell, even if it is out of the user's sight.
ranged attack, touch, instant The level of enchantment determines the bonus
This spell gives the target 1 mock hit pt per If the target fails to resist, match Intensity vs. his Range levels the sorcerer can access when trying
Intensity in each hit location. These “extra” HPs CON. If his CON is overcome, he dies at once. to teleport there.
are destroyed by incoming attacks, point for This spell causes the caster 1d3 points of Level Range Bonus
point. False Armor must be destroyed hit irresistible poison damage per casting. Simple 1
location by hit location, and are located “under” Haste (Common) Advanced 3
any armor worn. ranged Runic 6
Fend Blow (Iron Dwarfs) Each 2 Intensity increase the target's movement Powerful 10
Enchantment by 1m/round and lower his DEX SR by 1. No Heroic 15
This enchantment is cast upon a piece of matter how low DEX SR drops, no action can Only the sorcerer who creates the Homing
armour. For the duration of the spell, the take less than 1 SR. The target loses Fatigue Circle may use it.
affected armour's points protect against critical equal to Intensity. Hurt Chaos (Rare)
as well as normal damage. Herohide (Old Arkat Kult) ranged, instant
The amount of armour that can be effected, and Ritual (ceremony) This spell is effective only against creatures that
the duration, is determined by the level: This spell is used in conjunction with a are chaotic, namely broo, walktapi etc.. It is
Level Amount Duration HeroQuest spell to send the Arkati to the ineffective on people who only worship chaos.
Simple One unenchanted HeroPlane. It is used so that they can hide and When cast the target's magic points must be
piece 1 year await HeroQuesters who wish to abuse the overcome, if so then the target suffers one point
Advanced One unenchanted HeroPlane, allowing them to act as the of general hit point damage for every point of
suit 5 years HeroPlane's protectors. If the ritual fails things intensity in the spell.
Runic One enchanted can go wrong for the person as they are now on Identify Spell (Common)
piece 50 years a HeroQuest! If the spell succeeds then the ranged, instant
Powerful One enchanted Arkati becomes like something in the Quest. For Allows the caster to identify a spell.
suit 200 years instance, using HeroHide for the Battle of Intensity Perception
Heroic Any suit 700 years Stormfall HeroQuest means that the target 1 General Category (i.e.
Fly (Uncommon) assumes the identity of one of the thanes. He is sorcery, Rune, Spirit Magic,
self, active in no danger, and need merely sit there and wait, Draconic)
Lets the caster levitate 3 SIZ of a target object at making sure no-one attempts to do anything 3 Point Value (for sorcery,
a move of 1. Each additional intensity adds 3 to against the Kult's beliefs. The target is only Intensity is given)
the SIZ allotment or increases move by 1, at the undetectable under most circumstances whilst 5 The spell’s name
caster’s option. Cast on an unwilling target, this hiding in this fashion. However, as soon as they 7 The spell’s full description
is an attack spell, of course. act - such as making an attack - the spell ends Immortality (rare)
Gem of Reality (Kralori) and they appear. Ritual Spell
Ranged, passive HeroQuesting Immunity (OId Arkat Kult)
Prevents the target from aging. The spell must beyond Range, the spell is null, but remains in must be at least half that of the armor in
be cast at least once a year, and needs sufficient effect. question. Casting Neutralize Armor on a bow is
intensity to equal or exceed the caster’s CON, Lustrous Missile (Lunar colleges) useless, unless you physically strike the foe with
plus 1 for each time the caster has ever cast Touch your bowstave. It can be cast on arrows or
Immortality. If the yearly casting is missed, the This spell requires Intensity 6 and may only be quarrels, however.
user suffers all the aging effects of the years cast upon a missile with a striking head of pure Neutralise Damage (Rokarism)
during which it was in effect. This spell also silver. When the weapon is loosed, the silver touch, instant
requires another component, chosen by the GM part is consumed by a glowing blue light. If the Heals damage to a hit location as per other
(water from the Fountain of Youth, virgin blood, missile hits the target, the blue light deals the Neutralize spells. The Neutralize Intensity must
etc.). For obvious reasons, this spell is rarely caster's POW in damage to the location struck, be at least half that of the damage, as with other
cast upon someone other than the caster himself. and then dissipates. The missile cannot impale, Neutralize spells.
Implant (Rare) but a critical does ignore armor. Neutralise Magic (Common)
ranged, active, instant Magic Point Matrix (Common) ranged, instant
This spell allows a sorceror to implant or take Enchantment Cancels a spell if the Neutralize Magic's
away memories within the minds of intelligent Allows an enchanter to create an MP storage intensity overcomes the defending spell’s on the
creatures. The caster can alter one minor device. The amount it can store depends upon Resistance Table. The Neutralize Magic’s
memory per Intensity of the spell and one major the level of Enchantment. intensity must be at least half that of the
memory per (target's INT/7) Intensity. A minor Level MPs defending spell.
meory might include a tally of the money in Simple 5 Neutralise Poison (Boristi)
ones possession, and a major memory might Advanced 10 touch, instant
include information on ones own identity (GM Runic 15 Relieves the effects of poison. The Intensity of
discretion advised!). To be succeesful, a caster Powerful 20 Neutralize Poison is matched vs. the poison's
must first use his percentile skill successfully Heroic 25 Potency on the Resistance table. If the POT is
with the spell, then match his magic points Magic Sink (Brithini) overcome, all poison is purged from the victim's
against the target's INT (not magic points, as per Enchant body. The spell must be cast before any actual
normal). Once cast, the alteration occurs, and the Creates an object which tries to drain MPs from damage has been taken by the target. If the
victim will fail to notice unless a POWx1 is anyone touching it. It cannot hold more MPs target is poisoned more than once, all the
made directly following the casting. If than its Intensity. It can match its current MPs combined Potency must be purged at once. A
succcessful, this POW roll tells how long it vs. anyone touching it, and if it overcomes the Multispell may be used for this; matching the
takes for the character to recollect the alteration; person, it drains 1d6 MPs into itself. It attempts Neutralizes each vs. one of the poison doses –
the actual percentile dice roll is applied in days. this once per round until it is filled or the person no more than one spell per dose.
The caster must know in advance exactly what drops the object. This MP drain is painless and Unlike most Neutralize spells, Neutralize Poison
memory is going to be altered before performing can only be sensed if the holder concentrates on has a chance to take effect even if its intensity is
the spell. it when it is happening. The sink expels its MPs less than half the poison’s POT.
Kill (Old Arkat Kult) onto the spirit plane at the rate of 1d6 per hour, Night Eyes (Vormaini Ninja schools)
attack, ranged, instant emptying it for further use. This spell costs 1 touch, passive, temporal
Normally on the HeroPlane, you do not die POW to cast. This spell allows a character to see as well in the
naturally unless someone uses the power of Mockery of Reality (Kralori) dark as in the day. Each point of Intensity lowers
death upon you. Whilst many members of the self only any percentile loss from darkness, including
Kult possess the power of death by This spell requires Intensity equal to at least half magical darkness, by 10%.
HeroQuesting for it (HeroQuesting for a copy of the caster’s SIZ, and it transforms him into an Nightmare of Hell (East Isles, Valkarism)
death), this spell can even determine where you inanimate object. He cannot cast spells or Attack, Ranged
go when you die. It can only be cast on the perform any actions while transformed, and can This is an evil spell. It must be cast upon a
HeroPlane. It may only be used on a target with only see in one direction, having no "head" to sleeping victim known personally to the caster,
less than zero hit points at time of casting. It turn. He has no need to eat and drink and has all who must be within Range but need not be
requires a magic points versus magic points to the normal characteristics of any article of its visible. It projects the nightmare of the caster's
work. At intensity one the target is dead, but the class; thus, if he is a goblet, he could be choice, and knowledge of the target's fears and
spirit is still tied to the body. A shaman can, by shattered and thus killed. He can drop the spell phobias is thus desirable. Such knowledge adds
discorporating, lead the spirit back into the at any time. 25 to the chance of overcoming the target's
body. At intensity 2, the target is dead and walks The basic spell lets him turn into an object with resistance. Intimate knowledge of the target's
the Path of the Dead as you would normally a SIZ equal to his own. He can divide this total fears adds 50. If the victim moves outside the
expect them to. At intensity 4 the target is forced by twice the amount of “extra” Intensity used in spell’s Range, it is instantly cancelled.
to Hell, and if they are Ressurected then in the spell. Example: a SIZ 12 caster who used Each time the target sleeps while the spell is in
addition to the normal rules, a guardian Intensity 8 could mimic an object as small as effect, he loses 1 CON from fear and pain. This
(physical or spiritual) must be defeated to SIZ 3. Intensity 6 is used just to cast the spell, loss is cumulative. Once the spell is cancelled,
retrieve the soul. At intensity 8 the target is sent and then his size is divided by twice the he regains lost CON at the rate of 1/day.
to a totally different Hell than the one he should remaining 2 points. Neutralize Magic dispels the Nightmare, but the
go to! This means it takes a HeroQuest to Mystic Vision (Common) CON loss remains till restored. If the target's
recover the soul. At intensity 11 or higher, the self-only (but Range is required in casting) CON is reduced to 0, his hair turns white, he
soul is locked away in one of many secret places Only affects the caster himself (the spell's Range goes into convulsions, and dies in his sleep.
on the HeroPlane known only to the Alliance. It is how far he sees). Darkness or opaque stuff One With Beast (East Isles, Valkarism)
requires a very difficult HeroQuest to rescue blocks you. When used in stressful situations Attack, Ranged
him, even mroe difficult than first locating (such as combat) the character must make a This spell can only be cast on a fixed-INT
where the soul is hidden! Mystic Vision roll if their skill is below 90. creature which is otherwise complete. It requires
Locate Object (Common) When it reaches 90, no roll is required. an intensity equal to the creature’s minimum
ranged, active The intensity determines how many targets can possible POW roll (for instance, a POW 3d6
The affected object becomes traceable by the be gauged per round. For every two intensity, a beast requires Intensity 3). If the beast fails to
sorceror. When he concentrates on the object, he single target can be gauged per use of the action. resist, then while the spell is maintained it will
receives an impression of its current direction Neutralise Armour (Hrestoli) treat you as one of its own kind. This does not
and distance. If Locate Object is dispelled, at ranged necessarily mean it will be you friend.
that moment the caster involuntarily learns the This spell is cast on a weapon. When the One With Chaos (East Isles, Valkarism)
object's current direction and distance, and a weapon strikes home, the Intensity of the Attack, ranged
mental picture of the individual casting the Neutralize spell is matched vs. the target's APs. This is an evil spell. Each Intensity permanently
neutralizing spell. If the caster or object moves If the spell succeeds, the enemy's armor does not reduces a selected skill of the target by 1d6.
protect vs. that blow. The value of the Neutralize One With Hunger (East Isles, Valkarism)
Attack, Ranged attack, ranged apples or fried chicken, and Intensity 10 is very
This is an evil spell. If the target fails to resist, Hits a random melee hit location. If the target powerful, able to reproduce flavors like red–hot
he loses 1d[intensity] HPs, which are transferred fails to resist, and the Intensity is equal to or peppers or biting into a fresh lemon.
to the caster as MPs. The lost HPs are taken as greater than the location's current hit pts, the A taste illusion can be used to attack a foe, like
evenly as possible from all hit locations. location is paralyzed. A damaged hit location an odor illusion, but the target must actually take
Locations with the most HPs are drained first. healed beyond the Palsy's Intensity remains the illusion into his mouth. The target must
Thus, when attacking an uninjured human, the Palsied. If the head is palsied, the target falls overcome the illusion's Intensity with his CON,
chest would be affected first and the arms last. unconscious. If the chest is palsied, the target is and is incapacitated any round he fails. Once he
One with Moon (East Isles, Valkarism) incapacitated, and begins to smother (start has successfully overcome the illusion two
Summon rolling at CONx10). If a selected location is rounds in a row, he is purged of it until he takes
This spell predicts the exact time of the next already Palsied, reroll until an unPalsied it into his mouth again.
tide. Each additional 4 points beyond the first location is selected. Phantom Touch –manifests as an invisible solid
used predicts one further tide into the future. If it Phantom [sense] force. This sets up a framework so that other,
is cast at the exact moment of the Blue Streak, it (Uncommon) non-illusion spells can be cast on it (such as
summons a Selene instead, with a size in meters ranged, (active to move or attack, otherwise Glow or Resist Magic), but cannot have a higher
equal to the points in the spell. This selene is not temporal) Intensity than the Touch. It cannot do damage
under the caster’s control. This complex of illusion spells each affect a by itself, but can be Damage Boosted, Heated,
One With Plant (East Isles, Valkarism) particular sense. If the caster concentrates on the or have other spells cast on it. Each Intensity
Ceremony illusion, it can be moved around, animated, or gives the Touch a move of 1 when concentrated
This spell must be cast upon a plant, and otherwise altered. It takes one entire round of no on.
requires 1 point per SIZ of the plant. The spell other actions to alter an illusion. An illusion can Poison Tooth (Arrolian)
keeps that plant, or portion of a plant, alive, be moved with incredible speed unless Phantom Ranged
despite being cut, unwatered, etc. Normally used Touch is included in the effect, in which case it This is cast on a weapon, and causes wounds
to keep cut flowers alive, or to prevent fruit from is limited as described below. caused by that weapon to administer 1 POT of
spoiling. Can also be used to keep a plant alive Phantom Odor –higher Intensity makes an odor poison per Intensity until the spell is cancelled.
when you know you'll be unable to water it for a more intense. Intensity 1 is mild, such as air Poison Troll (Sedalpist))
prolonged period. This spell will not save a plant after a storm, while Intensity 3 is somewhat Enchant
from being killed by disease or fungus or from stronger, like fresh–cut grass. Intensity 10 is It affects a number of ENC equal the square of
being eaten. The elves of the Islands consider quite potent – frying onions, cloying perfume, or the number of POW expended in the ritual. Any
this spell to be the equivalent of Food Song dog breath. troll which eats a full ENC of an affected food
when cast upon plant food that is about to be An odor stronger than an ambient scent can be ingests a potency 20 poison. Ten minutes after
eaten. used to mask it. (Example: an undead covering ingesting, he must match his CON vs. the
Open Seas (Dormal) up his stink of corruption.) An odor weaker than poison. Success means he takes 10 pts of
Ritual spell an ambient scent can be used to modify or alter damage. Failure delivers a full 20 points. If the
Once cast, this spell allows the caster to ignore it. (Example: transforming the smell of cut wood troll eats only part of an ENC, pro-rate the
the effects of the closing. into the smell of cut cedarwood.) poison.
Oracle (Vormaini) Foul odors can be used offensively. To do this, The poison is odorless and tasteless, but the
ritual ceremony spell match the odor's intensity vs. the target's CON. enchantment can be exposed by Detect Magic,
This spell is a form of divination. The ritual If the odor wins, the target is incapacitated that Second Sight, or similar spells.
requires 50 yarrow stalks and a copy of a round. Keep re-rolling each round until the Prevarication (Kralori)
mystical codex for determining the result. target succeeds, in which case he is now touch
Seeking the answer to a specific question, the accustomed to it and does not have to roll again The target is normally an inanimate object. The
sorceror uses the stalks to construct a until the odor’s Intensity rises. spell can be dispelled, but this must be done
"hexagram" then consults the codex to Phantom Sight –each Intensity creates a solid– before any other spell on the object can be
determine the meaning. looking illusion of SIZ 3. Alternately, a caster countered. Effects vary with Intensity.
The ritual requires five to ten minutes of can create a larger illusion that is more or less 3: Allows caster to create a false history for the
undisturbed concentration. The GM should then translucent. For instance, an Intensity 1 SIZ 6 object (making it appear non-magical, if desired)
roll 1d100. The die roll must be within the illusion would be mostly solid, though dim to foil information-gathering spells.
sorceror's Ceremony and Read/Write Vormain outlines could be seen through it. Still assuming 5: Makes the object appear to have another spell
skill, as well as a POWx5 on order to get a Intensity 1, a SIZ 6 illusion is translucent; SIZ on it (caster's choice)
correct response. In the case of a failure the GM 12 is a colored transparency; SIZ 18 only an 7: Target is a being, whose POW and MPs can
should provide a misleading or actually false outline or faint shading; and SIZ 24 hard to be made to appear anything desired. Used to
answer. detect without a Search roll. fool Mystic Vision, Second Sight, etc.
Questions may be on any subject but they must Phantom Sound –creates a loudness of 10 9: Makes an object undetectable and
be short, precise, and constructed in a "yes or decibels per Intensity. Any kind of lengthy or impenetrable by any form of detection magic.
no" format. Only one question is allowed on a comprehensible speech or music needs to be 11: One living or undead being is given a new
subject and additional questions may not be used concentrated on as per an active spell. identity, though he is unchanged physically.
to clarify vague or doubtful questions. Decibels Typical Sound Detection spells cannot reveal his true nature,
The GM should limit his response to one or two 10 normal breathing nor can Domination force him to do so.
words which summarize the overall nature of the 20 rustling grass
answer. This will give the overall feel of 30 large empty building
Vormaini divination. It is intended that 40 quiet village at night
responses require interpretation. Such answers 50 quiet tavern in business
as "Great Peril" or "Find Help" or the equivocal hours
(but actual) response "No Blame" are desirable. 60 conversation.
The GM may wish to read the real world I 70 a busy highway
Ching to get the "feel". The GM should make all 80 a hair dryer
rolls, so the player does not know the extent of 100 subway train
their success. 120 gunshot
Confucian-style Sages who specialise in 140 jetfighter at takeoff
divination and the use of the codex can elicit 160 wind tunnel
more useful responses. Such advanced usage Phantom Taste –affects an area of 1 SIZ, with a
should generally be left to the GMs discretion, strength equal to Intensity. Intensity 1
as such sages will rarely be PCs. reproduces mild flavors, like lettuce or water.
Palsy (Common) Intensity 3 provides stronger flavors, such as
Project [sense] Attack spells placed on the Circle are quiescent against the level of intensity of the Resist
(Uncommon) until triggered when an appropriate object Detection. If unsuccessful, the recipient is not
ranged, transient crosses the edge. For instance, a Neutralize detected. Even Detect Magic must succeed in
Lets the caster project the specified sense out to Magic in the Protective Circle activates when a this roll.
Range. The caster can move the viewpoint at spell crosses the boundary. Dominate Human Resist Detection may be stacked with Protective
1m/round, each additional Intensity adding 1 to remains quiet until a human tries to cross the Circle.
speed. The spell cannot penetrate more than boundary, when it is cast on him. Attack spells Scrying Device (Rare)
10cm of dense material per Intensity. The act as if they have MP backing them up equal to Enchantment
viewpoint is invisible to normal (but not magic) any MPs used to boost the Circle. This spell imbues an object with the ability to
senses. Spells directed vs. the Projected sense Quest (Rokarism) act as a focus for the Project [sense] spells.
affect the caster as if he were present. Since the Ceremony, Attack The advantage of having a scrying device is
Projected sense is transient, the caster cannot When the ceremony is finished, the spell is cast twofold: the spell is no longer Active unless the
himself cast spells through it (except for a single vs. a particular opponent. Since it takes an hour viewpoint is being moved or rotated, and the
Held spell). Someone in mindlink with him to cast, like any other ritual spell, Range or long- device can store a number of locations for the
could do so, but such spells must have Range distance vision spells may be useful to affect Project spell(s) to start from. Sufficient Range
enough to reach the viewpoint's distant location targets. If the target is overcome, the caster must be used in the Project spell to cover the
(wherever it is). names a particular task he wishes to force the distance from the caster's current location to the
Project Shadow (Stygian) victim to perform. If he does not proceed with desired viewpoint. The caster must be in contact
range special, passive, temporal the task, he loses –5 from all 1d100 chances of with the device, and is vulnerable to magical
This spell fashions the caster's shaodw into a success until he starts back on the task again or attacks through the spell.
duplicate of the caster, and sends it as thecaster this spell ends. For each additional point in the The level of the device determines how many
directs. The spell may be ended at any time, spell beyond the first one, he loses an additional Project spells it can be a focus for one and how
returning the shadow to the caster's body. The –5 per day he is dilatory, until he reaches the many ‘locations’ can be stored. for the spell(s)
caster may only use the spell upon himself. maximum loss of –5 per point in the Quest. to start from.
The spell's Range determines how far the Regenerate (Uncommon) Level Projects Loc. Store
shadow can be sent from the caster's body. The touch Simple 1 1
shadow moves at speed 1 per level of intensity This spell causes a severed limb to regrow at a Advanced 2 3
used, and is visible as a dark shadowy figure, rate of 1% per Intensity per week. The spell Runic 5 8
dim in very bright light and completely invisible must be maintained until the limb is fully Powerful Unlimited 15
(but not undetectable) in deep shadow or restored. If Regenerate is dispelled or dropped Heroic Unlimited 30
darkness. before a limb is completely restored, a medical The more applicable the device is to a particular
The sorceror may use his senses and cast spells crisis ensues. Roll 1d100 minus the Intensity of sense, the easier it is to use. The 'perfect'
through the shadow, but has no awareness of his the cancelled Regenerate. The result is the material for, say, Project Sight is a ball of
body until the spell ends. Spells cast against the percentage of the limb that becomes necrotic polished crystal, or a good quality mirror. Less
shadow affect the caster, spells which do and must be cut off before another Regenerate applicable substances carry a penalty on the use
physical damage do not harm him, but end the can work. Note that a very low roll might of the item, in the form of additional Intensity
spell if the damage overcomes his magic points. actually end up sprouting additional limb. The required for the Project spell to work. These
The shadow is not subject to Spirit Combat or percentage lost is subtracted from the entire additional points do not add to the speed of the
spells which affect spirits only. Spells which limb. A result of more than 100 is considered to viewpoint.
block magic (such as Resist Magic) affect the be so badly damaged that the limb cannot be Example: A small crystal ball or a glass ball
shadow, usually prevfenting passage if strong regrown. would require +1 intensity. A dish filled with
enough. Example: Hapless Henifer loses 70% of his quicksilver adds +2. An unworked crystal adds
If the shadow is captured or destroyed (both of right arm in a fight. The healer casts Regenerate +3. A piece of metal adds +5. A sea-shell would
which are very difficult), the caster will have no 12 on it, which will regrow the entire arm in 6 be a good focus for Project Hearing, adding
shadow; in the case of destruction, this is weeks. After a single week, the spell is dispelled. only +1, and a finely-polished hearing horn
permanent. While this has little effect in game His arm is currently 30+12 = 42% there. He would be perfect, but they would both make
terms, it will usually have severe social must now lose 1d100 – 12 off his limb as a lousy Project Sight devices, needing +10 or
consequences. percentage. If the final roll is negative, he’ll more. I'm not too sure what a Troll would use
Proscribe [cult] (Carmanian) have grown back a bit! If the final roll is 43 or for Project Darksense - maybe she would
ranged more his arm will be so destroyed that he can enchant a leather bag and stick her head in it, or
The chance of the target successfully casting never regrow it. maybe the entire inside surface of a small cave.
spirit or divine magic from the named cult is Resist Death (Galvosti) Particularly unusual devices may even add a
reduced by 5 percentiles per Intensity. The target ranged bonus to the caster's chance of success, for
cannot resist, but defensive magic may block the Per Intensity of Resist Death, the target can go instance, a dragon's eye would add +10% to
spell. 1 HP beyond normal death without actually Project Sight, a Sky Bull's ear would add +10%
Proscribe spells exist for Gorgorma, Yu- dying (he is still unconscious, though). to Project Hearing, and a face-mask woven from
Kargzant, Shargash, Storm Bull, Tawar, Kyger Resist Death does work in the normal Resist the silk of the giant Silkbats of Wonderhome
Litor, Humakt, Chalana Arroy, Lodril, and most manner to try to block Death magic; i.e., any would add +10% to Project Darksense.
of the panoply of Pentan and Char-Un spirits. spell which causes death directly; such as Sever See Rune Magic (Stygian)
Protective Circle (Common) Spirit, Fang of Wachaza, etc.; when it attempts ranged, temporal, active
touch (Range must be used) to resist the actual number used to kill the target. Informs the user as to what Rune magic the
Creates a magical framework on which other For instance, it would try to resist a Sever Spirit target knows. The target cannot resist, but
spells can be cast. Each Range gives the circle a by pitting itself vs. a Sever Spirit caster's MPs defensive magic can block the effect. Use the
1m radius (at least one must be used). Intensity (and the target would still suffer 1d6 CON following chart to determine the effect.
provides the circle with its power, and none of damage if Resist Death worked), and it would 1 Only the presence or absence of Rune magic is
the spells on the Circle can have a higher try to resist vs. the damage done with a Fang of sensed.
Intensity than it does. The circle is immobile on Wachaza. Fear does not count as a death spell, 3 At least one major Rune of the spells involved
the substrate on which it is cast –– if the neither does Mindblast. is sensed.
substrate is mobile (for instance, a ship's deck), Resist Detection (Stygian) 5 The total number of points of Rune magic is
the circle moves with it. ranged, passive, temporal perceived.
Any spell can then be cast on the framework by The recipient of this spell will be protected from 7 All the Runes of the gods involved are
the Circle's original caster or by anyone within detection by any kind of magical spell or sense; perceived.
the Circle, and that spell becomes part of the normal senses are unaffected. The magic points 9 The names of all the spells known ar e
Circle. This is a good way to protect a group of the detecting spell (or the creature in the case perceived.
with Skin of Life, for instance. Instant and of skills like Sense Assassin) must be matched
This spell only detects spells known by the exceed the intensity of the sorcery spell; this cast at the appropriate intensity.
target, not spells in effect. It does not detect does not Neutralise the Shadow. Rune magic For example: Bob the Magus reaches 111% and
“one-use” spells that have been been cast. which cause light can be cast, and will selects lava. So when he casts it at intensity 12
Sense Detection (Sedalpist) Neutralise it if the total magic points exceed the he can ignore lava's deletrious effects (but not,
ranged, active shadow's intensity. say, fire!). When he reaches 131% he selects
Upon concentrating, the caster becomes aware Shapechange [species] to [species] acidic gas. When he casts it at intensity 14 he
as to whether or not the spell’s target is currently (Rare) can ignore the effects acidic gas etc . If he'd
targeted by or is being detected by any sensory attack, ranged done it the other way around the required
spells. This spell requires intensity equal to at least half intensity would've been the other way around, so
See HeroQuesting (Old Arkat Kult) the target's SIZ. This spell is only usable on exactly which substances a Magus can ignore
self only, temporal complete creatures. A different version of this varies from magus to magus.
The Alliance equivalent of See Rune Magic. At spell exists for each different target species, and Sleep of Reason (East Isles, Valkarism)
intensity one it tells you if somebody is on a to what you turn the target into. Touch
HeroQuest or not. At intensity 2 it tells you what Shapechange does not alter any of the target's This spell requires an Intensity of at least 5. For
runes and what passions they possess. At statistics, including SIZ. Special powers of the each hour the target sleeps while under the effect
intensity 4 or higher it tells you what level the target species are only transferred if they are of this spell, he regains 1 MP, in addition to
runes and passions are possessed at. At intensity inherent in the body form and metabolism. Thus, whatever he would gain normally. In addition,
6 or higher it also gives details of the cult a man shapechanged into a bat could fly (there he is protected against nightmares and evil
support of a HeroQuester. At intensity 8 or might be a learning process involved), and if he dream-sendings.
higher it even tells you what HeroPaths and were a fish, he could breathe water. Slumber of Peace (Sedalpist)
heroQuests they have walked. Shield of Faith (Hrestoli) attack, ranged
Sever HeroQuesting (Old Arkat Kult)) Ranged If the target fails to resist, he matches the
attack, ranged, temporal This spell must be cast on a shield, and requires Intensity vs. his CON. If he is overcome, he falls
This spell requires a magic points versus magic Intensity equal to the shield’s ENC. Such a asleep. Otherwise, he is stunned for one round
points to work and is only effective on targets on shield has an additional effect, a special parry and can take no actions. A sleeping target
a HeroQuest. It reduces all POW gained by cult with the shield will reduce a critical hit to a remains so until awakened by being injured,
support by the intensity of the spell, all runic ties special hit. A critical parry will reduce a splashed with water, etc., or the spell lapses.
by the intensity of the spell, and all Passions by supercritical strike to a critical strike and a Smite [non-human] (Sedalpist)
the intensity of the spell. This effect lasts until supercritical parry will reduce a hypercritical Ranged
the spell is lifted or dispelled. blow to a supercritical blow. Must be cast upon a weapon, and requires
Shackle Soul (Rare) Shock (Arrolian) Intensity equal to or greater than the weapon's
Enchantment Attack, ranged maximum damage roll, not counting specials.
A ritual considered evil and chaotic by most Target takes 1d(Intensity) damage to his general All damage done by that weapon to the target
societies. It prevents a fresh corpse's spirit from hit points. species that penetrates armor is doubled. Thus, if
passing on to the afterlife, and the spirit often Shriving (Boristi) Smite Slarge were cast on a greatsword, which
responds by transforming into a ghost or wraith Ceremony then hit a Slarge with 10-pt armor for 14 pts of
over time. The spirit can wander up to 100m Purges a sinner of all his accumulated evil since damage, the 4 pts that got through would be
from the grave. The level of enchantment the last time he was Shriven. This evil expresses doubled to 8.
determines the maximum POW of the target that itself in the form of a chaotic taint or feature Smother (Common)
it can effect (no resistance roll is required). which manifests either in the spell's caster, the attack, ranged, transient
Level Max POW sinner himself, or in the caster's (or the sinner's) Character must make a CONx5 every round or
Simple 10 familiar, if any. Normally, the familiar is so take 1d3 asphyxiation damage. Lasts for as
Advanced 17 utilized. Regularly–shriven folk do not generate many rounds as there is intensity. If a character
Runic 21 enough evil to create an entire chaos feature. fails a roll one round, they can try again next
Powerful 25 Instead, over the course of time the evil round to make it. Character can't cry out, or
Heroic 35 accumulates until there is sufficient present to scream, but can croak, whisper a few words, and
Shade Clout (Stygian) express itself. cast magic.
Ranged This spell is painful to the sinner, and costs <Snare> (Stygian))
This spell only affects blunt weapons, and turns MPs, general hit points, fatigue, possibly even ranged, passive, temporal
it translucently black. When the weapon strikes POW or other stats, depending on how evil he This spell sends out a magical snare to entrap
a hit location, an amount of damage equal to a has been and what his crimes were. one target. The snare has 1d6 armour points per
third of the spell’s Intensity ignores armor. Shudder of Darkness (Stygian) level of intensity. No attack roll is needed, but
Shadow (Stygian) Ranged the caster must overcome the target's magic
ranged, passive, temporal This spell only affects blunt weapons, and points with his own for the spell to take effect.
This spell creates an area of darkness anywhere causes said weapon to leave a dark “trail” If the caster is successful, the target is entangled
within range. The darkness covers an area of 1 behind as it is swung through the air. If the by the snare. The snare's AP's are used as its
meter in radius, and is equivalent to night under weapon penetrates armor to cause injury, match STR and its HPs. One Hit Location of the target
a full moon. Each level of Intensity increases the the spell’s Intensity vs. the location’s normal will be entangled for each level of intensity
radius by 1m or increases the effect of the full hit points (after damage from the blow is used, rolled randomly. Free locations may be
darkness. 6 levels is equivalent to a moonless calculated) on the Resistance Table. If the spell used to try to escape or attack the snare - see the
night, 9 levels of a starless night and 10 levels is wins, the location is disabled as if at zero hit rules in Combat on nets.
absolute pitch darkness). In game terms, each points. The nature of the Snare must be determined
level after the first reduces sight based skills Skin of Life (Common) when the spell is learned: webbing (the only
(including combat) by 10% with no maximum. touch form common to trolls), ice block, grasping
This includes the caster's skills. Creatures which Every intensity adds one to the character's CON hands from the earth etc… When the spell
can normally see in the dark, or which have multiplier when they start to asphyxiate. When it elapses the snare dissolves, melts, crumbles or
equivalent skills (such as troll Darksense) do not reaches intensity 6 they need only make a roll otherwise become useless. This also occurs if
suffer these penalties. once every hour; when it reaches intensity 8 they the Snare is neutralised.
Once the spell is cast the area may not be moved need only make a roll once every day; when it
(unlike Glow). If Glow is cast on an area reaches intensity 10 they need only make a roll
covered by Shadow, or vice versa, the two spells once every year. When a character reaches
match their intensities on the resistance table; 111%, and every 20 percentiles thereafter, they
the losing spell is Neutralised. Spirit Magic can select one substance (lava, acidic gas, the
Light and Lantern cannot be cast within an area deep pressures of the treacherous ocean) from
covered by Shadow unless the total magic points which their skin of life protects them from when
Song of Dawn (East Isles, Valkarism) Magic Points, whichever is the higher. The Summon [Hazard] (Old Arkat Kult)
self only, but Range is used with it Vampire must drain the victim of Magic Points instant
The caster's face is illumined with the beauty of before the spell ends. Once this is done, the This spell summons one of the Hazards of the
the Perfect Radiance of Thella. No being of evil, victim will lose permanently the last divine spell HeroPlane. There is a specific spell for each
darkness, or chaos can look upon his he sacrificed for. If the last spell sacrificed for Hazard, so you may have Summon Hero Wind,
countenance and must fight, launch missiles, or was a stackable spell, he will lose all the points Summon Astelkel Horse, Summon Beast of
cast spells at the caster as though blind. The of the spell. Thus, someone who last sacrificed Dangin Pits and so on. The Kult, by far, does not
light illuminates an area with a radius equal to for a point of Shield, taking his Shield to Shield know how to summon all of the Hazards of the
the spell’s Range in meters, making it as bright 8 will lose all 8 points of Shield. The Vampire HeroPlane. This spell does not allow them to
as day. Undead suffer 1d3 damage per round gains the spell as a one-use spell. control the Hazards. It is effective only on the
they remain within. Stingray (Waetaergi) HeroPlane. It requires 1 point of permanent
Spasm (East Isles, Valkarist) Ranged POW. The Kult Alliance can summon various
Attack, ranged, instant This spell only affects slashing or impaling horrors and hazards. Notably it does not use
If the target fails to resist, a random hit location melee weapons. The weapon continues to do chaotic hazards (too unnatural and
cramps up and is unusable for the rest of this normal damage, although all its damage is unpredictable, better kept locked away on the
melee round. Intensity is not applicable, except considered magical for purposes of hitting HeroPlane where they are at the moment).
to penetrate defensive magic, however appropriate targets (such as shades or Suppress [Art] (Brithini)
Multispell is quite common. If it is Multispelled werewolves). attack, ranged
on a single target, then if the same location is On any hit penetrating armor, the weapon This spell comes in several subtypes -- one for
rolled more than once, that location takes 1 becomes stuck in the wound. The user has the each Art. The most common is Suppress
damage (ignoring armor) for each additional option to rip the weapon out, which causes an Intensity, naturally. Each time a victim wishes to
time it is rolled past the first. additional 1d6 damage ignoring armor, or he can cast a spell, he must overcome the Suppress with
Spell Matrix Enchantment (Common) drop it, in which case it acts as if the weapon his MPs on on the Resistance table. If he fails,
Enchantment had received an impale result and stayed stuck in he may not cast any spell using that Art for the
This lets you emplace a spell in a magic item, the wound. remainder of the round. If a spell takes more
so you don't have to memorize it any more. The Store Sorcery (Silver Dwarfs) than one round to cast, he must resist the
exact effects depend on the kind of spell being Enchantment Suppress on each round of casting, or the spell is
enchanted: This enchantment binds a spell (that the cancelled.
Common Magic: The cost depends upon the enchanter himself must be able to cast) into a Suppress Paganism (Hrestoli, Rokarism)
level of Battle Magic being imbued (Charms non-living object. The stored spell is held in the attack, ranged
count as 1 point spells). enchanted object, ready for use. To use it, a The target's chance to cast spirit spells is
Level Battle Magic Points being need only grasp the object and state that reduced by 5 percentiles per intensity.
Simple 1 he is activating the spell. He must also designate Suppress Priestcraft (Hrestoli, Rokarism)
Advanced 2 a target for the spell, if appropriate. The spell attack, ranged
Runic 3 operates automatically, and the user need not The target can cast no non-ritual Rune spells
Powerful 4 know any sorcery. unless he expends 1 MP per Intensity of the
Heroic 5 The level of enchantment dictates a limit on how Suppress spell during the casting. MPs that
Sorcery: Sorcerous spells cannot be enchanted many Arts can be used in the Store, and the would normally be spent anyway (such as in a
into devices. One can make skill matrices for effective magic point level it comes in at, if Heal Wound) count towards the total needed. In
sorcery spells though. applicable. addition, the extra MPs do count towards
Level Art Lvl Effective MP Attack boosting a spell to blast through an opponent's
SpellTeaching (Common) Simple 4 6 defenses.
1 point Advanced 7 12 Suppress Sorcery (Common)
Runic 10 18 attack, ranged
ritual ceremony, stackable, reusable Powerful 13 22 This spell affects a target sorcerer’s ability to
Heroic 15 27 maintain spells. Each 2 Intensity prevents the
Through the use of this ritual the Strengthening Enchantment (Common) caster from Maintaining one spell.
caster imparts one of the appropriate Enchantment Suppress Wizard (Brthini)
cult battle magic spells or charms to This enchantment give extra ablative hit points. attack, ranged
The amount increased depends upon the Level Each Intensity reduces a target magician’s
someone. The ritual must be
of the spell. Note that strengthening chance for success with all d100 rolls having to
undertaken within a church or other enchantments must be attuned to. do with magic by 5 percentiles.
holy place, and the recipient of the Level HP Gain Tap [characteristic] (Rare)
ritual must be present for the entire Simple 3 attack, touch, instant
rite’s duration. An amount must be Advanced 6 Tapping can only be used on sentient creatures.
Runic 9
spent on ritual goods to carry out the Tap costs 1 POW to cast (unless an Art is used
Powerful 12 to obviate this). If the target is overcome they
spell, which is equal to 75% of the Heroic 15 loses 1d(intensity) from 1d(intensity) stats. Roll
listed cost for the battle magic spell. Stutterblade (East Isles, Valkarist)
separately, and roll randomly for which stats are
That is, armed with this spell you can Ranged affected - no stat can be affected more than once
This spell only affects melee weapons and and if the random roll for which stat is affected
get a 75% discount on a spell. requires an Intensity equal to the weapon’s
picks out a stat that's been already hit, don't roll
For every 20% or part thereof you maximum damage (not counting impales or again instead to 'replace' it.
other special hits). The effect is to deliver
have in this spell you can teach a point another attack, with the same chance to hit as the When Tapped, the caster gains 1d(intensity) Tap
of battle magic. So for a Bladesharp 4, original blow, and strike the same hit location. Pool Points, but it cannot never increase their
you would need at least 61% in This attack can be parried as per usual, with the Tap Pool to higher than the intensity of the spell.
-20 penalty. Damage done is the same as the So if you're casting Tap 6 you'll never get your
Spellteaching. Tap Pool over 6. This is important, because the
weapon, but not counting any magical adds. The
There’s a different Spellteaching spell second attack cannot impale, but can do critical best Tap stuff comes at higher intensities.
damage. For Example: If you have Tap 31% then you
for every church.
If enough Intensity is used to double the can cast Tap 4. Every time you cast it, you lose 1
Steal Rune Magic (Vivamort) weapon’s normal max damage, then a third blow POW and get 1d4 Tap Points. But that's to a
Ritual spell can be delivered, and so forth. maximum of 4. So you'll never have above 4,
This spell must be cast on a single target. Its and to even get to 4 might require a few castings
intensity must exceed the victim's POW or
- ergo a few points of POW. At higher levels, Ranged 6: a member of a species which is not normally
where you've got Tap 91% you can cast it at This spell may only be cast when ordered by a friendly to mankind
intensity 10. You can now get the uber level 10 Talar. It may only be cast on a Dromal 8: a semi-intelligent or unintelligent animal
effect powers when you get 10 Tap Pool Points. (normally, it is multispelled). The Dromal’s 10: a member of a chaotic species, or an undead
To get to 10 Tap Pool Points you need to cast it, STR, CON, and DEX are each doubled, and he Touch of Chaos (Arinsor)
which costs 1 POW, and gain 1d10 Tap Pool adds +50 to his Attack & Parry bonus, for the Touch, temporal, passive
Points. So, again, you'll probably have to cast it duration of the spell. Once cast, the Talar plus A spell of Arinsor, the Wizard of Gbaji. This
a few times, and lose a few points of POW, to all Zzaburi and Dromals involved permanently spell must be cast on a willing target, whose
get it to 10. And the maximum is, again, the lose their Brithini immortality. magic points must be overcome by the castrer's.
intensity of your spell: namely, 10. Telepathy (Common) The spell must have enough intensity to cover
A caster can spend his Tap Pool on an effect. He ranged, active the entire SIZ of the target, or the spell has no
can do this at will, and many times a round if he Allows mind-to-mind communication between effect.
so wishes. The effects available depend upon the the caster and a target, or between two targets The target of the spell gains a chaos feature for
character's Tap Pool. The higher the Pool, the chosen by the caster (it must be Multispelled for the duration of the spell; roll normally to
more effects they can choose from. If multiple this latter purpose). An unwilling target can determine if the feature is beneficial or
points are spent in a round then whilst they all attempt to resist. detrimental. Even after the spell ends, both the
occur on the character's initiative (except where Intensity 1 = only the life, death, or caster and target are permanently tainted with
otherwise stated) they are spent one by one. So unconsciousness of a fellow communicant can chaos.
if you have 6 points you can spend three points be sensed. Transmogrification (Various)
in one round, but only get a maximum of one Intensity 3 = communication as in Mindspeech. Self-only
level 6 power, one level 5 power and one level 4 Intensity 5 = each caster can see through the A phantasmal being must be created via
power etc. other's eyes. Phantom Sight, Sound, Touch, etc. Then this
The powers are: Intensity 7 = the users can cast one another's spell is cast, and it sends the caster's soul into
spells. the illusion. His body remains comatose for the
Tap Pool Points Effect Intensity 9 = they can use each other's MPs. duration, and he becomes in effect the creature.
1 Gain 1d4 mp to a maximum of Intensity 11 = one user can control the other's While in the phantasmal body, he can cast spells
POW+10. actions by overcoming his MPs with his own. and use appropriate skills (for instance, a
He must renew such control every melee round phantasmal creature lacking hands could not
2 Regain all short term fatigue loss (and if he fails, his victim can try to control him. wield weapons).
3 Gain 1d3 hit points in a single Since Telepathy is Active, the benefits of If the illusion is dispelled, the caster is instantly
injured location Intensity 7 and 9 can only be utilized if someone killed.
else cast the spell or if you are mentally linked Transmute [substance] to [substance] (Rare)
4 Gain 1d6 general hit points, which to a user (as with a familiar). ranged, passive, temporal
will heal poison damage Teleport (Uncommon) This spell, when cast on a substance, turns it into
5 The effects of levels 2, 3 and 4 all ranged, instant the same shape and amount of another
take place. Each Intensity teleports 3 SIZ (touching the substance. The two types of substance's are
caster) to a visible point within Range or to a specified when the spell is selected. Each
6 Used when a spell is cast. The spell,
Homing Circle within Range. If the caster has Intensity of spell affects 1 ENC of material. If
for free, gains the casters POW in
several Homing Circles, he can choose which to one ENC of the material takes up more than 20
extra magic points to overcome
use. cubic centimetres of space, count every 20 cubic
7 The character gets an extra spell as a The Lugh Manoeuvre: Attempting to teleport centimetres as counting as one ENC. The
second action. Can use only once in a dismembered parts of a body to touch another transmutation of a substance is complete during
round, and must be declared in part of the body is possible, but difficult. It the spell's duration, and the transmuted object
statement of intent requires a special Concentration roll to succeed. gains all the proper physical qualities of the
8 Instantly increases the caster’s magic Teleport Block (Rare) product substance. For exmaple, if a wodden
points to POW+10. ranged, passive board had Transmute Wood to Gold cast upon it,
This spell is primarily used with Range, though it would temporarily become gold; it would melt
9 No special power for this level. Intensity is also used. Each level of Range used if heated and be plaible to a hammer blow.
10 The character spends this when with this spell increases the diamterer of the When the spell's effects end, the object changes
casting a spell. The character can use Blocked region by only 10m i.e. Range 0 gives to the original matter, but not it's original shape.
their skill\10 for EVERY art used in 10m radius, Range 1 gives 20m radius etc… Transmute Stone (Quicksilver Dwarfs Stone
the spell. Each level of intensity used subtracts 10% from subcult)
the chances of anyone attempting to Teleport Enchantment
No-one can tell if a character is wandering within the area of effect. In the case of special This spell is cast on a piece of stone. One POW
around with a Tap Pool. Tapping is a secretive effects, such as HeroPowers or Divine is expired when this spell is cast. The amount of
activity in the main. In the case where a caster Internvetion, consider the chance to success to stone affected, and the level of change, depends
does not have POW, say they're a vampire, be either 100% or POWx5, whichever is higher. upon the level of enchantment.
substitute their INT. The Joyful Brotherhood (East Isles, A simple enchantment affects 1 SIZ and allows
Valkarism) a change in colour and density by up to 10%.
Design notes Attack, Ranged An advanced enchantment affects 3 SIZ, allows
I love these Tap rules. Now tapping One hostile being is made neutral you to change the colour, density by up to 15%
towards the caster while the spell lasts. The and change soft stones into other types of soft
people makes you a REAL bad ass target won't attack nor issue commands to others stones, hard stones into other hard stones etc.
sorcerer. to do so. If threatened, he'll defend himself. If A runic enchantment allows the colour of stone
constrained by outside factors, he may act to the to be turned into wild pictures and designs,
caster's detriment, though still not feeling any ill change the stone to any other type and alter the
Tap <element> (Jraktal) will. For instance, a hangman is required by his density by upto 100%. It affects up to 6 SIZ.
Touch, temporal, passive superiors to hang his prisoners, and will do so. A powerful enchantment is the same as runic,
This spell is learnt from Jraktal. It is similar to The spell is mainly for use in turning a except affects 40 SIZ, and the heroic affects 200
the normal Tap spell. It allows the caster to drain confrontation into a neutral situation. The spell’s SIZ.
magical energy from the appropriate element: Intensity determines who can be affected. Travel in [substance] (Rare)
air, earth, water, fire or darkness. It cannot be 2: a member of the caster's species self, temporal, active
used on any living entity (even a spirit). {details 4: a member of any intelligent species which is This spell moves 3 SIZ per Intensity through or
to come at another time} normally friendly to mankind on the appropriate medium at a base speed of 1
The Spell Forbidden (Brithini) meter per round. Additional levels of Intensity
can be used to add 1 meter per round of This is a limited teleport spell. Each level of Instant
movement per Intensity. Travel in water can Intensity allows the transfer of the sorceror, up Creates a wall which moves away from the
add to the target's natural movement rate if he to his normal carrying load, 1 meter of distance. caster at 2m/sr until it has reached the spell’s
or she is swimming or running along the surface The destination must be within the sorceror's Range (when it dissipates), or until it encounters
of the water. If the substance moved through is sight and no Homing Circle is required. The a major obstruction (a turn in a passage, a pit,
solid, an additional Intensity of AP/3 is dissappearance is accompanied by a flash and a building, etc.) A wall does damage for one
required. puff of smoke. The pyrotechnics divert round to those it strikes, then passes on.
Triumph of Darkness (Stygian) onlookers long enough for the sorceror to A wall is 3m high and 1m thick. It is 1m wide
Ranged conceal himself at his destination using his hide per level of Multispell used, but may be made
This spell affects only blunt weapons, and turns skill. smaller. It blocks all physical blows and
the weapon pitch-black and non-glossy. If the Venom (Common) missiles, and acts as a shield against spells as
weapon penetrates armor to cause injury, match attack, ranged, instant well.
the spell’s Intensity vs. the target’s remaining If the target is overcome, a venom with POT If two opposing walls meet, a D6 is rolled for
general hit points (after damage from the blow is equal to Intensity infuses him. If he resists the each; the one with the highest score continues,
calculated) on the Resistance Table. If the spell POT with his CON, he takes half damage. while the loser is dissipated. A tie halts both in
wins, the victim is knocked unconscious. Each Otherwise, he takes the full POT in damage. place and further rolls are made each round till
time he receives Healing, he can awaken with a Vivamorti Soul Ritual one wins. Each wall normally defeats one other
successful CONx5 roll, or a successful First Aid (Vivamort) type of wall, against which it has +2 added to its
will waken him in any case. Ritual D6 roll. Intensity does not help a wall survive
This spell can be combined with Shudder of This is how vampires get POW to spend on such a conflict.
Darkness. magical items and Tapping people. When they Knives: [defeats Stings] Target takes (Intensity x
True Self (Boristi) first learn the spell they create a list of targets. 2) damage which can be parried, but not dodged.
Enchant Each target is a category of people, which must Armor is effective.
This spell is only useful if the target has one or be selected from this list: any rune lord; any Calm: [defeats Wind] All living beings are
more overt or automatic chaos features. It masks Humakti; any Zorak Zorani; virgins above the calmed, and must succeed in an INTx5 roll
all such features, giving the user back his age of 18; members of royalty. The list can be as (once per round) before they can take any
“normal” appearance, i.e., what he looked like long or as short as they like. The list can never action. Subtract the spell’s Intensity from their
before gaining said features. The underlying be changed. Intelligence before attempting the die roll.
chaos is NOT hidden from special abilities such The vampire can capture the first target on the Fire: [defeats Ice] Target is engulfed in fire
as the Storm Bull Sense Chaos. The enchanted list, and sacrifice them using this ceremony. doing 1d(Intensity) damage to each hit location,
individual can “turn off or on” True Self spell at They gain 1 point which counts as POW to be and all flammable objects touched are set alight.
will. When he has True Self up, then he cannot used in enchantments or Tapping. Their next Armor helps vs. damage, but target may remain
access or use any of his chaos features, even target must be the next person down the list. aflame after the wall passes, doing 1d6 damage
those which are not normally visible. When he When they get to the bottom of the list, they go per round ignoring armor till the fire is
lowers the spell, all his chaos features become back to the top. This means that a vampire with extinguished.
manifest, even harmful ones. a small list – say, just Humakti – will find it Hunger: [defeats Blades] This rolling avalanche
This spell costs 1 POW to cast. easier to find victims. But it also means that of ghostly teeth, sucking mouths, and staring
An individual who has been transformed into a when all the Humakti go missing it’s easier to eyes does Intensity damage ignoring armor.
chaos creature (such as a human transformed tell what’s going on and who’ll be next. Ice: [defeats Water] Target takes 1d(intensity)
into a broo or scorpion man) once more looks Whereas someone with a larger list doesn’t have damage and is frozen (all skills halved until he
like a human while he maintains the these problems, but does have the problem of it rolls CONx1).
enchantment’s effect. A creature who was never being somewhat more random where they find Mist: [defeats Hunger] Target loses Intensity
human still looks like it did before when using their victims. MPs.
this spell, though it would not appear to have Voyage to the Maze of Long Shadows Poison: [defeats Calm] Target takes
any chaos features. The spell is found to be (Kralori) 1d(intensity) damage and 1d(intensity) more
useful for two purposes: it enables a Borist with Attack, instant each round a CONx5 fails; must keep trying till
a harmful chaos feature to escape its effects, and If the target fails to resist, he is immediately he succeeds.
it enables an advanced Borist priest to go about bodily transported to the dreaded Palace of Stings: [defeats Mist] Target is poisoned if he
his business aboveground. It is also useful on the Eleven Pylons, a place lit only by a dim blue fails to resist its Intensity with his CON. Then,
notorious Borist familiars. When the spell is light. The wretched victim wanders through this he needs some kind of poison treatment within
dropped, the effect can be quite alarming, as the tenebrous edifice for 1 melee round per his CON in rounds or he dies.
enchanted being may balloon in size, sprout Intensity. Each round spent here, he has a 10% Water: [defeats Fire] Target takes drowning
tentacles, extra eyes, etc. chance of meeting one of the Palace’s hideous damage of 1d(intensity) each round a CONx5
True Sibling (Kralori) insectoid servants. Simulate such an encounter roll fails; must keep trying until he rolls CONx1.
Touch, but Range must be used with a 1d100 roll -- the target also rolls 1d100, Wind: [defeats Poison] Target must try to
Intensity equal to half the target’s SIZ is adding his Special Success chance in his highest resist the wall’s Intensity with his STR. If he
required. The target is "cloned" while the spell weapon or sorcery skill. High roll lives. A dead succeeds, he takes 1d(intensity) buffeting
lasts. All HP and MPs are divided evenly victim's corpse reappears wrapped in silk. damage to a random hit location. If he fails, he
between the clone and the original. His weapons Walk Unseen (Stygian) takes the damage and is knocked sprawling,
and armor are the same, as are other stats and touch, active, temporal carried along with the wall, and must roll again
skills. If the clone moves further than the spell’s Each level of intensity renders 1 SIZ of a single next round.
Range from the original, it vanishes. object invisible, the entire object must be Ward Chaos (Arkat Chaosbane)
A dispel magic cast at the clone (but not the covered otherwise the spell will fail. If the target ranged, instant
original) causes the replica to vanish. When the is unwilling, its magic points must be overcome This spell can only be cast on chaotic creatures,
spell expires or the clone is dispelled, the caster by the caster. Spirits bound into inanimate namely broo, vampires, fiends etc. It does not
adds the HPs and MPs it had left onto his own. objects cannot generally resist. Anything made need to overcome magic points to be effective,
The target & clone possess no mental link, but invisible is invisible to itself as well; if but must have any intensity equal to the magic
the clone knows everything he knew up until the unfamiliar with this state all physical based points of the target divided by three (rounded
spell was cast, so if he had a plan in mind before skills are halved for ten minutes. If the recipient down). If effective, the creature can take no
creating the clone, it can attempt to fulfill its part attacks or casts a spell, it becomes visible. The offensive actions that round (the creature can
of the plan. The clone is aware that it is a caster must make a Concentration roll to dodge, parry etc.... but is unable to cast
temporary magic construct. continue to maintain the invisibility after the offensive spells, or attack with a weapon). Once
Vanishing (Vormaini Ninja schools) object ceases the activity; if the roll failed, the cast, the spell cannot be used on that creature for
self, active, instant spell ends immediately. a number of days equal to its POW (minimum 1
Wall (Kralori) day for creatures lacking POW). This spell
cannot be resisted, and is effective on all chaos attack, ranged, instant maintaining. You must actually have learned the
(although divine beings may be ruled out at the This spell is only efficacious vs. magic elf bows. spell you wish to grab, and your Wrest Magic
GM's decision). If the caster overcomes the bow's magic points, must have Intensity greater than the target
Ward Damage (East Isles, Valkarist) the bow takes 1 pt of damage per Intensity. spell’s Intensity. If these requirements are met,
ranged Defensive magic, such as Protection, Resist match your MPs vs. the spell owner's. If you
This useful spell requires Intensity equal to the Damage, Shield, etc. all lower the damage done. succeed, the spell is placed under your control,
user's CON, and halves all damage penetrating Wrest Magic (Brithini, Rokarism) and takes up your Presence. When Wrest Magic
armor. ranged is successful, the owner notices at once, and will
Wither Elf Bow (Sedalpist) Lets you take over a spell that someone else is awaken if sleeping.
Malkioni Magic
There are two types of magic specific to Malkioni sects: piety and saints. Piety is only available to ‘pure’ Malkioni sects
such as Rokarism and Hrestolism, and even then only to their Knight caste. Sects such as Henotheism, the Aeolian
Chuch and Stygianism don’t have access (at least, not usually).
Saints are available to most Malkioni sects. Which saints a given sect has access to is given in their cult description. In
cults like Henotheism the Saints may be gods, and are worshipped like a normal theistic god, not using these rules.

Piety Piety: Powers Chart

Certain Churches of the Invisible God allow Level Power


Warriors/Knight caste members access to Piety. Those 1 Whilst conscious, heal one point of damage. This stops
Churches are generally those that don’t have access to rune bleeding.
magic, but includes those with access to Saints. It excludes
Brithini and Vadeli. 2 +2 damage for one blow.
Piety is gained by engaging in holy acts. Every time a holy 3 Reroll a roll when involved in a combat against an enemy
act is committed your Piety goes up. The level it is of the faith.
increased to it indicated on the chart below and is based
4 Multispell common magic – can cast three spells with one
upon how difficult / courageous / holy the act was. If you action. Roll separately for each, lose magic points for
have more Piety than the level you would otherwise gain, each.
you get nothing.
5 +1d6 damage for the duration of one combat.
Piety: Act Chart
6 Maintain someone else’s sorcery spell. They must consent
to that spell being passed over. It cannot have more points
Level Act to get this level
in it than the character’s POW. Can only ever have one
1 Minor: help out a Church member in some way, such as spell so Maintained.
carrying out a task for them of some merit (looking after
7 Heal one hit point whilst unconscious. This stops
their property for a day, not taking in the washing),
bleeding.
fighting alongside them in a combat etc.
8 Shrug off the effects of a spell.
2 Minor: Help out a Church member in some serious way,
preventing harm from befalling them. 9 Your blow penetrates all armour.
3 Minor: Prevent the death of a Church member. Doesn’t 10 Your next round’s combat actions are all powered.
include the regular fighting alongside of one’s allies.

4 Major: Complete a task for the Church, such as recovering


a holy idol etc.
Saintly Magic
5 Major: Complete a difficult task for the Church, such as Design notes
wiping out some particularly dangerous bandits, or a
practice run HeroQuest. Obviously this is all Sandy’s Saints rules. It’s basically
word for word, with the odd alteration here and there.
6 Major: Save the life of a senior Church member, or
otherwise prevent serious life endangering harm of such a To gain a saint as a Patron, you must spend a certain
person. amount of POW, and they must be accessible to your
7 Illustrious: Complete a HeroQuest of the Church on the Church (has listed in the Cult description). This can be
HeroPlane. sacrificed over a period of time, and need not be done all at
once. Once the saint is a Patron, you can invoke him at will
8 Illustrious: Complete a very difficult task for the Church,
such as recovering a tome lost of decades or defeat an
and receive his blessing. It costs 1 POW each time a saint
ancient evil. is invoked. The Blessing normally occurs on SR 1 of the
round of invocation. A Saint's Blessing can normally not
9 Illustrious: Defeat a serious enemy of the Church. be dispelled magically. A person can have more than one
10 Legendary: Save thousands of Church members (by saint as a Patron, and can invoke more than one
saving the world, or stopping a Dragon from awakening simultaneously. A temporal effect lasts until the following
and reigning down death across Seshnela). daybreak.
If you have Piety points then you can, at will and no action Arkat the Betrayer
cost, invoke a power with the level equal to your current He who lost his soul. To gain the Betrayer as a patron, one
Piety or below. You then lose one Piety point. Piety can must be illuminated.
only be invoked once per round.
Arkat's Blessing (8 POW, temporal): The skin and clothing
The effects are: of all illuminated beings within 100 meters of the
supplicant turn translucent white, including the supplicant piety, and ascended into Solace when martyred by his
himself. fellow Zzaburi, to whom he brought Hrestol's message
Arkat the Deceiver Conwy's Blessing (3 POW): the user receives a sudden
inspiration, uncovering possible solutions to whatever
He who sold himself. To gain the Deceiver as a patron, one
problem has been bedeviling him.
must have injured a benefactor. (The invoker can be
repentant of his action.) St. Daly
Arkat's Blessing (8 POW): when invoked, the supplicant Patron of the helpless. Daly was a peasant from a part of
has a mental and emotional vision. This vision provides the Old Seshnela now flooded. The Middle Sea Empire
supplicant with an immediate chance at Illumination. If the resettled his village during the Tribulations, near
supplicant is already enlightened, it enables him to find the Tarinwood in Tanisor. When the Empire tried to make him
words, acts, and emotions that will assist another person bow down to an idol from Hrelar Amali, he led a rebellion
towards this goal. which sacked a city. Veneration of this saint is somewhat
Arkat Bringer of Darkness worrisome to the upper classes.
Daly's Blessing (4 POW): The supplicant's next d100 roll
Enemy of good. To gain the Bringer of Darkness as a
(of any type) is automatically a success, except for skills in
patron, one must have betrayed a former way of life. For a
which the supplicant's skill is 0 (which are still automatic
Malkioni, for instance, one must have switched sects or
failures).
illegally changed one's caste.
Arkat's Blessing (8 POW): Immediately following the St. Dormal
invocation, the supplicant must attack another being. If the The sailor saint.
attack harms the target, the resultant injury is permanent. A Dormal's Blessing (2 POW): the supplicant knows exactly
lost arm cannot be regrown. A Demoralized man can never where he is on the seas. It is useless to call St Dormal's
be re-Moralized again, though Fanaticism or other spells blessing on land or on a river. It does work on an inland
may temporarily mask the effects. sea like the Felster or Sweet Sea.
Arkat Chaosbane St. Dromal
Arkat’s Blessing (5 POW): When Arkat is invoked, all Also known as St. Dronar. Patron of farmers and artisans.
chaos creatures and chaos tainted beings, within 100m are Only a member of the Farmer/Peasant caste (or the local
surronded by a fiery red glow that lasts until dawn. This equivalent) may seek Dromal's patronage. In sects
glow can be seen at a range of about 50m, further with a honouring the Menena caste, women of this cast may also
successful Scan. invoke Dromal. Hrestoli can invoke Dromal regardless of
St. Avlor rank, but they may only receive Dromal as a patron while
they are still Peasants.
Patron of lost causes and fanatics. Before the Closing, the
Avlorists were a fairly common branch of Malkionism. Dromal was the fourth son of Malkion. He received as his
Now the Avlorist sect is extinct, but many Malkioni inheritance the husbandry of the earth and water and the art
honour Avlor as a saint. of making all physical things. He had a large and happy
family, and gave each child a gift: boat, plow, shepherd's
Avlor's Blessing (3 POW, temporal): the supplicant
crook, anvil, lathe, etc. He taught his children to enjoy
becomes unaffected by despair, terror, nightmares, and
their gifts and taught his sons to foster their nephews, so
other demoralizing emotions. He can withstand any mental
that all shared these skills. He taught man to be stoic, hard-
anguish, resist any torture, and bear any grief with
working, and honest.
fortitude.
Dromal's Blessing (1 POW): for the rest of that day the
St. Carpattia supplicant exemplifies a good Dromali. Any Craft, fishing,
The warder. Carpattia was a Knight and Companion of birthing cattle, or other construction or peasant labor is
Hrestol who served long and well, most famously when he well-done (a special success becomes critical, a normal
was grievously wounded in stopping a band of assassins. success becomes special, a failure is a normal success, and
Hrestoli miraculously healed Carpattia on that occasion. a fumble becomes a mere failure). If he works in the fields,
Carpattia's Blessing (4 POW, temporal): When Carpattia he is tireless, and toil is enjoyable.
is invoked, the supplicant becomes much more difficult to St. Elleish
injure in combat. The character ignores any extra effects
Patron of independent women. Only a woman may gain
from being hit by a special (but do not ignore the result of
Elleish as patron. Elleish was only a dress-maker at first.
the extra damage from the Special Effects Die).
When her knight-husband was slain in battle, she begged
St. Conwy Hrestol for the right to take his place. Soon she proved
Patron of wisdom. Conwy was an early convert from the herself worthy of the arms she bore. After Hrestol's death,
Brithini way to Hrestolism (after Hrestol's death). A she became a Lord of the City and County of Molene. At
Zzaburi, he gave up immortality and his comfortable (if last she took a husband, who became Lord in her place,
empty) life. But nonetheless, he did not age, due to his and she became Lady of the City, subject to his power.
Elleish's Blessing (4 POW): Permits a woman to ignore far, visiting Seshnela before its destruction and converting
gender-specific restrictions. The exact effects vary with from paganism to the true faith. He took the true religion
sect to sect. All Malkioni who recognize Elleish as a valid and his friends (including a troll named Xem) back to his
saint are required to recognize the legal and moral force of homeland and conquered it, benefiting the populace with a
this Blessing, though they are free to begrudge it. feudalistic law-based regime. Only a Knight or Lord can
St. Froalar invoke Jonat.
Jonat's Blessing (3 POW): When invoked, the supplicant
One of the Four Apostles of the Castle Coast. Only a noble
gains full mental control over his horse. This mental
may invoke Froalar.
control lets the knight command the horse to do anything
Froalar's Blessing (4 POW, temporal): When invoked, physically within the horse's ability, such as running full
until next nightfall, the user sees intentional lies spoken as tilt even when wounded, fighting in conjunction with the
a black cloud that comes from the liar's mouth. knight, or running to the knight's side after being
St. Gerlant separated. The knight needs negligible time and mental
effort to command the horse. The blessing does not protect
Patron of chivalry. Only a member of an arms-bearing the horse from injury, nor increase the beast's wisdom or
caste may invoke Gerlant. Normally, this restricts his skills. In game mechanical terms, the rider’s skills are no
supplicants to Knights. longer capped by the Ride skill, and any Ride roll is
Gerlant's Blessing (3 POW): A bladed weapon in the bumped by one level of success. The blessing lasts for one
caster's hand becomes a Fireblade. From then on, hour.
whenever the supplicant draws that blade, it is a Fireblade. St. Josselyne
If the weapon is destroyed, the Blessing is lost.
Patron of strength. Josselyne and his house of minor
nobility adhered to the new way of Hrestol the moment
St. Goery they heard of it. They taught it to all those in their lands,
One of the Four Apostles of the Castle Coast. Only a who also converted en masse. In return, they were beset by
wizard may invoke Goery the Brithini, who sought to kill all the members of the
House of Josselyne, and all the house's knights, wizards,
Goery's Blessing (4 POW, temporal): the user becomes and serfs. The folk of the House of Josselyne fought the
able to attack a spirit in spirit combat simply by touching Brithini murderers house by house, farm by farm, and, in
the person it is possessing. It allows exorcism if the user is the end, room by room within the extensive Palace Joyful,
victorious. their ancient abode. They never gave up, and they never
St. Horal surrendered, though five times the Brithini lords offered
peace if they would give lip service to Brithini primacy.
Patron of knights. Horal was the third son of Malkion. He But their last dogged fight in Palace Joyful's underground
received as his inheritance the burden of defending others keep was marked by a miracle. The martyred Hrestol
by force, both brute and subtle. He was master of all himself appeared to the defenders and blessed them all
honorable arms: sword, spear, mace, bow, axe, flail, with the certainty of Solace in Glory, not only for
javelin, and dagger. Horal instilled in his sons his best themselves, but for all those of the County of Josselyne
traits, which every knight now seeks to exhibit: bravery, who had been slain by their ungodly foes. Four of the
loyalty, steadfastness, honour, humility, chastity, Horali killers even relented of their crimes, and joined with
temperance, , and generosity. Mercy is virtuous when the House of Josselyne in the final hopeless battle. The
extended towards one's inferiors. House's resistance and strength became a byword among
Horal fathered the caste which now bears his name. Only a the new Malkioni, and so the House of Josselyne is today
member of the Knight (or equivalent) caste may invoke considered a viable Saint.
him. Hrestoli above the rank of Soldier can invoke Horal, Josselyne's Blessing (6 POW, temporal): Josselyne may be
but only if they accepted Horal as a patron while a Knight. invoked for four purposes, depending on one's (current)
Horal's Blessing (4 POW): when invoked, all special hits caste.
become critical hits. This lasts for the duration of a single Farmer –the user's CON is doubled.
combat.
Knight –the user's damage bonus is doubled.
St. Hrestol
Wizard – rather than the maximum level of manipulation
Founder of modern Malkionism. being equal to his spell/10, that is now the level of
Hrestol's Blessing (4 POW): When invoked, the manipulation for each Art (although magic point cost is as
supplicant's POW doubles, and remains thus for a full day. per normal). The spell expires, no matter what, when the
At the end of the day, POW drops back to normal, but MPs Blessing ends.
may remain higher than the user's POW. Lord –invoked over a building, bridge, or other
St. Jonat construction. The structure's strength and Armor Points (if
appropriate) is doubled.
Founder and patron of Jonatela. Jonat Bigbear was a
Second Age noble from Okarnia in Syanor. He wandered
St. Malkion the damage appears on his body in whatever region is the
First Prophet of the Invisible God. This culture founder is nearest equivalent (use the hit location table's 1d20 list if in
the most important figure in Malkionism. He saw the face doubt).
of the creator, taught men and women their places through Saint Mama Thella of the Inexorable Fate
the institution of the caste structure, invented sorcery, and
The fatalist. A Valkarist Saint.
performed many heroic deeds. The central book of
Malkionism is called The Book of Malkion, and attributed Thella's Blessing (8 POW, temporal): spiritually links the
to his authorship. Some say he could not have written it all, supplicant to a target within view. That target cannot die so
for it contains an account of his death and afterlife, and long as the invoker is alive. If the target is reduced to 0 or
events in Glorantha after his death. The pious know that he fewer HP, he goes unconscious and inert, but retains a hold
prophesied all these things. The Book contains the tenets on life. A Sever Spirit or similar effect does disunite the
of Malkionism, and its early history. target's soul from its body, but the (untenanted) body keeps
breathing and living, though immobile. On the other hand,
Malkion's Blessing (1 POW): Malkion can be invoked for if the invoker is killed, the target drops dead on the spot,
one of two purposes: regardless of damage or hit points. Only divine
When casting a spell, Malkion can be invoked to reduce intervention can save him. He can, of course, be
the spell's MP cost to 0. The spell also goes off at the very resurrected. The effect lasts until one of the two
start of the round. participants dies, or until dawn, whichever comes first.
This Second blessing can only be invoked by a consecrated Saint Mardron
king. When invoked, he designates an object, which
becomes imbued with the power of his dynasty to form a He was the disciple of Saint Rokar who brought King
Royal Emblem. Royal Emblems must be formed from such Bailifes to the faith and became the first Ecclesiarch of the
paraphernalia as crown, triangle, scepter, and sometimes Holy Church. He spent much of his time as Ecclesiarch
other objects -- in formerly Orlanthi lands, for instance, building many monasteries and cathedrals across the land,
torcs and girdles can be Royal Emblems. Royal Emblems the finest of which is in Leplain, the Holy See. He also
can be handled safely by the true king and anyone of the hosted the Sixth Ecclesiastical Council of Malkion in
caste appropriate to the object. However, anyone other Leplain, where he was canonised. He embraced Solace and
than the king needs the king's permission to do so, and the Joy when he was 103 years old.
king may withdraw his permission at any time or distance. Mardron’s Blessing: [insert]
Thus, kings use Emblems as proof of authority. Others can St. Martin
readily recognize these objects for they radiate a purplish
glow and all feel awe and fear at their approach. An One of the Four Apostles of the Castle Coast. Only a
unauthorized person who touches an Emblem suffers farmer may invoke Martin.
injury, with the severity of the injury relative to the Martin's Blessing (4 POW, temporal): the supplicant gets
strength and legitimacy of the kingship. one better level of success when attempting a craft. A
fumble becomes a failure, a failure becomes a simple
Saint Mama Thella of the Dawn
success, a success becomes a special, a special becomes a
The Wizard church venerates three aspects of St. Thella. critical and a critical adds some minor magical property to
Her main aspect guards the Gates of Dawn. A Valkarist the result.
Saint.
St. Mauritus
Thella's Blessing (8 POW, temporal): her invocation
creates an unmoving circle of light 10m in diameter per One of the Four Apostles of the Castle Coast. Only a
MP spent when the invocation occurs. The light is rosy- knight may invoke Mauritus.
golden as at dawn. It is true daylight, so creatures who Mauritus's Blessing (4 POW, temporal): the supplicant
dislike daylight, such as chon-chons and trollkin, have becomes immune to emotion-affecting magic and spirits,
problems with it. Also, creatures which undergo certain such as Demoralize, Dominate, Madness, Mindblast, or
effects at dawn (such as ghouls) suffer said effects upon Stupefy.
first entering the circle. This effect also operates on other St. Menena
magic effects as if it were dawn.
Malkion's wife and patron of women. Menena is the
Saint Mama Thella of the Reaching Voice paragon of Malkioni womanhood. She bore her husband
Creator of Thella's Net. A Valkarist Saint. four sons and did the many things necessary for her
Thella's Blessing (8 POW, temporal): spiritually links the household with no murmur or backbiting. Her advice and
supplicant to a target within view. The linked individuals help and love were all critical to Malkion's success. When
can share MP and hit points freely, by mutual consent her husband was bewitched by the Sea Queen, she did not
only. If one is injured, the wound, or part of the wound, blame him for the bastard, Waertag, and fostered the boy
can be shifted (again, by mutual consent) to the other. The until he ran away.
wound must retain the same hit location. If the linked Only married women can gain Menena's blessing.
individual is a creature with a different hit location table,
Menena's Blessing (2 POW, instant): Menena can be take action, Ouxey's Blessing ends. It also ends if the
invoked for one of two purposes. supplicant is moved or injured by someone else. Until then,
The supplicant may restore all lost HP, fatigue, and MPs to he can wait forever without sleeping, eating, or drinking. If
one of her descendants, siblings, husband, or ancestors he decides to wait for an extremely long time, he does
(i.e., parents, grandparents, etc.) by touch. suffer the effects of Aging. This timeless effect does not
apply articles held by or on him. Spells will expire, food
The supplicant becomes pregnant the next time her rot, spiders weave webs over his form, etc.
husband has sexual intercourse with her, if he is fertile.
Menena cannot be invoked for this purpose by a woman St. Paslac
who is already pregnant, whose womb is damaged or Patron of battle. Only an individual capable of bearing
diseased, or who is past menopause. arms and armour may invoke Paslac.
St. Neuteboom Paslac's Blessing (5 POW): The armour points of a chosen
Patron of generosity. Saint Neuteboom is known mostly by piece of metal, which may be a tool, weapon, or piece of
the many stories about him, such as the time he gave his armour, is doubled (it must be touched by the invoker).
house away to a newly-wed couple, or slew his horse and Paslac can be called upon again to transfer his blessing to a
divided it up among a pack of starving jackals. Few have different piece of armour, but only a single piece at a time
sought out the actual facts behind these stories, and can be affected per supplicant.
perhaps for such a beloved and universally trusted saint, St. Raceen
such seeking is unnecessary.
Patron of sorcery. Raceen was a convert from among the
Neuteboom's Blessing (6 POW): When gifting another mortal Malkioni of the Dawn era. A paragon of
person freely, the worth and quality of the gift is enhanced. Progressionalism, he began as a peasant and eventually
The amount of the enhancement varies great, depending on became a Magus. He settled in Sog City, and was martyred
the sincerity of the giver and the need of the recipient. For there by the Brithini.
instance, in one famous tale a wealthy man gave away all
Raceen's Blessing (5 POW): Gives the character one extra
his silver to buy food for the poor, and the silver was
spell slot to Maintain. This blessing lasts a variable length
transformed to gold (at the end of the story, the formerly-
of time – as a rule of thumb one adventure is a good
wealthy man died of hunger, doubtless accepted into
duration.
Malkion's bosom). In another tale a beggar gave his poor
meal to another, to see it transformed from dry bread and St. Regis
onion into a feast. Neuteboom grants his gift only if the Patron of despots. Only lords may invoke Regis.
gift is truly given freely, with no thought of return.
Attempts to "trick" Neuteboom for personal gain (such as Regis's Blessing (6 POW, temporal): all listeners who are
asking a friend to invoke Neuteboom and give you subject to the lord's commands, and who do not obey the
something) result in the intended gift being worsened. order to the letter suffer 1 point of damage to a random hit
Wine may be soured, poisonous serpents may burrow location the instant of disobedience (armour,
within the bread loaves, etc. So be careful. The Invisible countermagic, etc. have no effect). They continue taking
God is not to be mocked! damage at the rate of 1 point per 10 minutes until they
begin to obey. If a hearer cannot obey the order through no
St. Nomia fault of his own, the damage does not occur. A command
Patron of knowledge. Nomia, the She-Hermit of Hrelar that violates the Law of Malkion need not be obeyed.
Amali, dwelt in a cave and supposedly taught the arts of St. Segur
magic to both Hrestol and Arkat. Some folk believe that
Arkat must have been taught by the original Nomia's Patron of the city of Segurane ("of the Walls") in Seshnela.
descendant, feeling that the saint's apparent longevity He was first Lord of the city and built the first wall. His
seems too Brithinish. power is a key reason for the Balifes dynasty's success. He
has only a single shrine, within Segurane, and it is well-
Nomia's Blessing (3 POW): The user's mind is expanded. guarded against outsiders gaining him as a patron.
The user immediately succeeds in all experience checks.
Can only be used in Downtime Rounds. Segur's Blessing (3 POW, temporal): When invoked, Segur
points out the weakest part of any wall or other
St. Ouxey fortification which the invoker may see. In his own city, he
Patron of patience. Ouxey was famous for his wakefulness also shows how the defenses may best be strengthened.
and long-suffering. Even when he slept, he kept his eyes The Seven Holy Men of Fengwal
open. After Hrestol's death, he traveled as a missionary as
far as Jrustela, always headed where there was the most The original Sedalpi are so sacred that their names are only
resistance. He inspired others to persevere. formally pronounced once a year. So far, they are only
canonized by the Sedalpi and other Pamaltelan sects, but
Ouxey's Blessing (4 POW): Permits the supplicant to there is talk among the Rokari of adopting their worship.
ignore the passage of time. He remains immobile and is not
bored or injured in any way by any ensuing tedium. He is Sedalp Monad's Blessing of Exchange (1 POW): enables
aware of his surroundings, and at any time he chooses to the supplicant to speak one complete sentence intelligible
to any human listener, whether or not the supplicant and MP expended, all his skills are increased by 2 percentiles.
the listener share a common language. The maximum numbers of magic points that can be
Sedalp Dyad's Blessing of Stability (2 POW): until the next expended is equal to the character’s POW.
dawn, the supplicant's "normal" attribute scores are used St. Valkaro
for all resistance rolls or other purposes. For instance,
The wonder-worker.
instead of using current MPs to determine his chances of
overcoming an opponent in an MP vs. MP combat, the Valkaro's Blessing (3 POW): Until next nightfall, the
supplicant's POW is used (because normally MPs are equal devotee has great force of mind. He automatically succeeds
to his POW). in any INT roll, including Concentration rolls. He
automatically succeeds in sorcery, with no die roll
Sedalp Triad's Blessing of Protection (3 POW): so long as
necessary, and no critical or special successes possible.
the supplicant remains still and takes no actions, he is
totally invisible and undetectable by all sensory means and St. Waertag
spells to the Eight Unholy Races. These are: dwarfs, The sea god. Bastard son of Malkion and the Mermaid
cliaryz, elves, goblins, gorgers, un-men, slarges, and trolls. Queen, a jealous immortal who sought revenge for the rape
(Cliaryz have not been seen in Umathela since the Dawn, of her mother by the storm gods. She chose Malkion for
and no one knows what the un-men are or were.) her plan, not only because he was famed for his chastity,
Sedalp Quaternion's Blessing of Denunciation (4 POW): a but also because he was the product of a storm spirit rape.
single villain is denounced. If the denounced culprit Her witchcraft seduced him, resulting in Waertag.
attempts to physically harm the supplicant, then for the Waertag lived for a time with his father, but finally
next full hour he cannot resist any and all spells cast by the returned to the sea. Rejected by seafolk and ill at ease
supplicant (though defensive magic may still block the among landsmen, he took several wives. One was a
effects). human, one a slave, a third a were-otter, and the fourth a
Sedalp Pentad's Blessing of Troth (5 POW): the supplicant ludoch holy woman. Some speak of marriages to a spirit,
states aloud an agreement to be made with another an undine, and sea monsters. The sons married their half-
individual, who must be present and willing. If either sisters, and the Waertagi were born along with their
participant violates the letter of the bargain, the violator tradition of inbreeding.
immediately loses 1d10 POW. Waertag's Blessing (4 POW, temporal): The supplicant
Sedalp Hexad's Blessing of Patience (6 POW): the gains the ability to survive underwater.
supplicant falls into a deep sleep. While asleep, he does not
St. Xemela
age, starve, or otherwise suffer from the passage of time. If
physically injured or shaken awake, or startled by an Patron of sacrifice.
extremely large sound, he will awake. Until then he sleeps Xemela's Blessing (9 POW): The invocation has two parts.
– centuries may pass. In the first part, the supplicant's skin turns night-black, and
Sedalp Heptad's Blessing of Holiness (7 POW): the he or she has one minute to touch other beings. When he or
supplicant receives, in effect, a full Divine Intervention she has touched every being that he or she wishes to affect,
like unto that enjoyed by most pagan cults. Unlike other or the minute is up, the second half of the invocation takes
Saintly invocations, which cost 1 POW, the Blessing of place. At this moment, all the beings touched have all
Holiness costs 1d10 POW. damage and other physical harm cured. However, the
supplicant takes this damage upon himself or herself, as
St. Swiven
follows:
Patron of the city of Okarnia in Jonatela, where he cured a For each hit location healed, the supplicant takes 1 point of
plague caused by Gbaji. He is well-known throughout damage in the corresponding location.
Fronela.
For every person healed of general hit point loss, the
Swiven's Blessing (3 POW): instantly cures a disease in the supplicant takes 1 point of general hit point damage.
supplicant, or another. Any disease spirit present is cast out
at this time. This power can even be used to cast out a For each disease cured (and the effects healed), the
disease spirit which is haunting a well or other site. supplicant loses 1 point off the appropriate stat (i.e., curing
8 points of Brain Fever costs 1 INT).
St. Talor
Other losses can generally be figured out by comparing to
The laughing warrior. Only an individual capable of this general effect. Thus, a person Tapped is cured by
bearing arms and armor may invoke Talor. losing 1 point of the appropriate stat. Only points lost
Talor's Blessing (6 POW): Talor must be invoked just below the character's normal trait level can be restored -- if
before or during a battle. His supplicant experiences joy your initial POW was 10, and you'd worked it up to 15,
while fighting. He is immune to all deleterious effects of and then had it tapped to 8, Xemela's Blessing would only
combat except death and hit point loss (i.e., he does not restore you to 10.
suffer from fatigue loss, incapacitation, shock,
unconsciousness, etc.) In addition, when first invoked, the
supplicant can expend 1 or more magic points. For each
If a hit location is completely destroyed, this blessing has St. Yingar
no effect -- Regeneration must be used. This blessing Patron of communication. Yingar was a runner and
cannot raise anyone from the dead, nor can it remove the horseman in Old Seshnela, who won many races as a
taint of chaos. This blessing will not expel a passion spirityouth, both on foot and horseback. He helped Hrestol's
or disease spirit, but it will heals damage done by such a missionaries by carrying messages back and forth. While
spirit. doing so, he was caught and martyred by having his legs
Even if the total damage taken by the supplicant slays him crushed.
or her, the complete effect still works. Hence, one ploy is Yingar's Blessing (6 POW): the supplicant can speak to
to "use up" Xemela supplicants in a battle, by having each any person whose name he knows, whose skin he has
touch a hundred or more wounded individuals before touched, and whose true face he has seen, regardless of
invoking the second half of the invocation. The supplicant distance. The duration of the speech is brief, only a few
dies instantly in a tatter of bloody shreds (and, most sects seconds. If the desired recipient is asleep or even
agree, rises directly to heaven), but all the soldiers are unconscious (or even dead, say the Rokari), he will still
cured and ready to return to battle. receive the message, though it may come as a dream or
vision.
Alchemy
Design notes Do remember, most cults have no alchemical secrets.
Those that do rarely have many. No cult will willingly
I think some of this comes from Simon Phipp’s rules. share.
Alchemy is the forerunner of modern chemistry, and is Laboratory
the transformation of physical substances by mundane
or arcane means. An alchemist was one who practised Every alchemist needs a laboratory. If the alchemist
alchemy. Here, the term ‘alchemist’ means anyone has no laboratory, their effective alchemy skill is
who can alter substances by either chemical or magical reduced by 40%. If the alchemist has access to a simple
means - it includes wise women, tribal shamans, room and a few basic alchemical devices (average cost:
healers, thieves, assassins, sages, Mostali, sorcerers 100 pennies) they can operate at -10%. If the alchemist
and adventurers. All these people need to brew potions has a laboratory, plus equipment, totalling around 250
of some kind, although their ingredients, methods and pennies they can operate normally.
final products will differ considerably. For instance, an There can be particularly good laboratories. Equipping
Aranea Shaman will produce Spider Venom Antidote a laboratory for 1,500 pennies yields a +10% skill
in a different way to a Lhankor My Alchemist in his bonus. Equipping one for 10,000 pennies yields +20%.
laboratory. One thing that alchemists have in common Making Alchemicals
is an almost fanatical secrecy - they will almost never
reveal their secrets to those outside their group. A character can only create alchemicals for secrets that
they already know. They must gather together the
Alchemy Game Mechanics ingredients (the cost of which is given in the secret
descriptor) and spend a week creating the alchemical.
Alchemy Skill
A character with an (effective) skill of 30% need not
Alchemy is a knowledge skill with a base of 00%. The roll to create arcane alchemicals; a character with 60%
skill itself governs the proper procedure for preparing need not roll to create recondite alchemicals; and a
potions and alchemical substances: brewing, milling, character with 90% need not roll to create abstruse
grinding, extracting essences etc. As these skills are alchemicals. If the character’s skill does not meet that
common in many alchemical preparations, the same level, they must roll. If successful the alchemical is
skill is used no matter what is created. made. If not, the ingredients are wasted. If they fumble
On its own, however, the Alchemy skill can do they create some other substance with suitably
nothing. A character must also have access to unwanted results, as the GM wills. With alchemicals
Alchemical secrets. criticals, specials etc. don’t matter.
Alchemical Secrets Making Alchemicals Faster
The secrets are the ingredients, and processes applied The character can make alchemicals in a speed faster
to those ingredients, required to create a particular than a week. If they try in three days they take a
alchemical substance. It is not a skill, but once a penalty of -15%. If they try in one day, they take a
character has the secret they can use the alchemical penalty of -30%. If they try in six hours, they take a
skill to create the substance. penalty of -60%. If they try in half an hour, they take a
penalty of -90%.
Alchemical secrets come in three types: arcane,
recondite and abstruse. These tell you how secret the No matter what the skill of the alchemist, if they make
secret really is, which normally correlates to how alchemicals in a speed faster than they should be made,
powerful and difficult the alchemical is to produce. So they must make an Alchemy skill roll.
a simple bladevenom would be an arcane secret; a
more powerful bladevenom would be recondite and the Alchemical Forms
most powerful would be abstruse. Alchemical goods can come in a variety of forms.
Alchemical secrets take one Downtime Action to learn, Generically they are called ‘potions’ but this covers all
and must be taught by someone who knows the secret variety of things, such as pills, biscuits, wafers, salves,
and has a certain alchemy skill (30% for arcane secrets; ointments, drinks, powders, gas canisters or sprays.
60% for recondite secrets; 90% for abstruse secrets). These all have similar effects but are carried, stored
Some cults charge a fair bit to learn the secret, whilst and used differently. Each secret creates a specific
others grant its teaching as a cult benefit, or in lieu of form, as explained in the descriptor. Obviously each
service (or working as an alchemist’s apprentice). form is associated with a type of vector – but this
Sample costs are given below as a guide for those cults needn’t be the case. Some draughts, for instance are a
that pay. contact poison etc.
Pills There are various antidote secrets. Each one creates an
These are small, solid and concentrated potions which antidote for a specific type of poison. Your average
must be swallowed to take effect. Pills are expensive, antidote will have POT 8 and cost 100 pennies to
being the most convenient potion form. Since pills are
hard to label, most alchemists make them brightly create a single dose. This ‘secret’ is often less secret
coloured to ensure speedy identification - beware than others, and your village wise woman might known
colour-blind alchemists. Often pills are coated in one or two antidote secrets. The going rate for an
pleasant-tasting syrup or chocolate - see Miracle Max average antidote secret is 500 pennies. For rarer
in the film "The Princess Bride". Usually the secrets, which cure rarer poisons (such as Basilisk or
associated vector is ingestion. Stoorworm), have a stronger effect, or are cheaper to
Wafers and Biscuits make, are both harder to learn, often cult secrets and
usually recondite or abstruse.
These are solid potions which must be chewed and
swallowed to take effect. Often, alchemists add nice Cause [Disease]
flavouring to biscuits and wafers, but wise-women and Recondite/Abstruse
doctors make them bitter "so you know they are doing
you good". Usually the associated vector is ingestion. Mallian secrets, a different one for every disease. There
is no potion that causes Plague. Disease Causing
Salves and Ointments Potions are almost always made from the blood of
These are semi-solid potions which must be rubbed on carriers or infected creatures, although some plants
the affected area to take effect. Usually the associated may be used, for instance Spirit Moss can be used to
vector is contact. make a Cause Soul Waste potion. In addition, it costs
100 pennies per dose. Normally given in draught form.
Draughts
Once created the imbiber is exposed to the disease as
These are liquid potions which must be swallowed to per the usual rules.
take effect. They are stored in vials or bottles. Usually
the associated vector is ingestion. Cure [Disease]

Powders Arcane/Recondite
These are fine powders and must be dissolved in This is actually a group of secrets, usually known to
liquids and drunk in order to have an effect. Usually Healing cults such as Chalana Arroy. Non-mortal
the associated vector is ingestion. diseases are an arcane secret, mortal diseases are
recondite. There is no cure for the Plague. Costs 300
Dust Packets pennies to create one dose, normally in draught form.
These are extremely fine powders which must be Normally creates a potion that adds 6 to the character’s
scattered in a cloud to be effective, usually they are CON when it comes to resisting the disease. Again,
thrown at a target. To attack someone with one, make a some rarer secrets allow you to create more powerful
successful Throw roll (and don’t stand too close!). potions.
Usually the associated vector is inhalation.
Black Fang Venom
Blade Pastes
Arcane
These are semi-liquid, viscous pastes which are
An alchemical secret of the Black Fang cult. Normally
smeared on a blade or needle and take effect when the
taught at a rate of 1500 pennies to cult members only.
blade damages a target. They normally are wiped off
Requires 250 pennies of ingredients. Each week creates
after a hit which causes no damage or after 3 parried
3 doses of bladevenom (Type: Insect; Vector:
hits. Usually the associated vector is injection. Injection; Form: Paste; Time delay: 3 rounds; Strength:
Gaseous Potions 10; Damage 4).
These are stored in vials which when broken or opened Uscreeb Poison
produce a gas which must be breathed in to have an Recondite
effect. Usually the associated vector is inhalation or,
more rarely, contact. Taught by the Pal-Sheeth Lunar assassins, usually for
free if services are rendered. Requires 500 pennies
Sprays worth of ingredients to create a single dose of
These are liquids which are applied using a fine spray. bladevenom for their poisonous darts (Type: Arsenic;
Usually the associated vector is inhalation. Vector: Injection; Form: Paste; Time Delay: 3 rounds;
Strength 14; Damage 8).
Example Secrets Fiend’s Blow
Antidote Abstruse
Varies, usually arcane
A rarely known alchemical secret known by some special – causes target to lose 2d6 long term fatigue
sorcerors and wanderers in the Wastelands. Requires levels. If resisted target loses only 1).
the hand of a Fiend and 300 pennies. Creates 10 doses Uleria’s Touch
of bladevenom (Type: Basilisk; Vector: Injection;
Form: Paste; Time Delay: 5 rounds; Strength: 16; Recondite
Damage 14). This creates a potion that triples your chances of
Sleeping Draught conceiving. The secret is normally taught to Uleria
cultists, for free. It costs around 70 pennies to produce
Recondite a single dose.
Known by various alchemists in the West. The going Lord D’urex’s Special Mix
rate to learn it would be around 1200 pennies. Requires
250 pennies of ingredients, and creates a single dose of Arcane
poison. (Type: Scorpion; Vector: Ingestion; Form: A relatively common secret known throughout many
Draught; Time Delay: 10 minutes; Strength 14; regions of Glorantha, taught on a varying scale of
Damage: Special – causes the target to fall asleep for costs. It costs around 200 pennies to create 5 doses.
1d4 hours. Even if resisted, causes 2d6 levels of long Once taken by a male, the character’s chance of
term fatigue loss). impregnating a woman is cut by one quarter.
Night Night Dust Acid Creation
Arcane Recondite
A relatively common alchemical, often learned by This creates a medium acid. The secret is usually sold
initiates. Commonly taught for around 500 pennies, on at about 1200 pennies, and costs 100 pennies to
where sold. Requires 300 pennies and creates 5 doses create 5 doses. As always, there are variations on this
of a poison. (Type: Arsenic; Vector: Inhalation; Form: secret to create stronger and weaker acids.
Dust packet; Time Delay: Instant; Strength 8; Damage:
Heroquesting
This chapter details how Heroquesting works, some of Myth Attributes and Quest Building
the logistical problems faced by people on the
One use of myths is to engage in HeroQuests. You
Heroplane, it also details some manner of Heroplane
‘build up’ a HeroQuest out of the myths that you know.
geography (if such a thing can be said to exist).
But you can’t just fit them together how you like, you
{insert some generic Heroquest introduction} need to make sure they ‘match up’ with one another.
A Heroquest takes place when a character partakes in This is achieved by looking at the attributes of the
the realm of myth and magic, interacting with the myth.
world in a way that mundane beings do not. Myths all have the same attributes. They have a name,
A character can begin a Heroquest in one of two ways. a description of what that myth represents (usually a
Firstly, they can engage in a ritual that starts them on a titbit about what the myth involves), keywords
Heroquest. This requires them to know an ‘Etnering governing what places it is connected with on the
Myth’ (see below) and may, or may not, take them on HeroPlane, what times it is connected with on the
to the Heroplane itself. Secondly, and more rarely, a HeroPlane, what type of station it is and where and
character can find themselves on the Heroplane by when the Myth goes to (it’s destination on the
other means (falling down Hell Crack; entering the HeroPlane). Further, it lists how it deals with
Caverns of Nogshill; jumping to the Red Moon etc.). entering/exiting the HeroPlane. Further, each station
has details concerning what one might normally where
Since the most common type is the former, that’s what
it to be used as a full-blown HeroQuest on the
we’ll concentrate on here. There are two types of such
HeroPlane – but players generally do not get to see
re-enactment Heroquests: ‘practice run’ Heroquests
such information, it is for the GM’s eyes only. These
taking place on the mundane world and Heroquests
attributes are only relevant when the character is using
taking place on the Heroplane. In both cases, the
the myth to engage on a HeroQuest (either a practice
characters involved do enter the Heroplane to varying
run quest, or one that takes them to the Heroplane).
degrees, but it is only the latter where the Heroplane
effects come into play (see below). The name of a myth is pretty straight-forward. For
instance, the Terminus Myth Cycle of the Humakti cult
During a normal Heroquest, a character re-enacts a
is composed of seven myths: ‘The Journey to the
god’s actions from their mythology, and in so doing
Hidden Chamber’; ‘Through Subere’s Domain’; ‘At
gains certain benefits. Once a Heroquest has started,
the Hidden Chamber’; ‘Past the Underworld
various extra rules come into effect. They are detailed
Guardians’; ‘The Forging of the Blade’; ‘The Power of
in the rest of this chapter.
Death’; and ‘Seeking Death’. Whereas the Yelmalion
Hill of Gold Myth Cycle is composed of five myths:
Myths ‘Finding the Hill of Gold’; ‘Fighting Orlanth’;
A myth in RuneQuest is an item of the game ‘Fighting the Black Lord’; ‘Fighting Inora’; and
mechanic. One learns myths and then uses them, either ‘Fighting Chaos’.
for magical effects in the mundane world, or for The places of a myth determines where that myth takes
entering, traversing and leaving the HeroPlane as part place on the heroplane. Similarly, the time of the myth
of a HeroQuest. Each myth represents a single ‘station’ determines when that myth takes place. The type
on a HeroQuest, and comes with its own powers, and determines what sort of things go on at that station.
its own attributes that can be used to tell you how it Most importantly, the destination tells you what myths
helps to enter, traverse and exit the HeroPlane. can be placed after the myth you have just used.
For example, these are the details for the Teminus
Quest (we deal with entering/exiting below):
Myth Name Where When Type Destination Entering/Exiting

The Journey to the Inner World Any Travel Underworld (outer)/Lesser Entering only
Hidden Chamber (any) Darkness or before/any

Through Subere’s Underworld Lesser Darkness Travel Underworld (any)/Lesser None


Domain’ (outer) Darkness/any

At the Hidden Underworld Lesser Darkness Conflict Underworld (outer)/ Lesser None
Chamber (inner) Darkness Darkness/Travel

Past the Underworld Lesser Darkness Travel Inner World (Genertela)/Lesser None
Underworld (outer) Darkness/any
Guardians

The Forging of the Inner World Lesser Darkness Forging Inner World (any)/Darkness None.
Blade (Genertela) (any)/Conflict

The Power of Death Inner world Greater Conflict The Well of Life/Greater None
Darkness Darkness/Conflict

Seeking Death The Well of Greater Conflict Any/Greater Darkness/Any Existing only
Life Darkness

So you use the first myth, and upon completion can ‘Conflict Darkness’ as its destination it can’t be used to
travel to any station that has, as its ‘where’ an go to a general ‘Conflict’ myth, or a ‘Conflict Chaos’,
‘underworld (outer)’ location, that has as its ‘when’ ‘Conflict Sky’ myth etc. it can only be used to go to a
attribute a time period of the Lesser Darkness or ‘Conflict Darkness’ type myth.
before, and has as its ‘type’ attribute anything Note that you’re not limited to those myths. For
whatsoever. Of course, the next myth down the list instance, you may substitute one myth for another. So
meets such conditions, so if you know the second myth you may know the myth of ‘Past the Underworld
you can carry straight on to it (as it takes place in the Guardians’ or you may not. Upon completion of the
outer region of the underworld, during the lesser ‘At the Hidden Chamber’ myth you may decide to use
darkness and is a ‘travel’ myth). Similarly, after that the ‘Past the Underworld Guardians’ myth. But you
myth is completed you can carry on to any myth that may not – for you may not know it, or may have a
has as its ‘where’ attribute any underworld location, better quest to use. After all, that myth involves
takes place during the Lesser Darkness and is of any fighting Bimbaros and the Sunbiter. Perhaps you don’t
‘type’. And, again, the next myth down the list fits the fancy doing that at all, and instead know the myth of
bill. And so on and so forth. Note that the keywords are ‘The Hidden Passage of Kwrk’zi’ where you find a
increasingly specific. So if the ‘type’ of quest you have hidden passage and negotiate the secret traps and
is ‘Conflict Darkness’ then any quest that takes you to dangers that allow you to leave the underworld. That
a ‘Conflict’ station will work. But if you myth lists myth would have the following attributes:
Myth Name Where When Type Destination Entering/Exiting

The Hidden Passage Underworld Any except Travel Inner World/any/any None
of Kwrk’zi (outer) Green Age

So that myth could be substituted salva veritate in Here’s another example. You might use ‘Healing the
place of the other myth and still get you to the myth Underworld Hawk’ where someone finds an
you wanted to go to (namely ‘The Forging of the underworld bird, and gives it healing magic, in return
Blade’). So by building up myths you may be able to for which it flies them far from the underworld. That
better negotiate the Heroplane. myth might have the following attributes:
Myth Name Where When Type Destination Entering/Exiting

Healing the Underworld Darkness (any) Travel Sky/Darkness (any)/Travel None


Underworld Hawk (outer)
This myth will take you to the Sky world, and thus Ground (Rather Fast)’. The first station takes place in
won’t allow you to travel to the next station. What the Sky, and allows you to travel across the sky to
happens then? Well, you could try using extra stations wherever you want. The second station recounts the
that eventually navigate you back to the station you myth of the Sky King hurling someone back to the
wanted. So say you also knew the Quests of ‘Along the Inner World (and, yet, surviving to tell the tale). Those
Sky River’ and ‘From the Castle of the Sky King to the myths would have these attributes:
Myth Name Where When Type Destination Entering/Exiting

Along the Sky River Sky (outer) Storm Age Travel Sky (any)/any except green and None
golden age/any

From the Castle of Sky (inner) Lesser Darkness Conflict Sky Inner world (or, if the Sky King Exit
the Sky King to the is defeated, the Sky King’s
Ground (Rather Castle)/Lesser Darkness/any
Fast)

You could then use those myths to get back on the But there is a second alternative to going along the sky
Humakti myth cycle and use ‘Forging the Blade’. Note river. You might not try to get back on to the Humakti
that the destination of the second myth is conditional – myth cycle before and instead just carry out other
if you beat up the Sky King you don’t go to the Inner myths instead. This is the heart of experimental
World and are instead left in his castle. Note also that heroquesting.
you can exit the heroplane if you so wish using the Here’s a similar table and example for the Hill of Gold
second myth (explained below). myth:
Myth Name Where When Type Destination Entering/Exiting

Finding the Hill of Inner World Greater Travel Hill of Gold/Greater Entering only
Gold (any) Darkness Darkness/Conflict Storm

Fighting Orlanth Hill of Gold Greater Conflict Hill of Gold or Inner World/ None
Darkness Storm Greater Darkness/Conflict
Darkness

Fighting the Black Hill of Gold Greater Conflict Hill of Gold/Greater None
Lord Darkness Darkness Darkness/Conflict Ice

Fighting Inora Hill of Gold Greater Conflict Ice Hill of Gold/Greater None
Darkness Darkness/Conflict Chaos

Fighting Chaos Hill of Gold Greater Conflict Inner World or Hill of Exiting only
Darkness Chaos Gold/Greater Darkness/any

Note that in this quest you options are far more limited, they could be used to leave the Heroplane but don’t
both because the ‘type’ of myth that must come next is have to). That’s how you build up a myth.
limited, and because the location is very specific, Importantly you can only use every myth you know
namely the Hill of Gold. So you might well know the once on any given HeroQuest. So if you need to travel
myth of ‘Wrestling Cwim’ and want to use it instead of twice through the underworld, as you do on the
‘Fighting Chaos at the Hill of Gold’. But, alas, Terminus Quest, you will need two separate travelling
Wrestling Cwim may be ‘Conflict Chaos’ but doesn’t myths. Deciding what myth you go to is done en route
take place at the Hill of Gold. Hence, experimental on the HeroPlane, and so you can decide what myth to
heroquesting with this myth will be very problematic. use once every station is complete (so you may find
So every Quest must be such that the myth you are that events at a particular station sway you towards
going to fits the destination attribute of the myth you fighting the underworld guardians, or maybe using that
just used. Finally comes ‘exiting/entering’. Only some secret passage, or maybe finding that underworld bird
myths allow one to get on to the Heroplane, and only you’ve heard so much about).
some allow you to leave. This is covered in the Finally, you may wonder what happens if you don’t
‘exiting/entering’ attribute. The first myth you use, the know an appropriate myth that meets the destination
one that you will head into from the mundane plane, attributes. That’s really bad. You end up lost on the
must have the ‘Entering’ attribute. Finally, the last Heroplane, meeting whatever fiendish station the GM
myth you use must have the ‘exiting’ attribute so desires. So, for instance, you might end up using a
(although in many cases a destination is also listed for myth whereby you talk to Issaries and he promises to
stations with the exiting attribute, which means that take you somewhere in the ocean. If you knew an
ocean myth, you could use it to make sure Issaries took Dawn
you to that place in the ocean. If you don’t know any Type
ocean myths, you have no such luck. That’s not to say
you can’t go to where you wanted to go, but you might Travel Travel to Sky; Travel to
find that – without the myth – Issaries doesn’t know Darkness etc.
the location of where you are travelling to, or even if Conflict Conflict Darkness; Conflict
he does know the location he doesn’t take you to it in Chaos; Conflict Zorak
the right place (or even the right time! So you might Zoran etc.
want to end up there in the Lesser Darkness, but Dealing Bargaining; Gambling;
instead end up there in the Greater Darkness!). This is Riddling;
experimental heroquesting to the max, and without the
safety net of a myth to guide your way you will end up Thieving
doing a Sam Beckett for at least a fair while, Learning Myths
desperately hoping that the next myth is the myth
home… One might know a story, but that’s not the same as
knowing the myth. So whilst we may all know the tale
Example Myth Attributes of how Humakt went to the underworld, got death, had
Here are some sample attribute details for all myths it nicked by Orlanth and then got it back, that doesn’t
generally. This list is far from exhaustive and only lists mean that everyone knows the Myth. To learn a Myth
the most common attributes. On the left is a general is to learn special cult secrets, so don’t confuse
attribute, on the right are more specific versions of it. knowing the details of the story with the details of the
Myth. Nor should you confuse knowing the Myth with
Where knowing every detail of the story. That is, you might
Inner World Inner World (Genertela); well know the Myth of how Humakt tamed death,
Inner World (Pamaltela); without knowing precisely how we did that (and, thus,
Inner World (Fronela); having to either find out or think of your own way
Inner World (Storm when you decide to do it yourself on the Heroplane!).
Mountain). If you are the person learning a Myth, you need do
Note that not every location in the inner world receives this attribute. nothing other than spend a downtime action (or, via
Just look at the Hill of Gold Quest! To get to the Hill of Gold
requires a special station that specifically lists the Hill of Gold, rather
GM fiat, whatever time period he so chooses if this
than anywhere in the Inner World. Although that’s not to say that takes place mid-adventure) with someone who can
every quest that takes place on the Hill of Gold is the same. So some teach you it. If you are teaching a Myth, it costs you 1
Quests may list Inner World(Hill of Gold) as where they take place. POW per person it is taught to. If the Myth is a part of
Sky Sky (outer); Sky (inner); a whole HeroQuest, and you teach all the stations at
specific locations in the sky once, it’s half the POW cost rounded up. This makes
learning a Myth a non-trivial matter as people won’t
Underworld Underworld (outer);
burn POW willy-nilly to pass the Myth on to you.
Underworld (inner); specific
There is no roll that needs to be made to teach or learn
locations in the underworld
a Myth, as long as both parties speak the same
Hell Specific locations within language (if they don’t both have 30% they must make
Hell i.e. Hell (Sheng appropriate Speak rolls, and if they fail the POW is not
Seleris’ prison). lost and they need to spend set amount of time trying
Altinae Specific location in Altinae again). You do not need to be in the same cult as
someone to learn the Myth (although the chances of
The Spike Specific rooms in the Spike,
ever being taught a Myth when you’re not in the cult is
like the Grand Auditorium,
almost nil, especially as you can then go and spill these
or the Seventh Prison of
cult secrets to others!).
Bronze.
The other way of learning a myth is to research it. This
When
again costs a downtime action, and you must have
Pre-Existence (rarely found!) access to the appropriate resources (such as ancient,
Creation weighty tomes). Indeed, gathering together the required
material to learn a Myth is probably a few adventures
Golden Age
in and of itself. In cases where you learn from a text,
Lesser Darkness you spend 1 POW to learn the Myth.
Greater Darkness In all cases, the GM reserves the right to say that a
Great Compromise (this is a specific moment, downtime action can be used to learn just one Myth or
and is also the period that ‘I multiple Myths at the same time as is appropriate to the
Fought We Won’ takes narrative.
place)
Invoked Powers practice run Heroquest to defeat Gore and Gash, the
As noted in Tales of the Reaching Moon #7, one of quester will encounter two trolls who have been pulled
the ideas introduced into Heroquesting is the idea of onto the Heroquest. Even with Heroquests that take
Divine Qualities, of "special cards". These are powers place on the Godworld somewhere on Glorantha some
that the Quester has, and can invoke them against other guy is playing the role required. Often this won’t be
people - they are gained by Heroquesting. For instance, involuntary on their part. For instance, on a Godworld
an Orlanthi may be able to summon a Hurricane, or a version of the Quest to defeat Gore and Gash, in some
Zorak Zorani could summon Gore and Gash. An dark troll temple in Guhan two trolls will be re-
perfect example of this is from King of Sartar p. 236- enacting this quest. In a sense they are the trolls who
8 where Harmast Barefoot Invokes the Heroquests of are met by the character. Sure, their stats are higher.
Orlanth and Aroka to prepare for battle against Sure, if the Questers kills Gore and Gash, those two
Dragons. You can invoke a Heroquest anywhere, trolls don’t ‘die’ except ‘dying’ as part of the
whether you are on a Heroquest or not. I use a system ceremony. But, nevertheless, someone from the
almost entirely similar to Simon Phipp's idea of mundane world is, in some sense, behind the mask of
Invoked Powers (so give him the thanks). the Godworld inhabitants met.

When a character learns a Myth, say the various tations Normally the powers of myth determine who gets
of the Hill of Gold Heroquest, they likewise learn the pulled on to a Heroquest. But a character can try to pull
invoked power. They can then use that invoked power someone purposefully on to the Heroquest, either in the
as if it were a spell – details are always provided with practice run version or the Godworld version. The
the Myth. The Invoked Power normally costs POW, or mechanic is a bit tricky. First, the ‘target’ must have
more rarely magic points to use. engaged in their own Heroquest that intercedes at the
appropriate point. For instance, if a Yelmalion wants to
Example: Mike the Yelmalion Heroquester knows the pull some Zorak Zorani onto the Heroplane then that
Myth of the Hill of Gold and meets a Zorak Zorani. The Zorak Zorani must have engaged in the Hill of Gold
Hill of Gold myth has an invoked power. It costs Mike quest himself at some point – in their the practice run
1 POW. For the period of that combat, the Yelmalion or Godworld version. Second, find the appropriate
can now take their POW extra to their general hit Quest that the target must’ve gone on. Find the major
points before dying, but are unable to score criticals passion of that Quest, and call X the value of the
upon the Zorak Zorani. This reflects how Yelmalio target’s rating in that Passion. Third, the Heroquester
survived the conflict with Zorak Zoran, but did not casts the Heroquest spell and must then make a resisted
defeat him. Mythology roll opposed against the target’s score of
These benefits cannot normally be dispelled. Myths 100-X. The target counts as active.
can also be used to summon aid while on the If overcome, the target is dragged on to the Heroquest.
Heroplane, as Divine Intervention is ineffective. If not overcome then the quest nevertheless begins, and
Invoking Heroquests carry with it certain unwritten must be completed as per usual (and, indeed, there’s
penalties, which are left to the Gamesmaster to decide. still a chance that the powers of myth will drag the
It tends to bring with it the actions of the rest of the target onto the Heroquest anyhow!).
Quest. For instance, a Zorak Zorani knows the Hill of Example: Mike the Yelmalion hates Bolargi the troll.
Gold Quest and Invokes it to steal the magic from a Mike decides to drag him onto the Hill of Gold
defeated foe. However, as Zorak Zoran faced Chaos of Heroquest. Bolargi has enacted the practice run
great power on the Hill of Gold Quest, a short period of version of the Quest and is thus an acceptable target. If
time later this chaos shows up to fight the Invoker - one engages in the Zorak Zorani version of the Quest
summoned by the use of Heroquest magics. Sometimes then one gets the Passion Hate Yelmalion. Bolargi’s
it is not chaos, but Orlanthi, sometimes nothing Hate Yelmalion passion is 35. Mike’s Mythology skill
happens. As a guideline, if the character is Invoking is 70. So the resisted roll is between Mike’s skill of 70
Quests willy-nilly use these side effects against him, if and Bolargi’s effective skill of 65 (that is, 100-35).
he is using them at mythically appropiate times then Mike’s player rolls a 40, but Bolargi’s player rolls a
refrain from indulging in their use. However, Questers 50. If Mike had specialed, or Bolargi had failed, then
should always be careful of Invoking Myths. he would’ve been pulled on to the Heroquest. But not
Involuntary Heroquesting today.
Not everyone who goes on a Heroquest does so of their On the practice run version of the Quest, at the
own volition. One way for this to happen is to wander, appropriate station the target turns up. On the
accidentally, into the Otherworld by means of a magic Godplane version, the target kinda turns up. If they are
portal. weaker than the Godplane version then use the stats of
the creature given in the Quest description. If they are
However, there is another way. When Heroquesting on stronger, then replace the Godplane character with the
a practice run quest, characters encounter people from target. In cases where it’s not clear, use the latter.
the mundane world who have been pulled in to play the
role of whoever it is that is required. For instance, on a
Whatever happens to the target on the Heroquest, be it Sometimes, they even manage to make it back to the
practice run or Godworld versions, happens to the Surface World and carry on living.
target. Obviously this is a Heroquest in itself. The special
ability to escape the Path of the Dead can only be
Heroquests gained via Heroquesting. However, those characters
What follows are the rule changes that apply whilst with enough force of will can choose to depart the Path
partaking in a HeroQuest. of the Dead. This is represented by a roll made on their
highest Passion minus 50. A chance of zero or less
Passions means a roll cannot be made. Obviously, Passions such
As noted in Game Systems a character’s passions are as Love (Death) do not count, and in fact count as
always added (or subtracted) from the appropriate penalties to the roll. If successful the character can
skills in the appropriate cases. break away from the Path of the Dead.
Passions do not increase via experience ticks like a Divine Intervention
skill. Instead, they are gained through succeeding in
Divine Intervention is useless on any Heroquest. Since
Heroquests. The increase varies depending upon what
the character is taking on the part of their god then they
type of Heroquest is being attempted and to what
may not call on their deity (or, indeed, any other deity
extent the passion plays a role in the Heroquest. Every
they happen to worship).
Heroquest lists the appropriate bonuses, but here are
some guidelines as to what to expect. Normal Benefits of a Heroquest
On a practice run Heroquest a character will get five Engaging in a Heroquest invariably provides some sort
points in any passions relevant to the main point of the of benefit to those who support the quest (see below).
Quest. For instance Slaying the Dragon enacted as a However the individual involved will also gain certain
practice run quest will increase the character’s Hate benefits. Some of these may be special powers, or
Dragon by five; a practice run version of the Terminus special items – as described in each Quest. But there
Quest may raise different passions by five points – say are, in addition, some standard benefits that a Quest
Succor Cult and Protect Cult.; a practice rune version usually provides.
of the Slaying of the Devil may raise a Storm Bull’s Firstly, Heroquests are one of the main ways to get
Hate Chaos and Protect Eirithra. A practice run can hold of Rune magic. Completing a practice run quest
only ever increase a Passion to 30. normally yields 2-3 points, whilst a Heroplane quest
On a Heroquest taking place on the Heroplane some normally yields 5-6. These points must all be spent at
passions will be more important than others. The main the end of the quest. Further, they cannot be ‘added
passion(s) connected with a Quest increase by 12, into’ a pool with POW to purchase spells. So if a
whereas the minor passions increase by 9. In the case character receives 2 points from a Heroquest they can’t
of minor passions, the maximum level it can increase buy a Shield III by expending an extra point of POW.
them to is 60. In the case of major passions, the In the case of cults that don’t support rune magic but
maximum level it can increase them to is 100. support saints, the character gets points to spend on
For instance, if in Slaying the Dragon a character goes Saints instead. These can be added into a pool with
off to defend their family from dragons they get Protect POW to buy a Saint. Further, in the case of ‘Saint
Dragon at 9 points, but Hate Dragon at 12; on the Points’ they can be used to buy Blessings that are to be
Terminus Quest a character will increase their Succor used later. The character must select which Blessings
and Protect Cult passions by 9 but their Hate Undeath they will use at the end of the quest, but needn’t be
will go up by 9 as well for fighting Vivamort (amongst actually used until the character desires.
other passions from other stations). Secondly, any given quest usually provides a ‘Hero
Whether a passion increases or not may well depend Point’ that can be spent at a later date. The Hero Point
upon the actions of the character. If a character engages is always tied to the major passion of the quest, and can
in Slaying the Dragon to protect his family, his Protect only be spent when that passion is being used. When
Family raises. If not, then not. spent it ‘bumps’ any roll by one success level. It can be
spent after seeing the result. Often characters quest for
Passions do not, generally, decrease. They also have a Hero Points so that they can be stored up and spent on
maximum rating of 100. a later Heroquest. In cases where groups go on a
Passions Above 50 Heroquest, as opposed to an individual, the point is
only awarded if they are in an Iron Ring or similar
Those who die, both on the Mundane Plane and the grouping. The Hero Point is then available for any of
Heroplane, can break away from the Path of the Dead. them to use (subject to the veto of the leader of the
When a character’s passions go above 50 they can group). If the group disbands, the Hero Points are lost,
achieve this by sheer willpower. Instead the character
even if they later reform.
can choose not to go down the Path of the Dead, and
can try and escape the guardians of the Path, flee into
the Underworld and take their chances in Hell.
Cult Support on, increasing by one Support Point for every multiple
of ten additional to this.
One of the most important parts of any Heroquest is the This is then modified by the spiritual quality of the
entourage that the Quester has supporting him/her. community. If your supporters are hand picked rune
These Supporters participate in pray, aid, sacrifices lords and priests, they are going to benefit you more
etc... at the local temple whilst the Quester is on the than a group of drunkards and alcoholics. Modify the
Heroquest. Spiritually powerful supporters are, number of Support Points gained by looking at the
obviously, more useful than weak, drained or table.
indifferent Supporters.
To get the spiritual quality multiplier, the vast majority
Upon the Heroplane, the Hero becomes the focus of the of the supporters must be of that quality. For instance,
Supporters - in effect, he becomes his community. If he if a million Lunars support you, even though some of
does something on the Heroplane then his community them will be of Good or Excellent quality as most are
is affected by it directly. In turn he is affected by them. Normal you only get a x1 multiplier.
If a Humakti tries to gain support from Chalana Arroy
Healers then he will find himself at a distinct However, you can get the ‘best of’ your support
disadvantage if he attempted a Humakti Quest. ratings. So if you have 250 supporters, of which 50 are
Supporters are more than human sized Duracell Mistress Race trolls, and the rest are trollkin, you get
batteries. three points, for whilst the 250 count as poor (granting
two points) the 50 Excellent Uzuz grant three points
The aid that the Supporters give comes in the form and you get the best of the two.
increased Passions, increased magical resources and
mundane support before hand (such as lending the Spiritual Multiplier Example
Quality
Heroquester crystals, binding enchantments etc.). In Poor x1/2 Trollkin, Teshnan Night
return, the Supporters gain the benefit of the successes Caste, Kingdom of War serfs
of the Hero, and also his failures. Therefore, a Hero Normal x1 Members of a normal cult,
takes upon himself responsibility for his followers. Dara Happan noble clans
Good x2 Hand picked rune lords,
The Community
skilled magicians etc.
To use Supporters properly, the GM must figure out Excellent x3 Uzuz, Idovanus worshippers,
the "statistics" of the Community. For instance, a demigods.
collection of hand picked Humakti Rune Lords will be
Design notes
more suitable to support a Heroquester embarking on
the Lead Cross Quest than a collection of rag tag All of this is rooted in Nils Weinander’s YAHQS.
peasants whose interests include wenching, drinking
Support Points
and going to bed before sundown.
There are two things that determine how powerful a Support Points are used in two ways. Once used they
communities support actually is, its size and its are used, they do not return until the Heroquest ends
"spiritual quality". The community grants Support and the Supporters get a chance to recuperate. Firstly,
Points, and how they are used is described below. whilst on the Heroquest, and while Support is being
given, the Quester receives additional POW equal to
The size dictates the base number of support points, the square of the Support Points given. Just in case you
which are then modified by the spiritual quality of are confused, if you receive 2 Support Points you get 4
those providing the support. If a community gives total extra POW (i.e. 22), if you receive 4 Support Points
support (q.v.) then they grant an extra Support Point you receive 16 extra POW, if you receive 7 Support
(not modified by Spiritual Quality). Points you get an extra 49 POW! This POW vanishes
Number of Supporters Base Points after the Heroquest, so if you have 10 POW and gain
30-80 1 16 from Support, go on a Heroquest and lose 5 POW
81-200 2 then when you return you will have only 5 POW, not
201-500 3 10 still. This could feasibly kill the Quester, if he had
501-1,000 4 been tapped for 11 POW or more then when he
1,001-3,000 5 returned he would have negative POW and die
3,001-10,000 6 instantly. The POW can be used for magic points, is
10,001-100,000 7 used on resistance rolls etc. Each character receives
100,001-1,000,000 8 this bonus – the POW bonus is not spread amongst
1,000,001-10,000,000 9 them.
Etc. +1 Secondly, the Support Points apply a bonus to the
A community, be it a temple, a nation, or a village, character’s skills – any skills – used on the Heroquest.
grants one Support Point if there is one hundred of So if a character has 6 Support Points then they have
them, two Support Points if there are one thousand, an extra 6% to each skill. This extra bonus is not
three Support Points if there are ten thousand, and so modified by the /5 modifier on the Heroplane (q.v.).
The Supporters and the Quest reason, the Supporters are disturbed, for instance the
The Supporters share in all the victories and failures of enemy raids them, then the Supporters can no longer
the Quester. For instance, if a group of Yelmalions give Support!! One example of cult support is from
were to engage in Supporting a Quester on the Hill of King Of Sartar, where Orlanth should have been
Gold Quest and the Quester suceeds, then the destroyed during the Requirement of Proof but calls
Supporters might gain a chance to sacrifice for one-use upon those who loved him.
Sunspear, Command Salamander and Summon In the case of the much rarer, much longer Quests, such
Salamander. If the Quester failed, then the Supporters as Argrath's Lightbringer Quest in King Of Sartar, the
might well lose access to the spells Sunbright, Light Supporters normally devote about one day a week, and
and Lightwall as the Quester gambles away his Light can act normal otherwise. All the Supporters do not
powers. A Quester who is defeated by the Lions of even have to lend their Support on the same day!
Nambran Gate may find his temple being invaded by a However, in this case, the Supporters must also devote
plague of lions, or forever be branded as cowards as permanent POW - they spend 1 POW per year of the
their courage is stolen. Quest. Some Quests can last many, many years.
The Supporters may give normal support, or total Usually this Support consists of giving prays of hope to
support. In the case of normal support, the supporters the Quester.
gain approximately 1/10th of the reward the Quester
earns, so if George Missinghands is blessed with
Runes
+100% sword attack, his Supporters gain 10%. They I use a modified version of Sandy’s runic fame rules,
also gain comparatively little chance of major for which I don’t have permission to reproduce.
disabilities if the Quester fails.
Infinity Rune
On total Support, the Supporters gain about 3/10ths the
reward of the Quester, but stand to lose more as well. The Infinity Rune is "the mark of the gods... it implies
In the case of the Lions of Nambran Gate, total total control of the power flow around the user, making
supporters might die if the Quester is defeated!! him invulnerable to all magic, among other abilities"
(RuneQuestII p.54). It is the binding Rune of the
Obviously, some numerical values cannot be applied, Cosmos, it rules and commands all other Runes. In the
what is 1/10th the reward of the Sandals of Darkness. same way the world is made up of interactions
Normally the exact reward is given in the Quest. involving the Runes, the Runes are made up of
Some Supporters may choose only to Support the interactions involving the Infinity Rune. It is the
Quester on part of the Quest. This on the Lightbringer's operating system of the Universe. All superheroes,
Quest, the Orlanthi Quester may find a group of dragons and some gods have the infinity rune.
Humakti who agree to support him on only when he is The Infinity Rune is a sign of connection, permanent
in Hell, and nowhere else. In this case, the group can connection, with the macrocosmic world. With the
only gain benefits from the part they support, but in Infinity Rune you gain a better understanding of the
turn only suffer from the failures of the part they Cosmos. It connects you to the world of the
support. So if the Humakti agree to give support only Transcendent, the "unknowable and changeless world"
when Orlanth is in Hell, but not when he confronts the (RQCONII Book p.70) that goes beyond the normal
Devil, then if he dies fighting the Devil they are safe. If world, the spiritual plane and the magical realm - into
he dies whilst in Hell, however, they suffer the same the all embracing nature of the Universe. The owner of
penalties as everyone else. The Supporters must decide this rune finally understands the workings of the
which stations of the Quest they will Support before mystical world and can manipulate the powers of
the Quests begins. magic like a sorceror can manipulate the physical
If a Quester should start doing something against the world with magic. Those in contact with Infinity gain
Supporters wishes, they cannot choose to stop an amazing understanding of the Gloranthan universe -
supporting the Quester. If the Storm Bull support an why be afraid of death and an afterlife if you control
Illuminate on a Quest against the Devil and suddenly Death? If there is no need for an afterlife, the majority
the Illuminate starts to try and make friends with him, of religions have suddenly become obsolete - the
they can do nothing until the Quest is over. At which Infinity rune brings greater freedom.
point they will most likely kill him. The Infinity Rune is owned in partnership with another
General Losses rune, and is tied to it. For instance, Jar-Eel has
Harmony and Infinity, whereas Harrek the Beserk has
This mystical support is very draining and time Death and Infinity. Unlike normal Runic Links,
consuming. In most cases, a Heroquest will last a Infinity is either owned, or not, there is no gradual
maximum of one week, maybe a bit more. In this case, progression.
the Supporters spend all of their time devoted to the
Quester in pray and mystical aid. All Supporters lose Gaining the Infinity Rune primarily involves a long
one magic point an hour for engaging in Support, and and involved Heroquest. Anyone who gains it is
double the amount of Fatigue. If, for some exterior considered to be a Superhero - although all True
Dragons possess it. One can become a Superhero by route to head off into the Heroplane. For instance, at
reconstructing an old Superhero and incarnating them - the Two Pine Crossroads where Malkion went East, a
thereby gaining the Infinity Rune. Once gained, it Heroquester might instead go West and head off into
grants a variety of powerful benefits. Another method the Realm of Pain and fight evil Zorak Zorani demons
of gaining it is to follow the path of another Superhero rather than bother with the Heroquest he began.
to gain the Infinity Rune as they did. For instance, Experimental Heroquests can also be used to find out
Harrek followed the same path as Elmale, Jar-Eel new paths that were unknown before. For instance, if
probably followed the same path as one of the Lunar you know your god can speak to flowers and always
Gods. smells wonderful, but you do not know how, you can
Firstly, the infinity rune relieves the Hero from the Heroquest experimentally to find out. Then, upon
downside of the Runic Link the Infinity Rune is held in returning, you can give this knowledge to your people.
conjunction with, so Harrek no longer suffers casting Normally these Quests are attempted by tweaking
penalties for having 100 in his Death Rune Link. already known paths. Taken to an extreme the Questers
Secondly, all spells that are connected the rune that can actually create myths and paths and attempt them
infinity is held in connection with can be cast as Heroic instead.
Castings, in other words can be cast without having to Only in these dark times, when the Heroplane is
be reprayed for, so Jar-Eel has access to an infinite changing, when the old ways aren't working, is it that
number of Heal Body spells as Heal Body is connected the people of Glorantha are using Experimental
to Harmony, which is the rune she combines with Heroquests.
Infinity. Lastly, the magic flow can be completely
controlled by the Superhero. They have access to an There are two essential forms of Experimental
effective infinite reservoir of magic points, have Heroquesting. The first anyone can do. The second
infinite magic points for resisting spells, and can requires a character to build a new Heroquest out of
dismiss magic - or even stop it from being cast - by ‘stations’ of other quests.
resisting their POW against the number of magic points What if I sleep with Vivamort instead…?
in the spell. They can even stop HeroPowers and
In the first case we have anything that requires normal
Divine Intervention if they succeed in a POW vs. POW
mundane knowledge to experiment with. For instance a
with the user. Most mortals, however, can concentrate
clan may know that when they get to the Stead of
on a maximum of one effect at a time, and can channel
Gohar Kalinsson you rest for the night and do not sleep
their infinity rune against only one spell or HeroPower
with his promiscuous wife. However, what if you gave
a round.
gifts to Gohar? Perhaps that will do something. So you
Note that even in the HeroWars, there are only three attempt it, and he gives you a magic pie. What if you
Superheros, Jar-Eel, Harrek and Androgenous. Before give gifts to his Gatekeeper? You give his gatekeeper a
this there have only been a handful more, Elamle in the magic dagger and he teaches you how to hurl swords
Second Age, Arkat in the First Age and a few in seven inches deep in your foes. Another Quester tries
Godtime, like Tada. giving him a Lead Cross and offends him, and is
challenged to a duel for his life. Another Quester gives
Experimental Heroquesting him a few gold coins and is taught how to throw his
For more information on Experimental Heroquesting sword high in the air and catch it again. What if you
read Questlines II p. 68-80. attempt to gift his servants? You attempt it and achieve
nothing.
Experimental Heroquesting is essentially an Orlanthi
and a Lunar activity. These two cultures are the This all requires no special preparation or powers, just
cultures that are good at it. Other cultures can the desire to make a gamble and to think beyond the
experimentally Heroquest if they wish and, with the confines of the Quest. This form of experimental
approaching Hero Wars in the Third Age, do so quite Heroquesting is relatively common. You cannot truly
often. Arkati are also well known experimental prepare, except to ask other people for advice.
Heroquesters. The change the Quester might make on the path may
Experimental Heroquesting is to do what no-one has be more radical. Such as, rather than killing the Boggin
done before, to go beyond the confines of the Beast with your sword, can you seduce it? Can you
Heroquest myth. It is dangerous. Usually deadly. marry it? Can you trick? Rather than killing the Devil
Almost always fatal. Pretty often, it's worse. In fact, in Hell, you can flee and when he tries to suck you
almost always. Well, always. Nearly. It is to do what is back with his inhaling breath you can toss pepper at
not expected by the myth. For instance, experimental him and make him sneeze to allow you to escape.
Heroquesting is not to go up the Hill of Gold and kill Rather than forging a mighty blade of death for Kargan
Yelmalio, it is not to let Aroka capture Heler, it is not Tor you might make him a Shield. The deviation from
to kill Aroka and instead make a deal with him. It is to the Heroquest has more radical effects than merely
use a different method to achieve a different aim. trying some small difference like offering people gifts
Often, experimental Heroquesting is just used as a etc... such major deviation should have equally major
ramifications. For instance, if you marry the Boggin
Beast perhaps all your familys children will be little be made beforehand). A Gloranthan example would be
baby Boggin Beasts. But then again, perhaps in times Harmast Barefoot who knew that at the Well of
of need you will be aided by the Boggin beast Wisdom you must go into the Baths of Nelat - and he
worshippers from the nearby swamp. If you escape the also knew that no-one has ever survived the Baths
Devil in Hell, you may well survive with your life, but other than Orlanth, and so as he knew a different test,
the Devil is left unslain! Bad things should result, such the Fires of Ehilm, he substituted that station into the
as incursions of chaos or perhaps on your next Quest. He survived that, but obviously didn't get the
Heroquest you are ambushed by the Devil who roams, benefits for succeeding in the Baths of Nelat.
unchecked around the Heroplane. In the last case Substitutions must be made with smiliar stations. A
perhaps nothing happens, perhaps Kargan Tor is quite station requiring you to travel through Hell and
happy with his new shield. Perhaps he loses his next meeting various demons cannot be substituted with a
battle and dies, perhaps he fares even better and gifts station where you travel through the Sky World - it can
you. only be substituted with a station where you travel
Even though this form of experiment is more risky, it is through Hell.
also not necessary to have any magical powers or Illuminates, with their wide range of Heroquests, can
preparation, although careful planning will probably make a lot of substitutions. For instance, if they were in
reduce the chance of catastrophic failure. If a Quester a warrior cult and on a Quest to get a magical sword,
plans to deviate from the Path in some major way, such requiring them to defeat an evil Fire Demon, they
as go on the Lightbringer's Quest and get to the West might substitute it with a Heroquest station from the
coast and travel South to aid Pamalt against Jraktal and cult of Tyram, where they pass by a Fire Demon by
his foes, rather than doing his own Heroquest, then the copulating with it instead of slaying it.
Gamesmaster should plan well in advance. Such major
deviations from Heroquests, just heading off into the There are dangers involved in substituting stations. The
Heroplane rather than travelling the established path, less similar the station is to the original the more likely
was pioneered by Arkat who managed to make it is that the Quest will not work the way the
connections between the different Quests of his cults Heroquester intended. For instance, if you go on the
and was able to travel from one Quest to another he Lightbringer's Quest and instead use a station to make
knew the Heroplane so well. While these Quests are a pact with the Devil to prevent him from destroying
dangerous, and almost suicidal it requires no magical the Comos instead of killing him, it is unlikely that you
preparation or powers. will get the benefits of the Heroquest. After all, the
Gods of the Cosmos will not give you a reward after
Stations and Heroquests watching you deal with their arch-enemy! If you were
The second way to experimentally Heroquest is to buy on the Quest to kill a Fire Demon and the Sword's
a Heroquest "piecemal", as in to buy it Station by powers were specifically targetted towards Fire
Station. For instance, you might only purchase the Demons then if you slept with the Demon the sword
station on the Hill of Gold Quest where you face Zorak might not work for you! If you fought Gore and Gash
Zoran. These Stations can still be used for Invoked at the Hill of Gold instead of Zorak Zoran, fine, as they
Powers, so the Heroquester in the example could still are very similar. However, if you fought Asrelia the
use the Invoked Power of gaining bonuses against results of the Quest might be very different. Perhaps
Zorak Zorani, but not against Orlanthi, or the ability to you might survive but not gain Immortality. The
summon Elf allies to aid him. There is a good reason Gamesmaster must carefully consider the ramifications
for doing this when you consider Experimental of using "twisted" versions of Heroquests.
Heroquesting, you can substitute one station for
another. Hero Cults
For instance, imagine you are a competent Humakti Hero Cults are sometimes thought of as being the true
Heroquester. You engage in the Terminus Quest, one mark of the Hero. A Hero Cult is a collection of
station of which is to go to Hell through a place called individuals worshipping somebody.
the Jewelled Crevice. The Quester, knowing that this The Hero of the Hero Cult must be worshipped for
might be dangerous, has in his repetoire of Heroquest some reason - people will only worship somebody for
spells a single station from another Quest, a station nothing if they are slave worshippers, which is
where you go from the surface world to the something else entirely. Usually the Hero has a power,
Underworld by paying a Ferryman. So the Humakti ability or spell discovered on the Heroplane and taught
substitutes this station into the Quest. Rather than to the Cult through him. Because most powers/skills
going to the Crevice, he goes to a river, pays a etc... can already be accessed by other Hero Cults, only
ferryman who then takes him to Hell. The rest of the Heroquesters who have discovered new powers have
Quest continues normally. Hero Cults.
The Quester must state their substitutions before they One example Greg Stafford gave was Mike the
enact the Quest (you can't suddenly start substituting Yelmalion who won the powers of Fire back from
stations halfway through a Quest - preparations must Zorak Zoran at the Hill of Gold. Rather than every
Yelmalion gaining access to these powers, it was only have achieved this level of power - Sir Ethilrist is one,
those who joined Mike's Hero Cult. If, eventually, the Pharaoh is another.
Mike's Hero Cult was so widespread everyone always An example Heroquest to become a Hero is the Path of
joined it, then Yelmalio would have his Fire powers Thed, where a Quester travels to the home of the broo
back. See the RQ Con Compendium. mother, rapes here and gains power. Another example
Sometimes a Hero Cult is formed out of reverence of a Hero Cult might be a troll who manage to retrieve the
previous act, or out of a desire to lend more power to Sandal's of Darkness and return them back. His cult
the Hero to help him in his course. In such a case would then be part of Kyger Litor.
worshippers gain no power but their only reward is Not every Hero who dies apotheosises. In fact, very
what their Hero does. For instance, Sartar is few do. Most go and join their gods in their respective
worshipped for founding his country, while Argrath domains and receive worship through their Hero Cults.
might be worshipped as Destroyer of the Lunar Empire Only Heros who make special preparation become
- those who worship him gain no power but know their Gods. Post humous worship in the Malkioni lands
investment will result in the destruction of an awesome converts a dead soul into a Saint, and a Hero. This
foe. requires the entire support of the Church responsible
Creating a Hero Cult for the Saint.
The forging of a Hero Cult primarily involves a Hero Benefits
creating a mystical link between himself and those who Firstly, the benefits that Quester would have for having
wish to worship him - much the same as the Link the Support of his Hero Cult are permanent, he always
between a God and his initiates. In doing so, however, has their Support Points when he goes to the
the Hero's free will becomes limited as they're cult Heroplane, and the POW gain is permanent. The POW
controls them and their existence. gain also increases maximum POW, so a character who
To create this mystic link is not too difficult if the Hero has an extra 9 POW has a maximum POW of 30. This
intends to make their Hero Cult a sub-cult of another makes Heroes with large Hero Cults very powerful
God. Take the Hero Cult of Gerak-Kag, which is a sub- individuals (such as the Exarchs or Godunya, or
cult of Kyger Litor. All the Hero has to do is Heroquest Moonson).
to their god's current residence on the Godplane. Once Secondly, by having a large Hero Cult the Hero creates
there (and it can easily be a difficult task) the Hero an intrinsic connection between himself and the
must teach their God their new ability. Then, when the cultists, his free will is limited the same way that a
Hero returns he can form his cult and grant his power gods actions are limited by his having worshippers. In
via a Rune Spell or Spirit Magic Spell. Alternatively, Heroquest terms, the Passions of the character are
when the Hero Cult does not need to teach a new altered. First, decide what Passions the Hero is
power (such as Argrath or Ralzakark), a simple spell associated with (so if he is a famed dragon slayer who
can be used - such as the 4 point spell The sleeps with men across the land then the passions are
Enthronement of Orlanth which re-enacts Orlanth Hate Dragons and Lust Men). Next, take the Support
taking Umath's position. Points granted by the Hero Cult and multiply it by 4.
There are two problems to this approach, though. This is then the amount by which the Passion is
Firstly, it may be undesirable for the god to accept the increased (to a maximum, as always, of 100). The Hero
Hero's Power. For instance, trying to Illuminate Urox cannot refuse these Passions, even if they are
or teaching Ressurect to Humakt. Secondly, the Hero illuminated or really, really don't want them.
Cult is still subject to the parent cult and only
Penalties
worshippers of the parent cult may join. Plus, the God
may demand that the Hero Cult is subject to some The loss of Free Will due to Passion gains is what
special condition, such as requiring a particular skill, hinders most Heroes. Also, having a cult makes it more
possess piety or take an appropriate geas. For instance, likely that they will be sucked onto the Heroplane from
only worshipers of Kyger Litor may join the Hero Cult time to time. If a Hero defeated Zorak Zoran and
of Gerak Kag. regained Fire, he will continually find himself having
to battle to keep it - and the larger his cult, the more
Another approach is available, especially if a Hero
often he appears.
worships no god, a dead god, a weak god or a god that
has no wish to accept the power the Hero offers. While Heropaths
it has less restrictions, it is far more difficult. The Hero A Heropath is a Heroquest that is based on the actions
himself must devise some way to create the mystical of what a Hero did to change an established myth. For
link. This is a very freeform activity, it requires a large example, in the original Well of Wisdom myth, Orlanth
amount of research, acquire a large amount of magical faces the challenge of the Baths of Nelat as one of his
energy (primarily through supporters) and then engage tests. Harmast Barefoot's Heropath for the Well of
in a Heroquest spell of the Heroquester's own devising. Wisdom, which any sane Orlanthi would use instead of
The amount of magical energy necessary for this would the original Quest as it is impossible to survive the
run into thousands of magic points. Very few Heros Baths, has the Quester face the Fires of Ehilm instead.
Harmast established a Heropath on the Heroplane that come to mind, Sartar and the Red Goddess. The Red
others could follow at a later date. Heropaths are only Goddess was a seriously powerful individual who
formed if a Quester enacts a deep Heroquest on the managed to find the assembled gods at Castle Blue and
Godplane itself (an Other Side Quest) where the rightfully fought for her place in the Cosmos. Sartar,
change can be made. Generally, as these Quests are the while not as powerful as the Red Goddess, had the
"divided by ten" type, where everything met is backing of Orlanth and the Lightbringers, who would
exceedingly difficult, Heropaths are not a vastly have spoken for his right to ascend. Any being who
common thing. Most Heroes who grant Hero Powers wishes to ascend as a god in their own right must find a
through a Hero Cult have Heropaths. For instance, place to exist upon the GodPlane, one is never
Gerak Kag of the cult of Kyger Litor has a Heropath provided. This must be sought before acceptance as a
that allows you to learn how to jump just like he did. god. Upon acceptance as a god the Hero ascends and
Sir Ethilrist has a Heropath that allows his followers to can now be worshipped across Glorantha, grant Divine
go and get a Black Steed. Intervention and can now only be affected by powerful
All Heroes have Heropaths. They can be sacrificed for Heroquests.
as Rune Spells in certain circumstances. In these cases As a side note, not all apotheosises have been
only members of the Hero Cult can sacrifice for the voluntary. Many gods have fooled others into
spell, which is generally the same cost as the Heroquest exchanging their positions in life, so the God can
that has been altered. If the Hero enacted a previously regain their lost freedom and return to the mundane
unknown Heroquest, rather than merely altering an old world. Generally this only occurs with weaker gods, as
one, the Gamesmaster should determine the cost. the stronger ones have so little free will.
Apotheosis Stars
Apotheosis is one of the possible paths a Hero can {Include rules for stars}
take. Apotheosis covers a wide range of fates, some Example HereoQuests
desirable, others not. Before I begin, I must point out
that I do not believe that Apotheosis is forced upon What follows are some example HeroQuests I’ve used
powerful individuals as there is no Gloranthan in my campaign.
precedent. Loosing Free Will is punishment enough for
being powerful.
Apotheosis can be either voluntary ascension as the
head of a Hero cult to the Heroplane or a Hero seeking
out his rightful place among the gods as a god and not
some petty figure head of some two-bit sub-cult. A
mention must be made here of individuals who seek
out paradises on the Heroplane and hide out there, for
eternity, in bliss. Not actually apotheosis as they have
no divine status, but certainly a nice end for a Hero.
Apotheosis to the Head of a Hero Cult means retiring
to the Heroplane before you die, or making
preparations so that upon your death you can still be
worshipped by cultists. In both cases the god to whom
your Hero Cult belongs to is sought out on the
GodPlane and must be convinced of the desire to give
the Hero a permanent place in their God Palace. As
most Heroes have already sought out their gods to
actually make a Hero Cult in the first place, they
usually encounter little problems in apotheosising to
the Heroplane as the head of a Hero Cult for the God.
A Hero who dies without such preparation for their
Death can no longer be worshipped for power. Their
cult dies out with no-one to initiate new members and
the Heropaths the Hero made fade away.
The more stereotypical meaning of apotheosis is to
ascend as an actual Gloranthan God, i.e. Sartar, Red
Goddess, Argrath. Here the Hero must assemble their
power and forces and meet all of the Gods on a
Heroquest, and demand the right, and fight for the
right, to be worshipped as a God, no longer under the
watchful eye of another deity. Two obvious examples
Myth Sheet: The Firepath to the Darktower (whole myth)
Kir of the Orlanthi Horde went seeking for his nephew, who was taken by the Black Lizard people of the Darktower. He
spoke to his mother, who told him of the foreigner Mastakos, who might be able to help him. He went, armed with his
lute, and played it to please Mastakos. So placated, he agreed to show him a path to the Underworld. Hurling him high
above the world he sent him to the Firepath – one of the paths traced by the Fire Scouts when the Emperor died, such
that they hunted for the best route for him to travel to his Place of Demise. Upon that path were trials and tribulations,
such as the Wailing Horde, who Kir flew over so he could not hear their cries.
He followed the path around the entire sky bowl, until it touched the earth. And there he found that the Fire Scouts had
tried to find many holes into the underworld. One, the Gate of Dusk, was well known. But the Fire Scouts had found
another path, a less regal path, that they decided was not fit for the Emperor. This was a second dusk gate. Whilst
guarded by Luathelans, Kir and his einherjar defeated them with ease. From there he headed into the Underworld. The
firepath passed by the top of the Darktower, and he alighted exactly where his nephew was held. With ease he
dispatched the guardians, and fled back to the surface world.
Myth Name Where When Type Destination Entering/Exiting

Getting to the Orlanth’s Greater Dealing Sky World Entering only


Firepath Camp Darkness (impressing) (outer)/Travel
(any)/Any

The Wailing Horde Sky World Greater Travel to Luathela Inner World None
(outer) Darkness (must be in the
western half)/
Any/ Any

The Second Gate of Luathela Any Darkness or Conflict Underworld None


Dusk later Luathalen (outer) / Any /
Darkness or
later

The Darktower Outer Any Darkness or Conflict Darkness Underworld Exit only.
Underworld later (outer) / Any /
Any darkness
or later

Invoked Powers
Getting to the Firepath: The character can spend 2 POW. Any attempt to impress a Mastakos worshipper with music is
doubled.
The Wailing Horde: The character can spend 1 POW to ignore upset women.
The Second Gate of Dusk: The character can spend 2 POW to double their attack chance for one round against
Luathelans.
The Darktower: If with a relative, and in a tower associated with darkness creatures, they can spend 2 POW. If there is
an available escape route, they will be attracted to it.
Myth Sheet: The Second Day of the Bruidian Siege (fragment of a myth)
And on the second day Ezkankeko watched as the Gideon Ram breached the Obsidian Palace. With that in mind, there
was no choice but to seek out new trade. He had heard of Urslulf in the north, and said that he himself would go there.
He had his men construct a sally port of the like that the enemy had in their own forts. With it he slipped out, with five
Uz at his side, each a bold female with teeth as sharp as spears and hands strong enough to snap lead bars.
Myth Name Where When Type Destination Entering/Exiting

The Second Day of Uz enclave Greater Travel Through Inner World Entering only
the Buidian Siege Darkness the Inner World (some type of
forest) / Travel /
Greater Darkness

Invoked Power
After damage has been inflicted by a siege weapon the user can invoke this quest at the cost of 5 POW to cause it to
have missed instead. Can only be invoked once per encounter.
Myth Sheet: Koth Hunts Braznofstel (fragment of a myth)
Koth took his troops through the forest. It was haunted by the Darkling Spores, which had long been a problem for
those around. But it was easy to dispatch them, where upon they managed to get to the Lake of the Bird People.
Myth Name Where When Type Destination Entering/Exiting

Koth Hunts Inner World Greater Travel Through Inner World None.
Braznofstel Forest in Darkness the Inner World (lake) / Any /
Rinliddi Any

Invoked Power
Can spend 1 POW to double their track skill when tracking chaos.

Myth Sheet: Fragment of the Deal with the Humans In Trouble (fragment of a myth)
Bloodied, Zorak Zoran supped from the lakeside as he eyed up the intruders. ‘Pah!’ he said to his fellows, ‘They are
weak willed, and meek. Look how they enter our lands without the Dark Tapping ritual, or the Holler of Entry! If we
were not nearly dead, I should eat them.’
Yet Argan Argar knew better. He gave the whistle that everyone knew was the sign of friendship and approached those
that had been spotted. They revealed that they were members of the Orstoni tribe, and had been chased from the surface
world by enemies. Argan Argar told them that his people were in trouble as they were in trouble. For each trouble, they
could swap and barter, and for each swap and barter, a trouble from each would fade away. They chatted and traded,
and even drank beer with one another (which resulted in only five of the humans dying.) With each trade, friendship
grew. With each trade, the hatred Zorak Zoran had within him was displaced by a growing friendship. And Zui was
right, this growing friendship saw off the beast.
In the morning, it became clear to Argan Argar that they needed to seal this friendship with a Bond. He said that they
should travel to meet the King of the Orstoni tribe. There he sat, and did the Trading Dance. The King laughed to see it,
but he himself was taught it. As Argan Argar had the thousand eggs that the Orstoni tribe needed – for, see, the start of
this story is not irrelevant! – the Bond was forged.
Myth Name Where When Type Destination Entering/Exiting
Avoiding the Inner World Lesser Darkness Conflict Water Any except No.
Creature (Lake in underworld /
Dagori Dealing
Inkarth) (Bargaining) /
Any
The Trading Dance Inner World Lesser Darkness Dealing Any Inner world / Exiting only.
(northern (Bargaining) Lesser Darkness /
Dragon Pass) Any

Invoked Power
Avoiding the Creature: Can expend 3 POW. For the rest of the encounter the mind affecting and emotional affecting
effects of one type of creature are ignored (i.e. the demoralising howl of a ghoul etc.)
The Trading Dance: Has the same effect as an Oath spell as long as the Oath concerns trading deals. Both sides must do
the dance. Each side expends 1 POW.
Myth Sheet: Sparring Before the Joust (fragment of a myth)
And after that, Lelian returned to the Joust and threw the body of the baby to the floor.
‘Lo!’, he said, ‘I have travelled in Arkat’s name and found what he found; done what he done; spake what he spake; ate
what he ate; loved who he loved; chosen what he chose.’
All of those present knew that he spoke the truth, and saw the foreign pain in the body of the corpse.
‘Rightfully, I challenge you.’ He said to the Tourney Knight. The Tourney Knight demanded twice that he face him in a
joust, and both times Lelian refused. ‘Given who I am – given what I am – you must fight me on my terms.’ He said. He
dictated that they would fight with their left arm bound behind their back, and the crowd agreed that it must be done in
that way. As they sparred, Lelian nicked the Tourney Knight twice on the arm.
Myth Name Where When Type Destination Entering/Exiting

Sparring Before the Inner World Post-First Age Conflict Inner World (must be to some None.
Joust (any human Human form of competition or
centric area) tournament)/ Any / Any

Invoked Powers
Costs 1 POW. Can only be used within the proximity of a crowd of people who revere Arkat and his works. If
unsuccessful they cannot try again during the same encounter. If successful, match the number of people in that crowd
against the POW of the target. If overcome the target must either flee or accept to spar the attacker, who can stipulate
what type of fight it will be (bare fists, weapons, jousting, archery etc.) along with one condition of their choice, no
matter how odd (GM may veto certain choices). However, during the sparring the attacker only ever causes minimum
damage. The sparring match comes to an end after two consecutive blows have been struck by either side. If the Invoker
continues fighting at that stage, they offend the gods, and can never use this myth or invoke it ever again (although they
may still teach it).
Myth Sheet: The Child Purifier (whole myth)
The temple of Mraidor was the hallowed holy spot of Genraldra the Gentle, sister of Ernalda and mother of the
fourteen hundred spores of Gethamine. It was a bountiful place, that had held out against all hardships of the lesser
darkness. No wind had harmed its walls, no darkness had crept into its courtyard, no waters can covered its temple.
Even Death had not managed to gain entry, having been turned away at the door by the Ladies of Green.
But Chaos was unknown to Genraldra, so her wisdom and soft touch were of no use. The demon Ragnaglar managed to
gain entrance under the pretence of an injury. ‘Lo Genraldra’ he cried, ‘I am but a poor innocent man, cast from his
camp, and no suffering injury in his leg. Heal me oh woman, heal my heart!’ he did cry. And so the door was flung
open. For three nights Ragnaglar slept in the compound, and on the third night he did devour all within, using his teeth
of Void and his talons of Scror.
The raking sound of the talons, the holler of his victory cry, echoed throughout Spore Valley. At the end of that valley
was Babeester of the Axe. She did hear these cries, and knew that wrong had been done. She had oft raised a weapon in
anger, but never with intent to kill. Now she hoisted it to her head and made the cry of Gor and took that name upon
herself: Babeester Gor had come to the land and to the earth to protect, and defend, and wreak vengeance upon the
enemies of her fellows.
She snuck in through the undergate and entered the column region. There she snaked around the Gas of Gasses until
she came across Ragnaglar. There she came across him eating a body, gnawing on its bones. She struck him by
surprise across the head, and he fled into the night. Leaving only corpses behind, the new Gor took to purify the temple
by intoning to the air: ‘Lady of the Earth, Gata oh Gata, hear my purifying cry.’ No such look was had, and in her heart
she knew blood must be spilt first. She hunted for the Bile Demons that Ragnaglar had left in his stead. They would keep
her from the bodies and from the burial rites, but after they were dispatched Gor took a spade made of iron and dug a
hole in the ground big enough to fit them: ‘Oh mother of all, oh lady of the ground, Gata oh Gata, hear my burial
chant’ she cried. Then and only then did purity return to Mraidor, and our mistress of vengeance strode from the halls
and back into the world.

Myth Name Where When Type Destination Entering/Exiting

Birth of Babeester Inner World Greater Travel Inner World (chaos inhabited Entering only
Gor (any) Darkness area)/ Great Darkness or
later/Conflict Chaos

Ragnaglar’s Fleeing Inner World Greater Conflict Inner World (any) / Greater None
at Mraidor (Chaos Darkness Chaos Darkness or later/ Conflict
Aligned area) Chaos

The Purification of Inner World Greater Conflict Inner World (any) / Greater Exiting only
Mraidor (Earth aligned Darkness Chaos Darkness / Travel
area)
Invoked Powers
Birth of Babeester Gor: 1 POW to locate the a specific chaotic entity that has recently attacked an area or people sacred
to the Earth pantheon.
Ragnaglar’s Feeling at Mraidor: 2 POW. If succeeds in a POW vs POW with a chaotic entity, then if in the next three
rounds the character can score a damaging blow on the entity (i) it cannot take that location to 0 or less hit points; (ii)
the chaotic creature will flee next round, if possible, and will succeed at any rolls required to succeed in doing that, and
won’t trigger an attack of opportunity.
The Purification of Mraidor: 1 POW. Purifies an area that has been previously inhabited by chaotic creatures. Requires
the blood of the chaotic creatures in question.
Restrictions
Neither the Myth or Invoked Powers of ‘Birth of Babeester Gor’ can be used by anyone who is or has been a rune level
member of Babeester Gor.
Cults
Divine Intervention
DI Level Examples
Divine Intervention, or DI for short, is a way of calling up Received
your god to cause a miracle. It is rare occurrence, at least D20 Minor Saving a temple from being
for common folk. destroyed; recovering a cult
Unlike in previous versions, DI is relatively limited in artefact; completing a minor
scope and power. It is nothing like the AD&D Wish spell. Heroquest; killing a notable cult
foe.
Gaining Divine Interventions D10 Major Creating a new temple;
Not everyone can use DI. One only gets access to DI by recovering a powerful cult
performing acts in aid of their God’s aims, by being a rune artefact (e.g. recovering Arkat’s
lord or by being a rune priest. Crown); completing a Heroquest
The latter two ways provide continual divine intervention. on the Heroplane; killing a long
Rune lords receive a 1d10 roll, whilst rune priests receive a term, deadly cult foe (e.g.
1d100 roll (even a priest can make a peep in the hope that Shergbal Azataki).
their god will listen!). Using a continual divine D8 Famous Doing something that makes their
intervention never effects the non-continual DI a character name famous throughout the
receives. A character may always use their non-continual region (e.g. defeating the
DI in favour of their continual DI (for instance, when their Darkstormers).
non-continual DI is currently rolling a lower die than their D6 Historic Doing something that makes their
continual). name famous throughout the
centuries (e.g. cleaning out the
A non-continual divine intervention is gained by doing Storm Castle of Orlanth of
various acts for the cult. When they succeed in an act, they chaos).
receive a DI from their god. This DI remains until used. A D4 Global Saving the world from trolls;
character can only have one DI at any one time. If they resurrecting the Red Goddess;
engage in an act that provides the same level of DI or
worse, they gain nothing – they cannot ‘store’ them for Using Divine Intervention
later use (such are the fickle ways of the Great A Divine Intervention can only be used by a character if
Compromise!). If they engage in an act providing a better they are free to move (not bound by bonds etc.) just as if
DI, they are immediately upgraded to that DI. they were using magic spells. However, unlike casting
This chart lists the DI received for the kinds of acts magic, it does not take a full action – a DI only counts as a
performed: minor action. This can take place at any initiative, even if it
takes place before the character’s regular action. However,
this does mean that a character who has exhausted their
Design notes minor action for that round then they cannot DI. DI can be
stopped via slave collars, magical nullifying collars made
The basic idea of Div Int as a gift you have to earn comes
in Kralorela, Fonrit and the Lunar Empire, although they
from Nils Weinander’s East Isles campaign.
can be found in other places.
When used, roll the appropriate die. If the result is greater
than the character’s POW, nothing happens (and the
character keeps their non-continual DI if that was what
they were using). If the result is lower than the character’s
POW, deduct that amount from their POW (plus remove
the non-continual DI if that was what was used). If the roll
is equal to the character’s POW, the player has the option
of accepting the DI, and dying (their soul whisked away to
the afterlife) or doing nothing. In either case, the non-
continual DI is lost. Character’s reduced to zero POW in
this fashion cannot be resurrected (but do have a chance
for Last Words – see Combat). A character can only
have one successful DI per encounter.
The Effects of Divine Intervention Divine intervention has its limitations. It cannot do the
A character can often choose the effect of the DI. following:
However, this is not sacrosanct, and the god may choose to • Virtually no gods can teleport people
intervene in ways the PC did not imagine. away. The exception would be
Example: A character DIs to Maran Gor for aid in battle, Mastakos, but that’s only because he’s
asking for her to heal her broken body so she can return to replicating the Guided Teleportation
the fray. Maran Gor, in her wisdom, sees the battle is lost spell.
and instead summons a gnome, which swallows up the • No god whatsoever can heal long term
worshipper and takes them to a nearby underground fatigue loss. All gods are bound by
chamber inaccessible to the enemy. They live to fight Time and the Great Compromise and
another day (at least, those who didn’t suffocate in the this is one of the limitations.
gnome…).
• No god can restore magic points.
Most gods have the ability to deliver certain DI effects: Again, this is a limitation of the Great
• Heal one person of all damage, Compromise and cannot be removed.
restoring their short term fatigue loss. • No god can make people time travel.
• Replicate up to four points of cult rune Although they could place you in
magic. If used as an attack spell, the stasis to last throughout the years. But
spell comes in as an effective 4 point then there’s no going back.
rune spell for overcoming • Only healing gods can heal more than
countermagic with 14 magic points to one person at a time. Even then the
overcome. choice must be made between damage
• Can give an omen, sign or portent, and short term fatigue loss.
including signalling the presence of
some exit or object the character is Initiates
looking for. Most cults accept initiates readily. There are exceptions –
• Summon a cult spirit to come to the for instance, chaos cults might put you through some
character’s aid. Say, a Gray Furie for ordeal or test. But, in the main, most cults won’t refuse an
Kyger Litor, a medium elemental, a initiation. The normal cost for initiation is 200 pennies.
fiend for Cacodemon etc. This is waived if the candidate can demonstrate their worth
to the cult. This is abstracted by succeeding in a test of four
Further to this, a God can bring about an effect relevant to
of the five cult skills. Some other cults, such as Humakt,
their runes. For instance:
have a different test. These tests can be attempted once per
• Orlanth could use his wind magic to Downtime. Some races are immediately members of a cult
fly a character out of a tunnel complex upon birth, such as intelligent spiders and the cult of
and to the door. Aranea.
• Darkness gods could create an The ritual is sealed by the candidate sacrificing 1 POW to
undetectable Darkwall for some the deity being worshipped. Only excommunication can
characters to hide behind when fleeing sever this link.
foes. Unless otherwise noted, initates:
• A Sun God could illuminate all of a • Devote 10% of time and income.
tunnel complex within 50m for a
period of time. • Can sacrifice for rune magic,
including that from subcults and
• A healing goddess could resurrect associated cults. Maximum pointage is
someone (with no roll required to 3.
overcome their magic points and bring
them back to life). • May learn Common magic.
• A healing goddess could heal Acolytes
everyone within a group.
Standard requirements for acolytehood are that they need
In the case of Malkioni divine intervention (‘miracles’),
60% in at least four skills, 40% in Mythology and 5 points
they are gained from the Saints. Rarely it is said that the
of rune magic.
Creator himself intervenes, but this is hearsay and legend.
Malkioni divine intervention is not limited by rune Unless otherwise noted, acolytes:
affiliation (so they can replicate the effects of gods which • Devote 50% of time and income to the
have any runes) as they are divine interventing to the entire cult.
Saintly Host. This only applies to ‘pure’ Malkioni
Churches (not, say, Henotheistic or Stygian cults).
• Gain access to reusable rune magic, • Heroes receive a 1d8 Divine
although their selection is invariably Intervention.
more limited than that of priests. It • Need no longer devote time or income
never includes subcults or associated to the cult (unless they wish). They’re
cults. Acolytes never have access to on their god’s mission now, and don’t
one-use spells, and are still limited to need interfering cults to get in the
three point spells. way.
Rune Priests • They can select, at any point (but
usually when they become a Hero)
Rune Priests are the leaders of the community. Standard one common magic spell available
requirements for priesthood means that there must first be from their cult and get it at 8 points. It
a vacancy for the priest to take, must possess at least ten costs them nothing, and only requires
points of rune magic, must have at least 75% in four cult a casting of Spellteaching 5. They
skills, 50% in Mythology and 10 points of Rune Magic. only get it once, although should they
Unless otherwise noted, priests: forget it for some reason they can
relearn it once again.
• Devote 90% of time and income.
• When you become a Hero you can
• Get permanent board.
convert any spell you have back into
• Gain access to rune magic, up to five 'points' and spend those points on cult
points, including that from associated magic, so you can remove all the
cults and subcults. Shield 2's you have and turn them into
• Get an allied spirit. one big Shield 5 (if you want).

Rune Lords Allied Spirits


Unless otherwise noted, rune lords: Certain cults grant allied spirits for their priests, rune lords
and sometimes even favoured initiates and acolytes. They
• Give up 90% of time and income. have POW 3d6 and INT 3d6, but you reroll any 1’s.
• Normally get an enchanted iron Allied spirits are either bound into items or into animals.
weapon, and some form of equipment These creatures and objects are always appropriate to the
and armour. cult and examples are detailed in the cult description.
• Gain access to a continual 1d10 divine Whilst so bound they are called embodied allied spirits. An
intervention. embodied allied spirit bound into an animal can cast any
magic as long as it is conscious and not tied up etc. just as
• Get access to reusable rune magic as any other sentient creature can. It goes on its own initiative
per an acolyte. determined by its own DEX.
Rune Masters An embodied allied spirit bound into an item can cast any
magic as long as the caster is conscious and aware of the
A character can become a Rune Lord and a Rune Priest of target, and the item is on the person of the character (need
the same cult under special circumstances. Firstly, the not be held in hand etc. but has to be on their person, or
character must qualify. This involves meeting the lying on the table where they put it down for a second
requirements of both rune lord and rune priest. They must etc.). If the caster is unconscious or asleep such an allied
also have 110% in at least five skills from the lists for rune spirit can only cast spells on the character, not anyone else.
priesthood and runelordhood. If the allied spirit is not on the person of the character, it
Secondly, they must be approved to do so by the High can cast magic only on someone who is touching it (so if I
Priest of their cult. After which, they are ordained as Rune nick your Humakti allied spirit bound into a sword you
Masters. In certain cults, they will accept shamans and can't be the target of its magic anymore, but it can sever
sorcerors into their flock. For example, Jakaleel allows in spirit me if I'm not, say, carrying it in a blanket). Note the
shamans, while Irripi Ontor actively encourages Magi to difference between 'touching' and 'being on their person'.
join. All spells go on the same initiative as the owner. If the
owner isn’t there, determine its initiative as a mere 1d12
Hero with no bonus.
To qualify as a Hero, a character must have 120% in five If the animal dies or the item is destroyed, the allied spirit
cult skills, 75% in Mythology, 5 in all cult runes, 25 in one becomes disembodied. Further, an allied spirit can become
cult passion, and at least 15 in all other cult passions. disembodied on its initative at a cost of a minor action.
Disembodied spirits are far more limited in their abilities
Unless otherwise noted: but as they're knocking around the Spirit Plane they can't
be 'taken off' the character. They can only cast spells on the
character. They cannot target anyone else (even if someone different facet. This can only be done if you qualify for
casts Mindlink on them), and even though they're on the that facet, but when you change you need not sacrifice
spirit plane they can't see the spirit plane (for they hover in anymore POW. Your passions and runes remain
the periphery between worlds, in the umbral field unchanged, and you retain all previous battle magic and
generated by the rune lord himself), nor engage things in divine interventions. You still retain all rune magic, but
spirit combat etc. unless the new facet has that magic as well it is only one-
It takes a one day ritual at a temple to re-embody an allied use (that is one-use, not annual). In the case of common
spirit using the Basic Rites spell. So, basically, you can magic spells, they always count as common spells (so the
have an allied spirit bound into an animal, which is pretty Basic Rites of Orlanth Adventurous counts as the Basic
cool as it can do animally type things like scouting etc. But Rites of Orlanth Rex). Allied spirits are retained, but no
it's pretty easy to kill it, at which point it disembodies and new allied spirits can be gained from the new facet. If a
is only good for healing. In an item it can't do animally character qualifies for more than an initiate level of the
things, but is harder to get rid of - so it can cast a barrage new facet, they may – if the cult is willing – immediately
of magic spells which would probably end up making the advance into it.
animal a target. You can change facets a maximum of once between every
An allied spirit immediately qualifies as an initiate of the holy day. That is, you can change at any time, but until the
cult. They can never get reusable rune magic. Allied Spirits next holy day passes you cannot change to another facet.
can earn DI’s just like initiates can, but this is rare, and Most cults will demand some good reason to effect such a
normally the result of a HeroQuest. Allied Spirits do not change. Note that the permanent increase in passions and
have the benefits of Passions and Runes on the HeroPlane, runes may convince someone to make the swap just for
except in very special cases. that – obviously the priesthood will take a dim view on a
change for such a reason (read: that would be abusing the
An allied spirit is in permanent, unlimited range mindlink game mechanic, and the GM reserves the right to punish
with the priest or rune lord. If the spirit is bound into an anyone who makes their PC act for certain game mechanic
item it cannot see anything beyond what the mindlink to driven ends their character, who has not read the
the priest or rune lord allows it to. If bound to a creature, it RuneQuest rules, would not understand or know about.
can see as the creature sees, and the mindlink allows the Maybe some weird Arkati cults sufficiently understand the
priest or rune lord to see it as well. Cosmos to deliberately plan in this fashion, but no-one else
If a character wants a new allied spirit they can get one on does).
their High Holy Day (roll new stats). They are stuck with Note that not every God who has multiple facets counts,
what they get, though, and can’t keep the old one. mechanically, as a Great Cult (for instance, the Red
Alllied spirits cannot learn any common magic, and their Goddess has many facets but does not count as a Great
POW never increases. Cult).
Design notes Breaking Geases
Notice that allied spirits can’t learn magic anymore, so you
You are immediately excommunicated and summon a
don’t get their INT as extra Free INT of your own. This
spirit of reprisal. Reprisal spirits appear at a narratively
limits just how many spells you can have. Not only does
appropriate time, not necessarily immediately. You cannot
this demand hard choices over what spells you take (and
rejoin your cult. Doesn’t matter if you broke the geas by
hard choices are always fun, whilst no choice at all is not
accident.
fun) Plus, it makes making powerful rune lords easier and
quicker for me, and means that when I actually fight with Cults
them I don’t have to make too many tactical decisions
about which spells they use ( as if they have 10 spells and I’ve changed a lot of the cults, but basically these are oinly
combat lasts 6 rounds they mightn’t get them all off. Far small changes to what you find in Gods of Glorantha.
better to have only, say, 5 spells.) Here are some new cults from my campaign.

Aetheric Church
Great Cult Initiation The Holy Light of St. Ehilm Revealed At Last
Some cults are great cults, whereby your membership only The Aetheric Church of Galin venerates St. Ehilm, the sun
allows you to worship one facet of that god. For instance,god, in association with a variety of lesser known Saints
Orlanth Adventurous is just one facet of Orlanth, with theimported at the end of the Second Age. The Church has a
other (major) faces being Orlanth Rex and Orlanth caste structure: Serf, Knight, Wizard, Noble. Caste
Thunderous. mobility is allowed with the permission of a Bishop. The
Church has long been divided over the issue of how to treat
Mechanically, Great Cult initiation works as follows. women in its Church. Currently they are on a myogynistic
When initiated into the cult, you only have access to the bent, and force women to worship St. Denise. Some
magic, both battle and rune, of the facet you are women secretly worship other Saints, but this is heretical.
worshipping. However, you may choose to change to a
Serf Caste Design notes
Men can join Chalana Arroy (known simply as St. Most of the blurb for the Churches comes from write ups
Chalana), Lodril (St. Lodros) and the Grain Goddess (St. on Nick Brooke’s webpage.
Ralia).
Beggars around the world. The Beggar King now resides
Knight Caste somewhere in the world, with his court of Beggars, and
Men can join Saggitus (St. Sagitato), Hastatus (St. Hastio), rarely they appear en masse and act as one force – a
Polaris (St. Polifemo), Humakt (St. Humakt) and may take Beggar Army at the whim of the Beggar King. This has
St. Gerlant as a Saint. In the case of Saggitus and Hastatus happened thrice over the years, once in Seshnela and twice
the passions are Succor Galin. For Polifemo add in Hate in the Safelster.
darkness and Hate Chaos. Initiate Membership
Wizard Caste One can be come an initiate either through the Basic Rites
Men may join Lhankor Mhy, Chalana Arroy, and St. spell, or – more usually – by accidentally coming across
Dayazana (6 POW saint.; when invoked forces someone to the Beggar King’s Court. Every now and again a beggar
tell a single truth). will do just that, and will have the chance to join the cult at
Arts: Ease, Force, Reinforce, Speed. They teach no fifth the Court.
art. Initiates don’t need to devote any time or income. They
Junior Vows: Shun Tap, Shun Darkness. must sacrifice 1 POW and dedicate their lives to vagrancy.
They must never live anywhere permanently, hold down a
Minor Vow: Celibacy, Devotion, Abjure Knight’s Arms, job for longer than a day and may never have more money
Fasting, Never Kill a Horse. than that required to feed them for that day. They are
Major Vow: Devotion, Only Speak to Aetheric Church taught one point of common magic for every two years that
Members, Rituals Minor. they are in the cult.
Greater Vow: Abjure Armour, Abjure Arms, Abjure Night. Battle Magic: Befuddle, Detect Guilty Middle Class, Not
Spells: All common; Attract Missiles, Attract Magic, Call Starve
Heat, Call Light. Passions: Hate the Devil, Lust Cash, Abstain Hygiene.
Adept Spells: Boost Salamander, Shapechange Human to Acolyte Membership
Horse.
One immediately becomes an acolyte after five years of
Noble Caste being a beggar in the cult.
Men worship Yelm, under the guise of St. Ehilm. Replace Common Rune Magic: Basic Rites, Dismiss Magic,
Passions with Hate Darkness, Hate Chaos, Loyalty Family, Divination, Extension, Heal Wound, Mindlink,
Loyalty Galin. Yelm the Youth becomes ‘the Lower Sanctify, Soul Sight, Spellteaching (Beggar King).
Circle’; Yelm the Warrior becomes ‘The Second Circle’;
Sun Lord becomes ‘The First Circle’; and Yelm Imperator Special Rune Magic: Hold Disease, Soul Begging.
becomes ‘The Inner Circle’. There is no Yelm the Elder Priesthood Membership
substitute. Receives associate magic of Lodros
To be a priest one must have 50% in Mythology and erect
(Earthwarm); St.Lhankor Mhy (?); St. Chalana (Restore
a temple of at least 50 worshippers. This is usually quite
Health INT). Offers Curse Vampire instead of Ressurect.
difficult, as few wish to join the congregation of the
Beggar King Beggar King. They must have ten points of Rune Magic.
Common Rune Magic: All except Spellteaching, plus
The Cult of the Beggar King of the Felster Lake Spellteaching (Beggar King).
The Beggar King was once a mighty ruler in the time Special Rune Magic: Hold Disease, Soul Begging, Travel
before the Devil. He headed the Kingdom of Seshjolor, to Beggar King’s Court.
with benevolence and foresight; skill and dedication; love
and just rule. But when the Devil came his Kingdom was Allied Spirit: Rat.
shattered and he was cast out into the world without a
crown to wear on his head, or a tunic to wrap around his Boristi Heresy
body. Unable to work from his injuries, inflicted by the The Secret Register
most vile of the Evil One’s servants, he was reduced to
The Holy Church of Borist was founded by the holy monk
Begging. He begged for food, and received only scraps.
Quantan van deen Borist during the Gbajii wars. He
When monsters came from the east, he begged for a
realised that the minions of the devil, who is also known as
merciful and quick death, and for his efforts received being
Gbajii, tried to seduce the people of Ralios into believing
only hung and drawn, with no quartering involved. When
in the demonic heresies of their master. To combat this evil
the Gods assembled in Hell, he begged for a chance to live,
he founded the Holy Order of Borist. One of his followers
and received a small iota of resurrection by being allowed
was a knight from the West named Arkat. He was one of
to return to the world as a Spirit-God to be worshipped by
the great heroes of that time. He revealed the secret of the from worshipping Saints not on this list, even if they are
evil minions to Borist, thus furthering their destruction. available from their other Church.
This secret is called enlightment. Enlightment made it Passions: Hate Arkat, Hate Chaos, Succor Boristi.
easier for the fighters against chaos to comprehend the
hellish motives of demons. But it also bore the risk of Knight Caste
falling prey to demonic ways. Therefore, Quantan van Get access to Piety as long as they are not also in a pagan
deen Borist developed the the ceremony of cleansing. It cult (say because, in their public life, they’ve joined a
protected all members of his church against the snares of Henotheistic Church). Can qualify as a Knight-Errant if
the devil by granting deliverance to a pure, happy heart. they get 90% in weapon attack, either shield or weapon
Whoever succumbs to believing in strange gods or false parry and three of the following: Spot, Ride, Battle,
prophets is barred from salvation and damned to eternal Craft/Weaponsmith, Running. They get an allied spirit but
doom. He also thought to tap the life power of chaotic not if they also have one from their other cult.
beings. In the process, these creatures` forms are destroyed
and what little good they had in them is saved from Wizard Caste
destruction. This is how the enemies of chaos found the Arts: Alacrity, Hold, Ease, Force, Boristrum (secret art).
strength to destroy Gbajii. Junior Vow: Abjure Liquor, Celibacy, Eat only food never
Since this time, the fighters against Chaos have fought seen by a chaos creature.
against the spread of the demonic teachings of the demon Minor Vow: Abjure Knightly Arms, Abjure Metallic
Gbajii in all of Ralios. Chaos is everywhere to be found Armour, Devotion (soul), Gluttony, Never speak to a chaos
and whoever did not undergo the ceremony of cleansing of creature, Never speak to a worshipper of Arkat, Rituals
Borist is bearing chaos within himself all the time. Arkat (minor), Sacrifice being with a chaos feature.
had by that time defected to heathen babarians. He tried to
rally them to the destruction of the devila as he had Major Vow: Abjure Art (major), Abjure Day, Abjure
promised to Quantan van deen Borist. But he became a Night, Abjure Servitude, Never kill a human, Only speak
traitor and demon himself in the fight against chaos in the to Boristi.
end. He returned to Ralios and built his own demonic Dark Greater Vow: Illumination, Rituals (major).
Empire. Only few saw him for what he now was a demon
Spells: All common plus Neutralise Poison, and
of Gbajii the devil.
Regenerate.
The Hoy Church of Borist was forced to withdraw far to
Adept Spells: Hand of Death, Shriving, Tap, Teleport, True
the east of Railos from where theit Order cotinued its fight
Self.
against chaos. The minions of chaos strove all the time to
destroy the Boristi. But the Boristi kept their secrets to BottleEater
themselves and never where lured away from their path to
salvation. They where aware of the devils continued The Mean Little Trollkin
existence and were vigliant all the time. Boristi are certain
King Ulianus IV’s reign across the Safelster was met with
of the devil’s return in which he will try to take revenge much trouble and discontent from the natives. But not only
on all those who opposed him, especially the Boristi. natives were troubled by the Tanisorian’s influence – with
When the Godlearners came to Railos, the Boristi realised one such hallowed soul being a lowly trollkin known as
that they could destroy the demonic Dark Empire in an Bottle-eater.
alliance with the wizards. They assisted in destroing the An escapee from Guhan, who charged away one morning
heathen Orlanthi, but their hunger for knowledge destroyed when a passing troll tried to make him breakfast, he
them in the end. The wizards became servants of the devil managed to eek out an existence until he arrived in Uton.
themselves. The Boristi sensed the betrayal of the Scorned by the human populace, he took to hiding down
Godlearners and founded the Secret Register of the Boristi. dark back alleys and in the underside of the docks, sleeping
Only a member of the register may partake in the away the day in as much shade as he could. But Bottle-
innermost secrets of the Boristi. The Secret Register soon eater was not to be die unknown. The plucky little trollkin
was feared by the Godlearners. Being yellow wizards, the took to clubbing the invading Tanisorians down to the
godlearners loathed open battle. The Holy Church of the floor and stealing what cash they had, and what liquor they
Boristi had to dispatch their fighter on covert missions to carried. He’d swap the contents of the bottle for safe
kill their enemies in secret. This is how the Order of haven, food and good will, and devour the remaining glass
Boristi Assassins was founded. for himself. His exploits became well known throughout
The Boristi Church has a caste structure. One can change Uton, and as Bottleeater picked only on the cowardly
their caste. Almost always their caste is the same as the occupiers, he was heralded by all good and gentle folk as a
one they belong to in their public life. hero of the people – even if he was a lowly nonhuman
Common Magic: All. rather than a person himself.
Saints: Avlor, Carpattia, Conwy, Gerlant, Horal, Josselyne, So successful were his attacks, he even ran human
Malkion, Nomia, Raceen, Xemela. Boristi are prohibited membered gangs from the dock side, which would prowl
the streets at night looking for Ulianus’s men. It was late in
the King’s reign when he finally clamped down on the Underserf Caste
gang, with a sheriff putting most of them to death in the Only men belong to this caste, and they are effectively
most vilest of manners at Castle Deiarani. Bottle-eater slaves. Sometimes they are forced to jon because of crimes
himself managed to escape by chewing his way out of his committed. They are allowed to participate in general
cell, but was allegedly shot dead by bows whilst swimming worship ceremonies, but generally join no cults. The only
the Castle’s moat. At that point the Saintly Host, cult that is acceptable to join is that of Kanak Gor, to serve
witnessing his efforts on behalf of those humans who had the Earth goddesses as eunuch protectors, but only the
scorned him so, took pity and ascended him to Sainthood. most trusted underserf gets that dubious honour.
Of course, all Malkioni say such talk is a treacherous
falsehood and that God would never allow such a travesty, Serf Caste
but the worshippers of Bottle-eater know it to be true. Men usually worship Argan (Argan Argar), Barntar,
Initiate Membership Donander, Gerd (a Hunter God), Heler, Hiri (a Thief God),
or Lodros (Lodril), but can worship any of Alangellia’s
Standard. Skills tested are weapon attack, stealth, sleight, consorts. Women can worship Alangellia (use Ernalda
running. Initiates who are human must wear masks Allmother), Ralia the Grain Goddess, Moriosorio (Maran
depicting themselves as trollkin when engaging in footpad Gor), Julgellia (Ty Kora Tek) and Esmerelda (Asrelia).
activities. Possession of the mask is oft an offence in itself.
Partisan Caste
Battle Magic: Co-ordination, Dark Burn, Divest, Mobility,
Protection, Sap, Silence. The protectors of the Church. The men usually worship
Passions: Hate Tanisorian, Hate Authorities, Lust Money. Orlanth (as Orlanth Adventurous or, if they’re ‘nobles’,
Rex) and Smoke Man (a facet of Shargash) but can
Acolyte Membership worship any of Alangellia’s consorts. They also engage in
Standard. When their mask is not worn, they are at -20% to sacrificial worship to Black Humakt, but that cult is very
all weapon skill and stealth. When their mask is worn, they different from the normal Humakti cult.
are at +10%. Women can worship Babalana (Babeester Gor),
Common Rune Magic: Basic Rites, Dismiss Magic, Moriosorio and Gorgoriona (Gorgorma).
Divination, Extension, Heal Wound, Mindlink, Soul Sight, Sacerdote Caste
Spellteaching.
The priests of the Church. The men usually join the Earth
Special Rune Magic: None. Circle, and learn sorcery, or worship Orlanth (either as
Priesthood Membership Thunderous), and less usually Heler, but can worship any
of Alangellia’s consorts.
Standard. They too have the Mask-related effects that
acolytes have. The women join Alangellia (either use Ernalda Allmother
or Ernalda depending upon what aspect they concentrate
Common Rune Magic: All. on), Moriosorio, Gorgoriona or Alicasarto (Ana Gor).
Special Rune Magic: Hide from Tanisorian. They do not learn sorcery.
Allied Spirit: Beetle, Sap. The Earth Circle is a minor college. It has the following
attributes.
Cthonic Malkionism Arts: Ease, Hold, Speed. There is no fourth or fifth art.
The Church of Estal Junior Vows: Never harm a human woman.
Man Sinned and the women paid. When Arkat the Tyrant Minor Vow: Abjure Armour, Abjure Arms, Abjure Minor
came he told the people of the Dark Empire that they must Art, Abjure Major Art, Adulation, Eat only food prepared
pay for letting the Vampire Kings of Gbaji free roam of by a female Sacerdote, Never Speak to a woman you have
their land. He tyranissed the people, for they deserved it, not been introduced to, Sacrifice CON, Shun Darkness,
and when he left they had a new covenant in place with Vegan.
God. Alangellia, the Earth Lady, would store away the
Major Vow: As minor vow.
dark secrets under the earth and keep the people safe. She
would be given tribute from her many consorts. She would Greater Vow: Only speak to women and fellow Earth
be given worship and God would let her flourish. When Circle members, Sacrifice Hand.
Arkat returns, he will see that Alangellia has kept the dark Spells: Animate Tin, Armouring Enchantment, Basic Rites,
secrets safe and she will inherit the new Empire and take Blade of Puissance, Boost Gnome, Castback, Diminish
him as a consort rather than be his whore like last time. STR, Diminish CON, Diminish DEX, Enchant Iron,
They have a strict caste structure. It is only possible change Enchant Copper, Enchant Tin, Evoke Flame, Haste,
Castes in the rarest of circumstances, and with the blessing Neutralise Magic, Palsy, Phantom Touch, Project Sight,
of both a Sacerdote and a Regina. There are five castes: See Rune Magic, Shade Clout, Strengthening
Underserf, Serf, Partisan, Sacerdote and Regina. Enchantment.
Adept Spells: Apprentice Bonding, Locate Object, Magic
Point Matrix, Project Hearing, Resist Detection.
Regina Caste Underhand Membership (Initiate)
Only women are part of the noble caste. They only worship Requirements: Every Underhand is invited to join, and
Alangellia (Ernalda the Queen). Any men who appear to only a Black Hand can make that invitation. Nowadays the
be ‘nobles’ are, in fact, Partisans acting in the official cult support for an Underhand is more limited than it once
name of a Regina (although, it should be noted, sometimes was. However, any Underhand has three times the chance
they are political leaders and the Regina is just a to contract a job as an assassin during Downtime.
figurehead at best, or a name on a piece of paper at worst – However, their tithing consists of 30% of any profit made
patriarchy is not dead in Estal!). from a mission. Underhands need not devote other money
to the cult, but must devote 10% of their time. Underhands
Divo Arca can always get training in Stealth, Assassinate, Knife
Attack, Deception and Disguise form the cult, at the
Jorglaban’s Assassin
normal cost.
Divo Arca was born in the 13th century on the northern
Battle Magic: Disrupt, Freezekill, Hidden Blade, Mobility,
shore of the Felster Lake, child to a low ranking peasant
Shimmer, Silence, Slip the Blade In.
and a prostitute. When his mother died, Divo moved into
the brothel his father worked in and was subjected to a Passions: Hate the Law, Succor Cult, Succor the Ruler of
most deprived childhood of abuse and absence. When he the Felster, Lust Money.
was thirteen he was paid by the Rokari Church to depose Left Hand Membership (Acolyte)
of various God Learner artefacts, during which he secreted
a dagger. It was with that dagger that he slit the throat of Requirements: Standard. Skills: Stealth, Assassinate, Knife
the brothel manager when a rival brothel owner paid him a Attack, Deception, Disguise. They have the same benefits
Ducat to do so. It was with that murder that he started of being an Underhand, but their chance of getting a job is
along his career as an assassin; and it was with that dagger four times normal. An Acolyte loses access to the training
that every other murder was carried out – its blood stained (they’re the ones who now deliver that training!) and must
metal coated with the death of over two hundred victims. devote 50% of time to the cult. They must devote 50% of
their earnings from assassination to the cult.
As an assassin he came to the attention to the leaders of the
Jorstlandi Kingdom, who paid him to do away with their Common Rune Magic: Basic Rites, Dismiss Magic,
rivals. He became so skilled that when the Jorstlandi Divination, Extension, Heal Wound, Mindlink, Soul Sight,
leaders decided they needed to get rid of him, and cover Spellteaching.
their tracks, Divo assassinated their urge to do so. He Special Rune Magic: Stansfield’s Woe, Unseen Blade.
became so famous that even the gods sought his service.
Black Hand Membership (Priest)
He was paid the Gold Band of Brin to kill the Siamese
Snake God, and was paid in favours from the Second Court Requirements: Standard.
to slice the feet off of the Goat Demons of Vustria so the Their chance of getting a job is negligible – any jobs they
Court would be left alone. So many favours he accrued that hear of they have to pass down to Left Hands and
when he grew old, and Death came looking for him, he Underhands. Instead, they get the really big jobs (read: the
was hidden away in secret places across Ralios such that ones that you don’t do in Downtime). They lose access to
Old Age could not find him. training, and must devote 90% of time to the cult. They
But as the decades passed, Divo’s body could no longer must devote 90% of their income to the cult, but receive an
sustain his skill. He elected instead to teach his skills to average of 1d6x100 pennies in additional income from
others, and so gathered his entourage of assassins around tithing from the Underhands and Left Hands (which then
him. The followers of Divo Arca became renowned for ahs to be tithed, as per usual).
their ability to strike with fast and unseen with a blade, and Common Rune Magic: All
they challenged the control of the other assassin god of the
Felster, the Shunned Master. When Divo finally passed Special Rune Magic: Mark Target, Stansfield’s Woe,
away, on his own terms not that of Old Age and Death, he Unseen Blade.
ascended to the HeroPlane. Allied Spirit: Knife, Rat.
His cult was widespread at one point, but the Underground
Assassin War of the 15th century led to his cult being
Ernalda Allmother
forced back by the Shunned Master’s. They eventually The Earth Mother
came to settle in the city of Partan, and paid service to the
Ernalda and her daughters are the source of food, raiment
Count of that region. It was oft the case that a political
and shelter for most of life. Her cult is most, popular
enemy of the Partanian nobility would fall afoul of a
among farmers and especially rural women, though many
poisoned knife blade. When the Estali army came to attack
other folk worship her as well.
Partan, the cult knew nothing of it. After the city was razed
only a few members of the cult managed to escape. With Her temples are primarily rural shrines, but larger worship
the odd member scattered from city state to city state, the sites exist, up to and including great temples.
assassins of Divo Arca are still active but it has started
heading towards obscurity.
Initiate Membership among farmers and especially rural women, though many
Requirements: Female members of the clan who come of other folk worship her as well.
age may immediately initiate. Otherwise, standard. Skills – Her temples are primarily rural shrines, but larger worship
Convince, Climb, Lore, any other Lore (for both, this is sites exist, up to and including great temples.
only if you have mineral and/or plant feats) and Seduction. Initiate Membership
Great Cult: With Ernalda the Healer and Ernalda the
Requirements: Female members of the clan who come of
Queen. age may immediately initiate. Otherwise standard. Skills –
Battle magic: Heal, Second Sight, Shimmer, Strength, Lore, any other Lore (for both the animal and/or plant feat
Vigour. is required), First Aid, Treat Poison, Alchemy. The cult
Passions: Fear trolls, Fear chaos, Succor husband, Lust teaches both Treat Patient and Alchemy, along with certain
sex. healing secrets.
Acolyte Membership Great Cult: With Ernalda Allmother and Ernalda the
Queen.
Requirements: Standard, except that acolytes need not be
female or have given birth. Battle magic: Heal, See Disease, Shimmer, Vigour.

Common Rune Magic: Basic Rites, Dismiss Elemental, Passions: Fear trolls, Fear chaos, Succor Family.
Dismiss Magic, Divination, Extension, Heal Wound, Acolyte Membership
Mindlink, Soul Sight, Spellteaching. Requirements: Standard, except that acolytes need not be
Special Rune Magic: Bless Crops, Call Gnome (1-3), female or have given birth.
Command Snake, Command Swine, Regrow Limb. Common Rune Magic: Basic Rites, Dismiss Magic,
Priestesshood Divination, Extension, Heal Wound, Mindlink, Soul Sight,
Requirements: Standard. Plus, a must be a woman and Spellteaching.
have given birth to a healthy child. Special Rune Magic: Heal Body, Heal Relationship,
Common Rune Magic: All. Prevent Dying, Regrow Limb.

Special Rune Magic: Aid Conception, Bless Crops, Call Priestesshood


Gnome (1-5), Command Snake, Command Swine, Conceal Requirements: Standard. Plus, a must be a woman and
Family, Earthpower, Enchant Copper, Heal Body. have given birth to a healthy child.
Allied Spirits: Pig. Common Rune Magic: All.
Subcults Special Rune Magic: Call Gnome (1-5), Earthpower,
Eninta the Midwife (Assist Birth (battle magic), Ease Enchant Copper, Heal Body, Heal Relationship, Prevent
Labour Pains, Heal Unborn (battle magic), Heal womb, Dying, Regrow Limb, Restore Health [CON], Restore
Know the unborn); Mahome the Hearth Goddess (Ignite Health [STR].
(battle magic), Extinguish (battle magic), Control Fire, Allied Spirits: Pig.
Reduce Fever); Orane the Steadwife (Call Children, Subcults
Mother Knows Best, Orane’s Cooking (battle magic));
Overdruva the Forest Friend (Befriend Forest, Bless Belveren the Chaos Cleanser (Exorcise Chaos Spirit, Fight
Garden, Bless Grove, Hear Forest Song (battle magic)); Chaos Spirit, Gather Untainted Food (battle magic), Purge
Pella the Potter (Ignite (battle magic), Repair (battle Chaos, See Chaos Taint); Bevara the Medic (Avoid Harm,
magic), Awaken Pottery, Bless New Kiln, Pella’s Blessing Carry Patient to Safety (battle magic), Combat Healing,
(battle magic)); Skovara the Entertainer (Entertain Dodge All Attacks, Earsplitting Scream (battle magic),
Audience, Evoke [emotion]); Vela the Matchmaker Evade Pursuit (battle magic), Heal Deer (battle magic),
(Assess Lover, Ignite Passion, Perfect Mate Augury). Heal Self, Hide Self (battle magic)); Enferalda the
Supporter (Endurance (battle magic), Vigour (battle
Associated Cults magic), Carry Burden, Remain Standing (battle magic), Go
Aldrya (Accelerate Growth); Asrelia (Hide Wealth); Without Food, Go Without Sleep); Jera the Herbalist
Babeester Gor (Great Parry); Eiritha (Speak to Herd (teaches the skill Refine Medicine); Orventili the
Beasts); Maran Gor (Blast Earth); Ty Kora Tek (Bless Peacemaker (Enchant Peace Rug, Orventili’s Oath, Peace
Grave); Voria (Invigorate). Rug, Put Down Weapons); Voerla the Animal Healer
(teaches the battle magic spells of Heal [species] for
various animal types, Heal Herd, Suck Poison (battle
magic), Speak with Domestic Beast); Votenerva the Earth
Ernalda the Healer Healer (Close Man Made Hole, Healing Sleep, Melt Frost).
The Earth Mother
Ernalda and her daughters are the source of food, raiment
and shelter for most of life. Her cult is most, popular
Associated Cults Galvosti Church of Nomia
Aldrya (Accelerate Growth); Asrelia (Hide Wealth);
Eiritha (Speak to Herd Beasts); Ty Kora Tek (Bless The Church of Nomia
Grave); Voria (Invigorate). The Church of Nomia was founded in the Kingdom of
Nomia, a buffer state in between Tanisor and northern
Ernalda the Queen Safelster, most of the time referred to by its regional name,
Rindland, by non-natives even by that time. Enerin
The Earth Mother Galvost, a follower of Saint Nomia the Wise, became the
Ernalda and her daughters are the source of food, raiment first elected King of the Galvosti dynasty in 607 S.T..
and shelter for most of life. Her cult is most, popular Nomia brought the Malkioni way to Rindland, and the
among farmers and especially rural women, though many inhabitants welcomed the missionaries from Seshnela.
other folk worship her as well. Eventually Rindland became Malkioni, incorporating their
Her temples are primarily rural shrines, but larger worship own ancestral saints and local rituals into the Old Seshnegi
sites exist, up to and including great temples. faith. Rindland allied with Seshnela, and the Galvosti were
recognized by other western Churches as an equal
Initiate Membership Malkioni faith. The Seshnegi Kings often hired
Requirements: Only nobles may join this cult. Otherwise, mercenaries from Rindland, and when the One True
standard. Skills – Convince, Climb, Deception, Lore, any Church ruled Seshnela, Nomia was not bothered, because
other Lore (in both cases, needs Plant and/or (local) Area it was seen as a useful buffer against the Stygian Empire.
Lore feats). During the second decade of the eighth century, the
Great Cult: With Ernalda Allmother and Ernalda the Stygian Empire expanded westward, conquering and
Healer. plundering Rindland. The Seshnegi counterattacked,
liberating the region, and then demanded that the nobility
Battle magic: Heal, Second Sight, Shimmer, Strength,
join the One Church. Witnessing what the magic of the
Vigour.
God Learners was able to do, the Church of Nomia
Passions: Fear trolls, Fear chaos, Succor Clane, Power accepted the gift of the Abiding Book willingly into their
Behind the Throne. credo. The Galvosti bishops claim that this free acceptance
Acolyte Membership of the Abiding Book is the reason that the inner secrets of
their Church still remain intact today.
Standard.
Many Nomian knights served as mercenaries for the
Common Rune Magic: Basic Rites, Dismiss Elemental, Middle Sea Empire in the conquests of Ralios, and many
Dismiss Magic, Divination, Extension, Heal Wound, Galvosti wizards joined God Learner schools. The
Mindlink, Soul Sight, Spellteaching. Kingdom of Nomia suffered heavily in the persecutions
Special Rune Magic: Call Gnome (1-3), Command that followed the God Learners’ downfall, and was
[animal], Command Earth Spirit, Dismiss Earth Spirit, eventually destroyed by the tidal wave that the sinking of
Exorcise Earth Spirit. Seshnela brought with it. After these disasters, the Galvosti
faith was thrown out of its home territory of Rindland and
Priestesshood
eventually settled in Ralios.
Requirements: Standard. Plus, must be a woman and have
The Galvosti faith was influential in northern Safelster for
given birth to a healthy child. many centuries. A decade ago, that changed: although the
Common Rune Magic: All. nobility of Otkorion remained loyal, their subjects did not,
Special Rune Magic: Call Gnome (1-5), Command and revolted, establishing a new Church of their own. Now
[animal], Command Earth Spirit, Dismiss Earth Spirit, the Galvosti cling to power only in the city of Col and its
Exorcise Earth Spirit, Enchant Copper, Precision Orate. county of Holut, with a few hidden worshippers elsewhere.
Allied Spirits: Pig. The Galvosti believe that devout followers will be
reincarnated as a child of the faithful after their death, and
Subcults that sinners first spend a period of time in the sensory
Kadone the Grounder (Exorcise Air Spirit, Grounding deprivation of Limbo. Most famously, however, the
Ritual, Heaviness); Kev the Visionary (Disclose Visions, Galvosti allow the Tapping of pagans and other non-
Perceive Other Worlds, Resist Madness, See Vision, Malkioni. God, they claim, cannot love those who reject
Understand Omens); Orendana the Queen (Command Him, and so He destroys their souls when they die. This
Earth Priestess, Clan Harmony, Regal Aura); Roitina the being so, it is permissible for wizards to use Tapping
Ceremonialist (Earth Rituals, Restart Ceremony). magics to drain such people of their essences during life.
Associated Cults They have a rigid caste structure of Farmer, Wizard,
Knight and Magnate. Caste mobility is allowed on rare
Asrelia (Hide Wealth); Eiritha (Speak to Herd Beasts); occassions.
Maran Gor (Blast Earth); Orlanth Rex (Weaken Priestly
Authority); Ty Kora Tek (Bless Grave); Voria (Invigorate). Common Magic:All common, plus Defend Flock.
Saints: Arkat the Betrayer, Avlor, Carpattia, Conwy, respective Heirophant. Any member of any caste can
Dromal, Gerlant, Horal, Hrestol, Josselyne, Malkion, worship the gods.
Neuteboom, Ouxey, Regis, Segur, Valkaro and Xemela Notes for Heirophant Caste
Passions: Hate Heretics, Succor Church, Abstain Sex.
Can learn sorcery.
Farmer Caste
Arts: Force, Ease, Speed. There is no 4th or 5th Vow.
The lowest level of Caste. Junior Vow: Shun Tap
Knight Caste Minor Vow Devotion
Gets access to Piety. Major Vow Fasting, Never Speak to Pagans, Sacrifice
Become a Knight-Admiral when they reach 90% in one CON
weapon attack, one weapon parry and three of the Greater Vow Silence, Abjure Armour, Illumination.
following: Spot, Battle, Convince (must have orate feat),
Spells: All common plus See Rune Magic, Shadow Clout
one other weapon attack, Ride. Get an allied spirit at that
and Snare.
stage.
Other Magic
Wizard Caste
Any member of any caste may join the Church’s cults,
May learn sorcery from the Galvosti college.
although only Chevalier can become rune lords of them.
Arts: Alacrity, Duration, Force, Reinforce, Sacrifice (secret There are numerous changes to the ways the cults are
art) worshipped.
Junior Vows: Shun Immortality, Abjure liquor, Never kill Azilos supports the cults of Humakt, Zorak Zoran and
a duck. Orlanth Adventurous. In the case of Humakt, access to
Minor Vow: Abjure minor art, Abjure knightly arms, Sever Spirit is one use and Swords can only take one extra
abjure metal armour, Adulation, Celibacy, devotion (Soul), gift/geas. Acolytes do not get an extra gift/geas. In the case
Eat only food made by a Galvosti, Partial vegetarianism, of Zorak Zoran, no spells concerning undead can be
Fasting, Never kill a Malkioni, Sacrifice DEX, Seclusion. accessed, access to Sever Spirit is denied, and they do not
get access to any subcult. Their rune lords do not have to
Major Vow: Abjure Armour, Abjure Arms, Abjure Minor
obey normal restrictions for Death Lords. With Orlanth the
Art, Adulation, Vegetarianism, Fasting, Never kill a
rune lords do not need to obey any of the normal
Malkioni, Rituals (minor), Sacrifice DEX, Shun Unholy
requirements of a rune lord, but they do not get access to
Ground.
Bless Woad. No cult has access to normal subcult magic,
Greater Vow: Only speak to Galvosti, Sacrifice Leg. and no cult provides associated cult magic. Chevalier may
Spells: All common plus Attract Missiles, Clear Mind, join multiple cults without conflict. The passions for each
Dominate Duckling, Project Sight, Project Hearing, Resist cult are different: they only get Succor Church.
Death, Shapechange duck to Carniflower Plant. The cult also allows one to take Arkat the Bringer of
Adept Spells: Enchant Iron, Enchant Gold, Enchant Tin, Darkness (does not need to have switched sects or illegally
Fly, Project Touch, Tap. changed their caste) and Hrestol.
Magnate Caste All cults get access to the spell Tabasaism. This is annual
for initiates and reusable for rune levels.
The equivalent of a noble caste.
Henotheistic Church of Otkorion
Henotheistic Church of Azilos
The Cults of St. Orlanth and kin
Zabandan’s Church
This church has a following in Otkorion, with other
The Henotheist Church of Azilos uses veneration, sacrifice temples about. There are four Castes: Farmer; Warrior;
and ecstatic worship for all entities, which they label as the Wizard; Lord. People can change caste wirth the
Tabasai - an array of essences, gods and spirits – which are permission of a Cardinal or Bishop.
worshipped only for magic. Thus, the church is also known
as Tabasaism. The core entities worshiped alongside Farmer Caste
Zabandan, the true One Invisible God, are the gods Arkat Can join the cults of Barntar, Ernalda All mother, Ernalda
joined during his struggle against the evil empire – Hrestol, the Healer, the Grain Goddess, Chalana Arroy (known as
Orlanth, Humakt, and Zorak Zoran. Arkat Liberator is Chalana) and Issaries (known as Goldentongue). May also
venerated as saint and prophet, for he freed all lands and is engage in pagan worship. May not own land nor own
considered the role model of the perfect person for all right enchanted magical weapons.
thinking men.
Warrior Caste
The Henotheistic Church operates a Caste structure. It has
the Castes of Servant, Chevalier, Heirophant and Lord. Can join the cults of Orlanth Adventurous, Humakt and
Castle mobility is allowed with the permission of the Urox. Can join Chalana Arroy as followers of Arroin.
Members of the Inquisition are also members of Lhankor
Mhy. May take the Saints of St. Gerlant and St. Horal as a Goldentongue). May not engage in pagan worship. May
Saint. not own land.
May not own land. Knight Caste
Wizard Caste Can join the cults of Orlanth Adventurous, Elmal, Humakt,
Must vow never to become a shaman. May join Lhankor Rigsdal, Vinga and Urox. May take St. Horal as a saint.
Mhy, Chalana Arroy and Orlanth Thunderous. May take May not own land.
St. Malkion as a Saint. Thaumaturge Caste
Can get access to Rune Magic, but ever since the Must vow never to become a shaman. May join Lhankor
Independence War the only college that is part of Mhy, Chalana Arroy, Mastakos and Orlanth Thunderous.
Henothesim is Westreach College. Its details are here May take St. Malkion as a Saint. May not own land and
(although many Red Circle members left the Red Circle for when required by a Lord must submit to a cross
Henotheism, and so will use their skills and spells – see examination (what is called the ‘Lugh Protocol’).
Henotheistic Church of Rawsondal for more information.
The Red Circle has, rather reluctantly, joined the Church.
Such people have no more access to their Church, and can
learn no more spells from that avenue, nor make use of Arts: Duration, Hold, Reinforce, Speed. There is no fifth
Westreach. They are effectively independent sorcerors). Art.
Arts: Alacrity, Force, Hold, Reinforce. There is no fifth Junior Vows: Shun tap, Partial Vegetarianism.
Art. Minor Vow: Abjure Knight’s Arms, Abjure Metal Armour,
Junior Vows: Shun tap. Abjure Minor Art, Adulation, Celibacy, Devotion (soul),
Fasting, Never Kill an animal owned by someone, Vegan.
Minor Vow: Abjure Liquor, Celibacy, Fasting, Never Kill a
Shadowcat, Partial Vegetarianism, Shun Immortality, Major Vow: Eat only food grown by a personal servant,
Storm Love Never kill a human, Sacrifice STR, Sacrifice CON.
Major Vow: Abjure Armour, Abjure Art (major), Devotion Greater Vow: Abjure Day, Eat only food harvested on a
Location, Fasting, Never kill a Storm Worshipper, Only Godsday, Never speak to anyone outside the Red Circle,
Speak to Men, Only Speak to Women, Sacrifice DEX, Sacrifice CON, Self Abnegation.
Shun Harm Spells: All common (except Telepathy), plus Dominate
Greater Vow: Abjure Art (minor), Never Speak to Non- Raven, Drain Soul and Fly.
Storm Worshippers, Only Speak to Priests, Rituals Adept Spells: Dominate Human, Project Smell, Sense
(minor), Sacrifice Jabberwock, Shun Unholy Ground Detection, Teleport Block, .
Spells: All common (except Animate Substance, Call Tide, Lord Caste
Diminish APP, Palsy, Spellteaching and Telepathy),
Attract Spirits, Boost Fear Chaos, See Rune Magic, Snare. May own land and enchanted weapons. Must own more
than 1000 pennies worth of land or be relegated to the Lord
Adept Spells: Boost Hate Chaos, Diminish APP, Sense Caste. May join the cults of Ernalda the Queen and Orlanth
Detection, Shapechange rabbit to Bear, Telepathy. Rex. May take St. Hrestol and St. Regis as a Saint.
Lord Caste
Design notes
May own land and enchanted weapons. Must own more
This Church came into existence at the end of the Storms
than 1000 pennies worth of land or be relegated to the Lord
Over Ralios campaign, and exists now in my current
Caste. May join the cults of Ernalda the Queen and Orlanth
campaign. It’s part of my Glorantha, though probably not
Rex. May sometimes join the cult of Humakt and become
yours.
generals. May take St. Hrestol as a Saint.

Henotheistic Church of Rawsondal Orthodox Hrestolism


‘Just better than regular Henotheism’ The Religion of the Castle Coast
After the Independece War Queen Kristine forced the Old Worshipped in the Castle Coast, and also Kustria. The
Feet Families of Otkorion to leave the Henotheistic Church Rules of Chivalry were taught by Prince Hrestol, the First
of Otkorion. Liam Dac Mara arranged for this new Church Knight, in the second year after the Dawning. He instituted
to take its place. There are four Castes: Farmer; Knight; the noble Order of Knighthood, went on the first Knightly
Thaumaturge; Lord. People can change caste with the Quest to save his home city of Frowal and establish the
permission of a member of the Lord caste. Kingdom of Seshneg, and (during the period of his exile)
was founder of the custom of Knight-Errantry.
Villein Caste
The most noble Knights of all the world have always
Can join the cults of Barntar, Ernalda All mother, Ernalda hailed from the Kingdom of Seshnela. The history of
the Healer, the Grain Goddess, Ty Tora Tek, Chalana Seshnela is that of the clash between Chivalry and Sorcery.
Arroy (known as Chalana) and Issaries (known as Hrestol himself was banished by an evil enchantress and
slain by sorcerers. Knighthood is a loyal and manly state, Knight Caste
always thrusting forward and shining its light wherever Have access to Piety (see Saintly Magic). Can become a
there is darkness. Knights confront their foes directly, face Knight-Admiral by getting 90% in any weapon attack,
to face, whereas Sorcery teaches subtle, underhanded, shield parry and three of the following: Mythology, Lore
treacherous ways, (with mastered local area feat), Battle, Ride, Climb.
festering in the shadows of the soul. Knight-Admiral’s get access to an allied spirit.
In the long-ago Crusade Against Chaos, the forces of
Wizard Caste
Seshnela were led by King Gerlant Flamesword. His
greatest Knight was the valiant Sir Arkat, his kinsman and Have access to sorcery.
comrade in battle. Side by side they fought against the Vows: Ease, Speed, Force, Reinforce, Hymn (secret art).
corrupted Vampire Kings of Tanisor and the krjalki
monsters of Ralios. Yet when Sir Arkat turned aside from Junior Vow: Abjure Liquor, Shun Immortality.
the path of virtue, and sought to overcome his foes through Minor Vows: Celibacy, Devotion (soul), Eat Only Food
the use of dark secrets and pagan magic, King Gerlant Blessed by the day-long Hrestoli ritual, Fasting, Only
banished him forever from the land. In revenge, Sir Arkat Speak to Men, Sacrifice CON.
founded the terrible Dark Empire of Major Vows: Abjure Armour, Abjure Arms, Devotion
Stygia, which did so much to harm Seshnela early in the (Location), Fasting, Only Speak to Malkioni, Shun Harm,
Second Age. Sacrifice CON, Seclusion, Shun Unholy Ground
The line of Flame Kings, descended from Gerlant, ruled Greater Vow: Sacrifice CON.
the mighty Middle Sea Empire of the Second Age.
Seshnegi Knights formed the cutting edge of the Return to Spells: All common plus Banish Undead, Block Pagan,
Righteousness Crusade that overthrew the Trollish rulers Drain Soul, Project Touch, Suppress Paganism, Suppress
of Safelster. The Kings of Seshnela were at first wise and Priestcraft.
pious monarchs. But in later years they paid too much heed Adept Spells: Homing Circle, Project Sight, Scrying
to the words of their wizards, and were led step by step Device, Shapechange human to hawk, Shapechange human
into overweening pride. The whole land of Old Seshnela to dolphin, Shapechange human to bear, Tap, Teleport,
was destroyed by vile Sorcery at the close of the Second Teleport Block.
Age: the earth rolled over, sending the fair cities and
castles crashing down; a tidal wave swept through the Rokari Church
south, eradicating all in its path; finally, the seas rose up to
The Holy Rokari Church
engulf all but the highest places of the old Kingdom. Our
ancestors survived the tragic downfall of their native land The Holy Church was born amidst the spiritual turmoil and
by fleeing to Tanisor, where they ruled for centuries, chaos that reigned in the time after the God Learners and
preserving the manners and customs of the old Kingdom in the destruction of Old Seshnela. During that time there
its most glorious years. But then a vile heresy spread by were many petty states and no organised or theologically
the Rokar the Sorcerer dissolved the bonds of feudal unified church. Warfare and heresy were rife.
obligation that held the land together; Bailifes the Oath- In 1310 Saint Rokar was born in Leplain. As a young
Breaker fought against his rightful liege lord at the Second apprentice priest he was visited first by Hrestol, and then
Battle of Asgolan Fields, and winning by treachery, drove by Malkion. They imparted to him the knowledge of the
all who remained loyal from his lands. Crossing the Iron old laws which had been lost during the time of the God
Mountains and Kanthor's Forest, they settled along a Learners. Their message was of One God, One Church,
remnant of Old Seshnela now known as the Castle Coast, One King, One Peace. Hrestol also prophesied that a
near the ruins of Frowal, capital of the Old Kingdom. Here hammer would be forged in Rindland that would itself
we dwell, living lives of chivalrous and gallant adventure, reforge the ancient Kingdom of Seshnela.
so different from the grim oppression of the usurper Kings
of Tanisor. Rokar's insight and knowledge was at first scorned by his
fellow monks, and when he continued to espouse his views
It has a rigid caste structure of Peasant, Knight, Wizard he was defrocked as a priest and cast out of his monastery.
and Lord. No caste mobility is allowed. Women are not However, outside of the official church he continued to
part of the caste system (and get to choose their husbands). preach his message to all that would hear, and a popular
They can Tap, but only Peasants and only at the command movement grew up amongst the peasants of the land who
of a Lord. tired of the war and constant change in their lives.
Common Magic: All common. In 1349 Rokar was arrested by the church, tried, and
Saints: Arkat the Betrayer (reviled), Carpattia, Conwy, condemned for heresy. He was burned at the stake, but
Daly, Dormal, Elleish, Froalar, Gerlant, Goery, Horal, when the flames reached their height all who were there
Hrestol, Josselyne, Malkion, Martin, Mauritus, Menena, saw a holy messengers, Solace and Joy, come down from
Ouxey, Talor, Xemela. the sky and lead pious Rokar to the Creator. After this his
teachings spread rapidly across Seshnela and beyond.
Passions: Abstain luxuries, Abstrain sex, Succor Church,
Often its preachers were persecuted and killed, but the
Hate Sinners, Hate Krjalki.
message could not be stopped.
In 1410 Bailifes the Hammer, Duke of Rindland, was monsters who delight in torturing pagans, murderers,
converted to the ways of Rokar. With the war banner of heretics, witches, caste breakers, tappers, sexual deviants,
Saint Rokar he then lead a holy crusade across Seshnela to and habitual sinners for all eternity. Only strict adherence
bring the Faith to everyone, and to fulfil the prophesy of to the Faith can save you!
the hammer. His opponents were finally defeated at the We also hold the following views:
First and Second Battles of Asgolan Fields in 1412 and
their leaders put to the stake. In 1413 Bailifes was crowned Women are inferior to men in spiritual terms. They lack
King of Seshnela by Mardron, the Archbishop of Leplain, the intellectual capacity of men, as well as their strength.
and the newly-appointed Ecclesiarch of the Holy Church Due to a lack of spiritual backbone they are also
of Rokarism. susceptible to Devilish influences and can therefore be
dangerous. The cult of the Deceiver, Gbaji, was mainly led
Since that time the descendants of Bailifes have ruled the by women who had been seduced by Gbaji's Krjalki
Faithful by divine right and in the name of the Invisible incubi. Never trust a woman's word: they always change
God, and his prophets Malkion, Hrestol and Rokar. their mind. Due to their inferiority, women can only obtain
There have been some attempts in the last one hundred salvation within the Peasant and Noble castes; they are not
years to subvert the Laws of Rokar and Malkion by capable of becoming priests or warriors.
heretics who have played on the fear and ignorance of the Alchemy is a demonic practice that has no part in the
peasants. Therefore in 1547 the Inquisitorial Order of the worship of the Invisible God. Similarly Astrology has
Golden Lance was set up to seek out such heresies and recently been the subject of an investigation which has
heretics and refute them. The order is composed of devout found that its practitioners worship demons to get their
members of both the knight and priest castes. results.
Theology There is also a report in progress concerning the issue of
At the Sixth Ecclesiastical Council of Malkion the united marriage within the wizard caste. Many view marriage as
churches of Seshnela and Loskalm declared unanimously weakening the faith and potency of priests. Indeed, some
that there is only one god and he is the Invisible God and priests and bishops no longer marry.
his prophets were Malkion, Hrestol and Rokar. All good Castes
Malkioni accept this decision.
There are four Castes: Farmer; Knight; Priest; Noble. All
We follow the Laws of Malkion including the prescription Rokari are born into their Castes, and cannot change.
on tapping of those which we love. However, Tapping of Women can only be in the Farmer or Noble caste.
animals by the wizard caste to provide sustenance is
permitted, in the same way that the other castes obtain Common Magic: All common plus Counter Pagan Magic.
sustenance through the milk, wool, skin, bone, sinews and Saints: Daly, Dormal, Dromal, Gerlant, Horal, Hrestol,
flesh of animals. Since it is well known that animals do not Josselyne, Malkion, Mardron, Raceen, Regis, Segur,
have souls, they are therefore incapable of being loved in Xemela.
any meaningful way and so tapping of them is wholly Passions: Hate Heretics, Succor Church, Succor Liege,
acceptable. Abstain Sex, Abstain Luxury.
We value the peasant and knight's loyalty to their lord.
Knight Caste
We believe that there should be no caste mobility. Each
person is born into his class, lives in his class, does the All Knights get access to Piety (see Saintly Magic).
tasks of his class, and dies in his class. A man need onlyQualifies as a cavalier when they reach 90% in one
weapon attack and one weapon parry (inc. shield) plus
master his own station in life to achieve salvation. A great
farmer is as much value as a mighty knight or a wise king.three of the following: Battle, Jump, Spot, Ride, Speak
Own, any other weapon attack. They must also have a
In the past the God Learner's heretical preachings were
Piety of at least 5. Cavaliers must dedicate 90% of their
made easier because our caste rigidity had been broken,
time and income to the Church. They get access to an
and we must all make sure this is not allowed to happen
allied spirit.
again. We are proud that under the guidance of Rokar our
church has expunged all traces of God Learnerism from its Wizard Caste
creed. Arts: Banish (secret art), Duration, Ease, Force, Hold.
The problem of sin is of great concern to us. Sin is the Junior Vows: Abjure metal armour, abjure knightly arms,
breaking of the laws of Malkion and Rokar. This includes abjure liquor, celibacy, fasting, shun tap.
the breaking of caste taboos, tapping, impure thoughts,
theft, adultery, falsehood, drunkenness, gluttony, Minor Vow: Abjure armour, abjure liquor, celibacy,
immortality spells, heretical thoughts, envy, slander, devotion (location), never kill a Rokari, shun immortality,
avarice, inane speech, indecency, and arguing with a priest shun tap, vegetarianism.
or your lord. Sin is wrong! One small sin today is one more Major Vow: Abjure arms, devotion (location), devotion
small step toward hell and damnation! (soul), Only speak to Rokari, Rituals (minor), sacrifice
Beware, sinners! In the Underworld the Devil lives in Hell. genitals, seclusion, shun immortality.
It is a cold place of darkness creatures and horrible Krjalki
Greater Vow: Devotion (soul), Rituals (major), Shun harm, Lord Caste
Shun unholy ground, silence. The Lord Caste can worship any of the Saints the other
Spells: All common, plus Attract Magic, Banish Undead, three Castes worship if they so wish, after receiving
Block Pagan, Dampen Damage, Neutralise Damage, permission from the Church.
Regenerate, Suppress Paganism, Suppress Priestcraft.
Adept Spells: Fly, Project [all human senses], Quest, Terzo the Mask
Teleport, Teleport Block, Wrest Magic. Hero of the People
Stygian Church of Naskorion Terzo was born near the end of the Jorstlandi Kingdom’s
reign. As the Kingdom fell in on itself, the nobles and the
We have Sinned and Darkness is God’s Punishment dukes, and the viscounts and the bishops, all turned to the
The official Church of Naskorion. Also worshipped selfish concerns of their own coffers. Not a single one of
elsewhere, including northern Otkorion. those rich minded bastards would stop to help the little
man, or hesitate to conjure up a new tax in order to strangle
There are four Castes: Sklave; Krieger; Zuberer; Edel. one more Guilder, or even a clack, from a man trying to
People can change caste with the permission of a ranking make an honest’s day living. Terzo would stand for none
official of the Church. of this, and when his family where visited by the infamous
Sklave Caste Tax Baron, he could take no more. ‘To the gods!’ did he
cry, ‘What gift will you give me to stop these injustices?
The farmer caste. They may join St. Zugorteg, St.
To fight the tyranny I am faced with?’ But even the gods
Goldentongue, St. Kogag and St. Xentha.
were bastards, and they were worried about their purses
Krieger Caste too. Each contributed but one scrap of fabric to Terzo’s
Can join the cult of Humakt, Zorak Zoran and Kogag, and cause, which was weaved together to make a mask to cover
take Hrestol, Carpattia and Paslac as Saints. his face. ‘With this I can do little,’ said Terzo, giving the
finger to the Heavenly Host, ‘So to my own skills I’ll rely.’
Zuberer Caste And rely he did! With skill and charisma, Terzo scoured
May worship St. Lhankor Mhy, St. Chalana, St. Xiola the world, taking with him his band of men. And each of
Umbar and St. Xentha. They are also experimenting those men had a skill that Terzo lacked, so that together
worship of Subere. It hasn’t been going very well… they were mightier than the whole. And no such man was
ever laid low, or every suffered any embarrassment or
With regards to sorcery, the Stygian Church has co-opted a
berating that was not deserved or had in jest, for Terzo was
minor magical college called the Round Room Society as
a most skilled leader.
the religion’s sorcerous souce. They don’t worship St.
Malkion and instead connect to a Darkness spirit called Many tales are told of Terzo. His rescuing of the Ill
Arshax. Equipped Quill; the burning of the Sandron Falls; the
dearth of hollering when the Banshee was sent upon him;
Arts: Ease, Force, Speed. There is no fourth or fifth Art.
his marriage to Alessia (who was a noble, or a noble’s
Junior Vows: Shun Fire. daughter, or a prostitute, depending upon the story that is
Minor Vow: Abjure Armour, Celibacy, Never Kill a Shade, told); his hiatus when he travelled to Fronela and supped
Never speak to a troll, Sacrifice APP, Only speak to men. with the King of the Ice; or his theft of the Branded Crown.
What is rarely told is the secret story that only a few of his
Major Vow: Abjure Major Art, Abjure Day, Eat Only Food worshippers know of – that the major cause of the collapse
With Mushrooms, Illumination, Never Kill an Insect on of the Jorstland Kingdom was Terzo stealing the treasury
purpose, Never speak to anyone who’s real name begins away and dishing out coins to the poor. Such a great epic
with a ‘B’, Rituals Major, Sacrifice Eye. story, but with such huge efforts made to make sure no-one
Greater Vow: Devour Foe. heard of it.
Spells: Animate Lead, Animate Obsidian, Call Cold, Call What happened to Terzo is unclear, although the common
Shadow, Call Wind, Cast Malice, Diminish [all stats], consensus is that he was killed by one of his many enemies
Diminish Communication Skills, Enchant Iron, Enchant and his merry men could not save him. Fortunately the
Lead, Evoke Cold, Evoke Shadow, Evoke Water, Haste, Trickster had taken a shine to him, and let him into Heaven
Identify Spell, Magic Point Matrix, Mystic Vision, when no-one was looking so that he could continue to
Neutralise Magic, Palsy, Phantom Sound, Protective grant powers as a demigod from on high.
Circle, Resist Detection, See Rune Magic, Shade Clout,
Initiate Membership
Shadow, Smother, <Snare>, Spell Matric Enchantment,
Suppress Sorcery, Triumph of Darkness, Walk Unseen. To become an initiate one must travel to a Terzo the Mask
Adept Spells: Animate Dead, Apprentic Bonding, Basic Holy Spot. At that Holy Spot they must vow to follow the
Rites, Create Wraith, Immortality, Implant, Project way of Terzo and sacrifice 1 POW. If they make a
Shadow, Shapechange Human to Troll, Shudder of successful Mythology roll at +25, Terzo’s spirit appears to
Darkness, Travel in Water. them and makes them an initiate.
Initiates must vow to protect the poor and destitute, Priesthood Membership
although how this is expressed can be pretty varied. Standard access. They must devote 50% of their time to
Initiates of Terzo need dedicate no time to their cult. They
cult activities, which may include robbing the rich. They
need not devote any money, except they must devote 30% must give away all illegitimately earned earnings, although
of the cash they earn from illegitimate activities to the poor
may accept any that are refused. Traditionally the poor
and hungry. generally although the Terzo priest his money to live off
Battle Magic: Coordination, Detect More Than 100 and buy weapons with. But that’s not necessarily the case.
Pennies, Glamour, Leap, Mobility, Multimissile, Shimmer, (Note that normally cults operate a ‘tax deductible’ scheme
Speedart, Terzo’s Mask. where purchasing things like training and equipment
Passions: Hate Nobility, Succor the Destitute, Lust Rich necessary to cult acitivities doesn’t count towards your
People’s Cash, Abstain Worshipping the Gods. tithing. Terzo operates no such scheme).
Acolyte Membership Common Rune Magic: All
Special Rune Magic: Merry Man, Robbing the Rich,
Standard access, where the skills are: Bow Attack, Climb,
Stealth, Convince (must have orate feat). They must devote Sureshot, Terzo’s Blessing, Truearrow.
25% of their time, and 70% of all illegitimate earnings. Allied Spirit: Bow.
Common Rune Magic: Basic Rites, Dismiss Magic, Associated Cults
Divination, Extension, Heal Wound, Mindlink, Soul Sight,
Orlanth Rex (Shield); Ferret God (Speak to Ferrets).
Spellteaching.
Special Rune Magic: Robbing the Rich, Sureshot, Terzo’s
Blessing.
Elementals
Elementals are called by means of Call spells. They can be dismissed by use of the Common Rune Magic spell, Dismiss
Elemental. There must be as many points in the Dismiss spell as there is in the Call spell. The generic Dismiss
Elemental will affect all elementals (you don’t need ‘Dismiss Sylph’ or what have you). If the Caller preps a Dismiss
Magic spell, they can attempt to intercept any Dismiss Elemental spell cast against their elemental. Indeed, Call
[elemental] can be used to intercept such a spell as well as Dismiss Magic. [Note to all that I’ve entirely done away with
Bindings and the Command spell]. A Called elemental will obey one order, which is receives on the round it’s
summoned. As they’re not sentient, it has to be a simple order, such as ‘attack them’ or ‘Fly me to Valantia’ or ‘guard
here’. Once the order has been completed, the elemental departs. Whilst the elemental remains, the Call spell cannot be
reprayed for, so if left on guard duty you cannot repray for the spell. Elementals are not intelligent enough to follow you
around – they’re very bad bodyguards.
Elementals come in five levels. Each point of spell summons an elemental of that level. They have an approximate size
of one metre in each dimension for every level they have. So a level 5 elemental is 5mx5mx5m big. Most cults do not
get access to the most powerful Call spells. For instance, Babeester Gor can only summon level 2 gnomes; Argan Argar
only summons level 3 shades; Maran Gor can only summon a level 3 gnome. It’s only great cults heavily associated
with the rune in question that can summon larger elementals: for instance, Polaris can summon level 4 Star elementals;
Subere can summon level 5 Shades; Orlanth level 5 sylphs etc.
Elementals can be summoned anywhere. There need not be the substance in question to summon them.
An elemental can attack as many times a round as it has levels, and does so on the Caller’s initiative. If the Caller’s
initiative changes, the elementals changes with it. It cannot attack the same target twice. Elementals have Monstrous
dodge, and you do not get a ganging up bonus for multiple people attacking it. For every level an elemental has, three
people can attack it.
They attack by freezing their opponent, battering them with earth, hurling them around in wind, bashing them with
water, burning them etc. It can be dodged or parried. When parrying, you’re basically waving your sword to keep the
damn thing away!
Elementals, being spirits and magical entities, cannot be affected by certain magic. This includes all healing magic
(unless the spell specifically states it heals elementals), protection magics and other defensive magics like coutnermagic
(they’re semi-immaterial) and mind affecting magics.

Gnomes
Gnomes are earth elementals that open up the earth beneath you and munch on you. They can also gout out and attack
as they try and pull you in (so can hit your head and this kind of location in combat).
They can also destroy walls and such, and – if you risk suffocation – transport you through the ground.
Gnome Table
Level HP AP POW Att% Dmg Special Effects Die
1 1d6+6 1 1d6 30 2d6 1d6 (6 captured)
2 2d6+8 3 2d6 50 3d6 1d6 (4+ captured)
3 3d6+10 5 3d6 70 4d6 1d8 (5+ captured)
4 4d6+12 7 4d6 90 5d6 1d10 (6+ captured)
5 5d6+14 9 5d6 110 6d6 1d12 (7+ captured)
When a captured result is indicated, if the individual is damaged then they have been sucked into the earth. Whilst they
might not be entirely sucked in, they are rolling around like being in a dishwasher. They immediately lose the initiative and
cannot act until freed. No extra damage is taken, unless the gnome decides to attack them by squeezing its own innards. The
character gets no defensive action. To get freed they can make a STRx1 on their own initiative. Alternatively, someone can
kill the gnome. A gnome can only capture as many people as its level.

Shades
Shades are darkness elementals. They cannot be seen through, and dull even smell and sound. Even Darksense cannot
penetrate them. They are also remarkably hardy, protected as they are by the powers of darkness.

Shade Table
Level HP AP POW Att% Dmg Special Effects Die
1 1d6 3 1d6 30 1d6 1d6 (4+ demoralise)
2 2d6 6 2d6 50 2d6 1d6 (2+ demoralise, 6 catatonic)
3 3d6 9 3d6 70 3d6 1d8 (1+ demoralise, 7+catatonic)
4 4d6 12 4d6 90 4d6 1d8 (1+ demoralise, 6+ catatonic, 8 heart attack)
5 5d6 15 5d6 110 5d6 1d10 (1+ demoralise, 6+ catatonic, 9+ heart attack)
Regardless of damage rolled and armour, the least amount of damage a shade can do is one point. If a demoralise effect
comes up, the creature is demoralised for 15 minutes. If ‘catatonic’ is rolled, they fall unconscious. Every round after the
one they suffer the fearshock, they must make a CONx1. If successful, they wake up. If not, they remain unconscious. They
applies even if they’re attacked, such as someone slitting their throat. If ‘heart attack’ comes up resist the shade’s POW
against their CON. If it overcomes, they suffer a heart attack. Starting on the round they suffer the fearshock, they lose 1
long term fatigue level a round, and must make a CONx3 or die. A Heal Wound or Heal Body will stop this. If the Heal
Wound is cast, they don’t also recover hit points. Remember that all special effects apply, so someone heart attacked is also
catatonic and demoralised.

Salamander
Salamanders are fire elementals.
Salamander Table
Level HP AP POW Att% Dmg Special Effects Die
1 3d6 2 1d6 30 2d4+1 1d10 (5+ ignite)
2 4d6 4 2d6 50 3d4+2 1d10 (3+ ignite)
3 5d6 6 3d6 70 4d4+3 1d12 (3+ ignite)
4 6d6 8 4d6 90 5d4+4 1d12 (2+ ignite)
5 7d6 10 5d6 110 6d4+5 1d20 (2+ ignite)
An ignite result means that location has been set alight (quite possibly burning flesh and muscle tissue). It will burn for 1d3
dmg a round until extinguished, starting the round after it was inflicted. This takes an action and a DEXx3 (or an extinguish
spell). Any flammable material on that location is destroyed, including non-metallic armours.

Undine
Undines are water elementals. They move Fast in water.
Undine Table
Level HP AP POW Att% Dmg Special Effects Die
1 3d6 2 1d6 30 1d8 1d10 (5+ drown)
2 4d6 4 2d6 50 2d8 1d10 (3+ drown)
3 5d6 6 3d6 70 3d8 1d12 (3+ drown)
4 6d6 8 4d6 90 4d8 1d12 (2+ drown)
5 7d6 10 5d6 110 5d8 1d20 (2+ drown)
When a drown result is rolled they are caught within the body of the undine, and must escape to catch their breath. The
character starts to asphyxiate. If they make a POWx5 they start their asphyxiation rolls at CONx10. If not, they start at
CONx1. This roll is made on that round.
Whilst within the undine they cannot attack and are at -25 to their defensive action. They must make a defensive action, at -
25, to escape. This action is instead of an attack or any other action. The undine can continue to attack anybody inside of it
if it wishes to use one of its attacks on them – it takes a separate defensive action to avoid that attack.

Sylph
Sylphs are air elementals. They move Fast in the air.
Sylph Table
Level HP AP POW Att% Dmg Special Effects Die
1 3d6 2 1d6 30 1d6 1d6 (6 drop)
2 4d6 4 2d6 50 2d6 1d6 (4+ drop)
3 5d6 6 3d6 70 3d6 1d8 (4+ drop)
4 6d6 8 4d6 90 4d6 1d8 (2+ drop)
5 7d6 10 5d6 110 5d6 1d10 (2+ drop)
When a drop result is rolled, the sylph manages to hoist them up in the air and drop them. After combat damage is resolved,
roll for their falling damage. It is 1d6 per level of the elemental to a random hit location (if the victim makes a Jump roll,
they can choose the location). Armour protects up to 2 points. Like regular falling damage, this damage can exceed the
damage in the location. There is a 3% chance per level of the sylph of the character bleeding (if they are wounded, that is).
A character can, at will, cease to be attuned to a magical

Magical Items item, even if it isn’t at hand. Unless it’s cursed. They also
cease to be attuned to any item that they are attuned to when
they die. Each item can only be attuned to one person at a
time. If someone else attunes to it, your attunement to it is
This chapter details how magical items work. It also gives
lost.
some example of magical items and materials in Glorantha.

Magical Item Types Metals


As per RuneQuest except Iron no longer does double
There are four types of magical items.
damage to elves and trolls. Instead, if it penetrates armour
Enchantments roll an Iron Damage Die. This is always the same type of
These objects are the enchantments that can be created Die as the Special Effects Die (but no special bonus occurs
using ritual magic (see General Magic for more if you roll high on it, and if you special you do get to also
information). They include armouring enchantments, roll the special effects die.
binding enchantments, spell matrices, skill matrices and
strengthening enchantments.
Dead Magic
Dead magic includes crystals and metals. Generally,
crystals and metals are only found as by products of gods,
and not within the realm of even the most powerful mortals
to actually create.
Exotic
Exotic magic covers powerful magical items that fall
outwith the above two categories. They are always unique,
and never within the power of mortal man to make.
Trinkets
Trinkets are magical items with only minor magical powers.
They are created as the result of enchantment; the
application of sheer will; a mundane item being left in a
region of magic for too long; remnants of the Godtime;
brought back from the Heroplane (even during minor
magical rituals); gifts from the Gods; and a myriad of other
ways. Importantly, trinkets do not count towards the total
number of magical items one can be attuned to.
Magical Item Limit
There are now different types of magic item: Strengthening,
Magic Point Matrices, Skill Matrices, Spell matrices,
Crystals and Miscellaneous. You can have one item of each
type. When you become a rune level, raise this to two. If
you’re a sorcerer, every 90% in a spell allows you to pick
one category and raise it to 2.
Trinkets, truestone, certain powerful exotic magic items and
allied spirits never count against this total.
Attunement
To use most magical items (except trinkets) one must attune
to that item. It takes five minutes to attune to a magical
item, during which time the character must be
uninterrupted. If they try and do it faster (in the space of a
minute), or under harsh conditions, they must make a
Common Magic roll.

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